RULES
CHARACTERS
PLAY: P layers describe what their characters ► Pick or roll (d8) your character’s specialty.
do. The GM advises when their action is
BREWER: The right mix can create almost any
impossible, requires extra steps, demands a
cost, or presents a risk. Players only roll to short-term effect. Strong potions need rare
avoid risks. ingredients. Skilled in Researching (d8) and
Potion Brewing ( d8). Take a set of vials,
ROLLING: Roll a d6 s kill die—higher with a brewing pot and basic ingredients (cannot be
relevant skill, or d4 if h indered by injury or broken). Potions can allow actions or increase a
circumstances. If helped by circumstances, roll die.
an extra d6; if helped by an ally, they roll their
skill die and share the risk. Take the highest die. CARD MASTER: A magician never reveals his
tricks. Skilled in Deceiving(d8) and e ither Cards
1–2 Disaster. Suffer the full risk. GM as tools ( d8) or Cards as weapons (d8). Take
decides if you succeed at all. If risking red coat with almost endless decks of cards
death, you die. (can break twice)
3–4 Setback. A lesser consequence or EX-PRIEST: Lost faith in men but not in a higher
partial success. If risking death, you’re power. Skilled in M
anipulation (d8), Sword
maimed. FIghting(d8). Take a pair of blessed bayonet
blades and a p owerful symbol of faith (break
5+ Success. The higher the roll, the better.
twice against dark creatures).
If success can’t get you what you want (you HUNTER: S tarted after the wildest of beasts
make the shot, but it’s bulletproof!), you’ll at were too easy. Skilled in Tracking ( d8) and
least get useful info or set up an advantage.
Marksmanship (d8). Take a telescope rifle a nd
LOAD: Carry as much as makes sense, but more kit of traps.
than one b ulky item may hinder you at times.
JAILOR: H
uman cell for a demon soul. Looks
ADVANCEMENT: After a job, increase a skill physically drained. Skilled in Reading intentions
(none ➤ d8 ➤
d10 ➤ d12), gain d6 credits (₡). (d8). Take runed shackles and hard light chains.
It can pay small favors with true gratitude,
DEFENSE: Say how one of your items or traits friendship honors or pleasantries the voice asks.
breaks to turn a hit into a brief h indrance.
Broken gear is useless until repaired. MARKED: A half-breed, part of light and
Broken trait is erratic or useless until long rest. darkness, belonging to none. Create 3 traits
which a dark creature would have (Ex: b at form,
HARM: I f killed, make a new character to be wolf muscles, ...) You’re not as good as the
introduced ASAP. Favor inclusion over realism. original. Skilled in K
eeping control (d8).
RUNNING THE GAME: L ead the group in setting SERVANT: A night being tamed, obedient and
lines not to cross in play. Fast-forward, pause, loyal to a master. At the start of every hunt,
or rewind/redo scenes for pacing and safety, state your master single order for that mission.
and invite players to do likewise. Present Direct orders h elps when followed and hinders
dilemmas and problems you don’t know how to when not.
solve. Move the spotlight to give everyone time
to shine. Offer rulings to cover gaps in rules; VETERAN: An old elite who has more skills than
revise unsatisfying rulings as a group. it shows. Skilled in Dark Knowledge (d8) and
Skirmish (d8). Take transparent impossible
BAD LUCK: Test periodically for bad luck (e.g., sharp lines and e ither hidden blades or h idden
run out of ammo, or into guards, next magic explosives.
acts wildly) — roll d6 to check for (1–2) trouble
now or (3–4) signs of trouble ► C
hoose or invent 3 skills
Animal husbandry, Climbing, Craft, Explosives
Firearms, Hand-to-hand, Intimidation, Navigation,
Persuasion, Running, Stealth, Tracking, Smithing.
EQUIPMENT DETAILS
► Take ₡2 (₡ is equivalent to a handful of Yens). ► I nvent, pick or roll for personal details.
Most items and upgrades cost ₡1 each. Ignore
micro transactions like a knife or a meal. FIRST NAME ( 1-10 male, 11-20 female)
1 Bruno 6 Juan 11 Anita 16 Monica
ARMOR: Vest (break once for defense against 2 Cristobal 7 Leone 12 Carmen 17 Natale
physical damage like f alling, claws, blades),
3 Giorno 8 Miguel 13 Eulalia 18 Simone
Runes/blessed protection (break once for
defense against heavy damage like bullets or 4 Guido 9 Paolo 14 Maria 19 Teresa
against magical powers). Upgrade: d ouble the 5 Joaquín 10 Ramón 15 Martina 20 Vicenta
price for increasing breaking limit by 1 and
make it bulky DEMEANOR
1 Anxious 8 Curious 15 Innocent
TOOLS: Climbing gear, lantern (with oil and
2 Appraising 9 Dramatic 16 Knowing
matches), parachute, lock picks, grapple hook
3 Blunt 10 Dry 17 Pricky
WEAPONS: pistols, daggers, swords, rapiers, 4 Brooding 11 Dull 18 Reckless
knuckles, holy water vial, special ammunition 5 Calming 12 Dearnest 19 Terse
(wood, silver, shrapnel…). (₡2, bulky): rifle, axe,
warhammer, bastard sword 6 Casual 13 Formal 20 Weary
7 Cold 14 Gentle
DEALS
►Invent, pick or roll what can show someone is a
hunter
► Some trinkets are bound with a deal that allows 1 Big tattoo 4 Secret handshake 7 Hand sign
the wielder to ask for a favor regarding a theme. 2 Code phrase 5 Language/accent 8 Document
A voice will tell you the price. Small favors are
3 Clothes color 6 Flashy object with seal
repaid with kind acts, great favors are paid with
corrupting acts. Each player begins with one.
