BEYOND - Demo

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2 PLAYERS GAME JAM DEMO

By Clément Domergue
https://domergue.itch.io/

Based on the game “HUNT”


by Spencer Campbell / Gila RPGs
GILARPGS.COM / @GILARPGS
Your order is old, very old. It has known many years of glory and despair. It has reached for
the stars and conquered them. It has fought the strange horrors of the void and vanquished
them. It has done many things, known eons of splendor and wonder.

Time has passed and, little by little, the order has dwindled into a small sect, barely a myth.
The remaining knights are few and weary. The ships are rusty, the stronghold abandoned.
Most of the space station, unused for years, lies silent in dead space, the remnants of its
former prestige floating in suspension.

The knights need to act, recruit, and regain fame. A beast must be slain.

Once again, like so many times before, the seals are broken and the divine weapons are
wielded despite their formidable cost. The knights board their ship and embark on one last
desperate adventure before the end, with everything riding on this journey.

They can't really become the last of their kind after all these millennia of order in the
galaxy, can they?
SCENE 01 - BLACK HOLE
At the center of the galaxy lies a black hole, a populated black hole. It is surrounded by a
gigantic man-made structure that harnesses its raw energy. The Order knew it once as the
capital of the universe, but it has long since been abandoned, overrun by alien creatures and
cavemen.

From there, you could go anywhere in space, but the structure has a lot to offer. You can
stay as long as you want but time passes faster on the rest of the universe…

CHALLENGES: 2
➼ The nearest refueling center is immersed in liquid mercury.
➼ A friendly and impressed cavemen tribe invites the Knights to supper with
them. The food is rich and tasty, the Knights are rested and can call this tribe
to help during another challenge.
➼ A friendly and impressed cavemen tribe invites the Knights to supper with
them. The food is poisoned and the tribe intends to steal their armor and
weapons.
➼ The structure's pathfinder is dusty and broken and must be repaired,
otherwise the Knights can't leave. But it’s located in the nest of a dangerous
sleeping creature.
➼ A large part of the structure is in bad shape and is torn away towards the
black hole while the Knights stand on it.
➼ A small and intriguing artificial moon near the black hole, suspended in
time and home to a giant library. This is where the undying Librarian resides,
accumulating lore and history.
➼ Stargazing at the black hole in the night sky, the Knights feel compelled to
share a secret about themselves.
➼ A tribe is cutting a large quantity of trees in a forest to build boats and are
harassed by the spirits of the woods.
➼ A dusty computer begins to emit an alarm sound. It's a supernova warning,
a system to prevent stars from going nova and destroying all life in the
galaxy. It has to be set in motion manually, but the instructions are written in
an unknown language.

At the end of the scene, if the Knights have decided to stay at least one challenge longer
than necessary, they may each recover one use of an Approach.
SCENE 02 - PARADISE LOST
Your ship crashes on an Eden-like planet. There are only animals here, living in a primal
forest. If the Knights want to launch again they will have to destroy part of this perfect
place to repair and refuel their ship.

CHALLENGES: 3
➼ The crash starts burning the entire forest. In the ashes of the already burnt
trees, you find metal cores that can easily be used to repair your ship.
➼ A magnificent freshwater lake where spirits dance at night in the reflection
of the stars, while forest animals observe them in harmony. Beneath the lake,
there's a pocket of toxic muddy fuel that could be harvested.
➼ A handful of blank gravestones sit in a clearing near the ruins of an
encampment. In the graves lie destroyed weapons that have been ritually
abandoned.
➼ A gigantic elder tree dominates this part of the woods, it offers you fruits
that roll to your feet, creatures and spirits of the forest guide you around
showing you cool places.
At the end of the scene, if the Knights chose to abandon their oaths and quest, they may
live happily ever after.

SCENE 03 - OUTBREAK
The population of this planet, a shamanic culture close to nature, has been growing fast
these past decades, but they are all becoming mad one after the other. Talking like
possessed, with an unstable mood and manners, until the true person cannot be found.
They ask for help from the rest of the galaxy.

CHALLENGES: 4
➼ At a party celebrating the death of one of their own, a few random ill
people in the crowd start getting delirious and talking as if they were the
deceased, their minds splitting into others. They even imitate their voice.
➼ A ritual hunt is organized, with mundane creatures fleeing from the group
of hunters who seem to be very good at tracking and imitating their growls to
lure them.
➼ Screams are heard from a town under attack by a fierce beast. When the
knights arrive on the scene, a shaman leaps into the air and pounces on the
wounded beast. He pummels it to death with his bare hands. No mere human
should be able to do that.
➼ Deep in the woods, a naked young man tries to catch squirrels, while
another, not far away, meditates in a tree. Both are blindfolded and covered in
shamanic markings. One shaman explains that it's a common rite of passage
to spend a year blindfolded in order to get closer to nature

At the end of the scene, if a Knight convinced someone to join the Order, they may recover
one Health.
the Beast
is
TURNCOAT
This is no Beast, this is a Knight of the Order. Or at least, it used to
be. This knight rejected the doom of his oaths and lived a cursed
half-life, using his powers to further his own glory.

Health: 12 Move: 1 space left, right, down, or up Party: 2 Knights

POWERS

DARKNESS:
The Beast falls into his shadow and emerges from that of one of the knights.
Range: All

Effect: Move to any space, 1 range from a Knight. He cannot move until the end of
the next turn.

DOUBT:
The Beast utters wise words, tempting a Knight to abandon their oath.
Range: 2-4

Effect: Target a Knight within range, he moves one space closer to the beast and
loses his oath ability until the end of the next turn.

STRIKE:
The weapon of the Beast strikes around him in a dark blur.
Range: 1

Effect: 2 Harm to all Knights within range.

FAILED QUESTS RESOLVE:


1-2 Failed: New power When struck, the beast hardens its resolve.
Range: Special
3-4 Failed: +1 Harm to the
push Effect Effect: Every time the beast is harmed, it moves
one space towards the Knight who hit it.
5+ Failed: + 1 Move
KNIGHTS FAIL
Should every Knight fall to the Beast, the order is truly
doomed. Each Knight takes a moment to describe the
final moments of the order. What does its destruction
look like? Does the Beast destroy their flagship? Is the
order lost and abandoned, becoming one with the void?
And what of the dread weapons, now left abandoned on
a remote planet?

KNIGHTS SUCCEED
Rejoice! The foul Beast has been slain and there is hope
for the order yet, the legend will grow again. Each
Knight takes a moment to describe what their character
does in the days that follow. Do they stay with the order
and help rebuild? What does the order do to heal itself?
And what of the dread weapons; will they be returned to
the vault?

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