►Pick or roll your virtue, shining light among the
Ex: For asking to darken a room, the price may be darkness. When did you learn it’s value? Who is
to buy a beggar some [Link] cause an your light? As long as you display that virtue,
eclipse, it may ask to find two brothers and make
sure one betrays the other. you have access to its ability
Another deal can only be struck after the 1 Calm: slow time in an area
previous is finished. Failure to fulfil may cause 2 Charitable: control and sprout plants
interest or make you the target of a dealThere 3 Confident: walks on any surface
are secret complex rituals that can bind another 4 Courteous: create a barrier with each hand
theme to a trinket. No one can have more than 1 5 Empathic: create fragile clones
trinket. Roll for trinke theme, format and detail. 6 Faith: knows a place’s blueprint
7 Helpful: grow extra arms
1 Cold 1 Bell 1 Animal 8 Honest: read hearts and thoughts
2 Darkness 2 Coin 2 Bones 9 Humble: can shrink in size
3 Deception 3 Hair Ring 3 Broken 10 Kind: healing hands
4 Earth 4 Horseshoe 4 Changing 11 Selfless: cover in stone armor
5 Fire 5 Jewel 5 Eyes 12 Zealous: start fire with your vision
6 Knowledge 6 Key 6 Glass GM: Choose the level of display you consider
7 Love 7 Mug 7 Impossible enough to allow access to the abilities. You can
8 Money 8 Necklace 8 Incomplete limit the impact based on how well the virtue
9 Sea 9 Sculpture 9 Red
10 Storm 10 Skull 10 Runic was roleplayed (or how often). Or just use it as
11 Vision 11 Toy 11 Skull guidelines. The conflict between favors and
12 Wood 12 Whistle 12 Weird virtues is a good point to explore during play.
THE LONGEST NIGHT BEGAN: A fter doing a You are an elite force of monster hunters tracking
terrible job persecuting the dark creatures, the down the remaining corrupt creatures in a part of
religious order counts it’s bad deeds. Decided to the world where the sun is a rare appearance.
do good through other hands, it supports the last These abominations are the best of each's own
force remaining, this one with no political biases. kind. W
alking into the night, can you be light?
► T
he hunters arrive to ... ► T
he Ni
ght Lord is not alone, it has...
1 Caravan sleeping about to be ambushed 1 Lair guardians 5 Mercenaries 9 Hostages
2 Coward ruler shutting villagers out of fortress 2 Heavy artillery 6 Hidden traps 10 Ritual
3 Factions disputing over huge light source 3 Minion Horde 7 Victims turned 11 Other NL
4 Enemy forces gathering from various routes
4 Another form 8 Wild beasts 12 Roll twice
5 Search party looking for missing children
6 Severely wounded hunter found at the woods ► T
he Night Lord is ...
7 Temple with blazen idols and singing priests
8 Human prisoners being escorted 1 a Baba Yaga, a witch served by three knights
9 Sacrificial fire pit, big line of people regarding the phases of the moon
10 Scared village, will hardly trust anyone 2 a Banshee, flying undead woman, painfully
11 Villager being pursued by pack of monsters high-pitched scream
12 Weak human forces taking to arms 3 a Dook, disguised as man, long claw fingers
4 free Demon Dealer, control over 2 themes
► T
hey don’t know it yet, but...
5 a Ghost, mostly immaterial, vindictive
6 a Ghoul, crawling, agile, eats any living thing,
1 An usurper is trying to take the lord position 7 a Headless Rider, former warlord
2 Night lord has a second form 8 a Lich, corrupted wizard, eldritch power,
3 Night lord is a missing hunter 9 a Spiderling, uses web for springing traps
4 Night lord is holding a greater evil at bay 10 a Vampire, shapeshifting, hypnosis, spies
5 Night lord seems less evil than its victims 11 a Werewolf, muscular, fast reflexes
6 old legendary hunter is among them 12 a Zombie, regenerative, infectious
7 people hate religious order for past acts
8 people will try to help but fail horribly ► T
he hunters dont know its Title, which is...
9 some villagers are traitors
10 the people are hiding a plague 1 The Commander: fragile lord, powerful
11 they are a cult of something even more evil minions
12 Two different Lords are disputing something 2 The Eclipse: emits light and can solidify it into
objects
►Rumours say this Night Lord lair is... 3 The Gorger: spray liquids (fluorescent, black
ink, acid), foul smell
1 a Blackdiamond Palace, under a frozen lake 4 The Grin: its gaze induce terror, reflection too
2 a Bone Nest, at the side of a cliff 5 The Many: roll 3 times, it can use a minor
3 a Floating cCastle, using unknown technology version of any of those
4 a Giant Petrified Tree, dangerous fruits 6 The Multiple: it can split its body in tiny
5 a Huge Necropolis, found in the mist creatures and reassemble
6 a park of Broken Statues, changing 7 The Ruler controls metal objects, needs
places/positions hostages
7 a Pocket Dimension, entrances everywhere 8 The Sad: extinguishes heat and its light
8 a Sophisticated Manor, full of nauseating art 9 The Sculptor: attacks turn hitted parts into
9 a Teleporting monolith, giving signs before stone/jewel/metal
appearing 10 The Slothful: a lot bigger than it should, hard
10 an Underground Labyrinth, wet, smothering to change course
11 the belly of a huge beast 11 The Stealer: copy non-virtues abilities and
12 the White Plains, accessible through moon deals from opponents
reflexion 12 The Wrath: create explosions, easily provoked
Text and Layout By Diego Barreto (CC BY 4.0). Based on 24XX, by Jason Tocci. Art CC BY B EEPLE