Librete QSG
Librete QSG
Play.
1
The Children
Playable children have their archetype indicated in parentheses and have their own character
playbooks; others are labelled “NPC” (Non-Player Character) and are played by you, the Advercity.
The Smokies
Scouts from Libreté
Jack (the Leader) the kind of kid who doesn’t
speak without a good reason. The others trust
him and he knows guiding them sometimes
involves resorting to violence.
Sally the Bruiser (the Brute) enjoys her close
relationship with Jack; compared to him,
she almost feels like she’s the chatty one—
though she often reacts violently to social
interactions.
Robin (the Weirdo) has finally found a family in
the Smokies—other children dislike his talking
to trees, stones and invisible beings.
Oilive (NPC) often wonders why Jack took
him in. Sally can’t hide her contempt for this
boy who can’t smoke without coughing.
Rufus (NPC) is the gang’s joker whose straw-
blonde hair and slightly taller size make him
look like a scarecrow.
Messi (NPC) is enthusiastic, a good climber
and the kind of kid who stays positive without
regard for circumstances.
2
Simple Rules
Roles Bile Exploding
Like most traditional RPGs, Each time a player feels events A PC with 5 Bile in a stressful
participants are divided have stressed, humiliated or situation may be asked to roll
between the referee (you, horrified their character, they an EXPLODING test—which
the Advercity) and players, take 1–3 Bile (their choice always uses the maximum of
each with a Player Character representing the character’s 3 tokens (consult Childities
(PC). The players’ goal is to anxiety or stress). For best on page 5 for more details).
play their avatar as best as play, players must care more
they can; yours is helping about the “truth” of their PC
them and making them feel
like a child in the Wetlands—
than about optimized moves—
this is not a contest but an
Special
even if it means roughing ongoing, multi-angled story. Childities
them up a little. PCs often have unique
childities. For example, only
Jack can GIVE ORDERS.
Childities Certain circumstances and
sirains (see below) may also
Childities are uncertain, risky actions only PCs can attempt,
come with specific childities.
tested by rolling 2d6 for resolution. A limited number of childities
are summarized further in this booklet.
All childities work the same: a player invests 0–3 Bile and rolls
two six-sided dice, totaling dice and tokens. The Bile invested Injuries
in the test represents the rage and stress they put into the All PCs can suffer up to
move—3 tokens in a single action means they’re risking it all 4 wounds. A punch usually
and to hell with consequences. inflicts 1 wound, a bat or a
knife 2 wounds, a gun or a
TOTALS sword 3. A child ticking off
≤7 The character misses and you may inflict consequences. their 4th box is dying or
They also keep the Bile wagered. dead. NPCs usually take 2–3
8–10 They succeed and get exactly what they wanted. wounds before dying, but you
can make them stronger if
11+ They succeed excessively—choose an option from the
necessary.
list provided in the childities’ description.
Other Characters
NPCs (even sirains) never roll tests—only PCs do, even when reacting to others’ actions. A PC
refusing to react experiences dramatic consequences (see below). If two NPCs clash without PC
intervention, you choose the outcome.
“You can hit them as hard as you want”: If a player misses a test, refuses to react or takes ill-
considered risks, inflict one or two wound checks on their PC, separate them from the rest of
the group, make them lose an important object, humiliate them, kill an NPC they know, or come
up with something similarly dire.
3
Childities
Assaulting Someone Watching Out
When physically attacking someone willing When in an unsafe place and actively observing
to put up a fight, make a test: surroundings, make a test:
8–10 Choose one option from the list: 8–10 The Advercity discloses where danger
I hurt them. really is.
I put them out of action. 11+ Succeed excessively—the Advercity
chooses one option from the list below:
I repel them.
There was no danger and I’ve
I seize something important from them. attracted unwanted attention.
11+ Choose an option from above and the I find danger, but danger also finds me.
Advercity chooses one below:
I hurt my allies.
I break or lose something important.
I sacrifice precious material.
I seriously humiliate them.
Aware of the danger in front of me,
I seriously injure them (+1 damage, I become blind to the one behind.
at least).
I hurt someone innocent or a friend.
I don’t get through without damage.
4
Exploding (Bile 5+)
Special childity: the Advercity suggests an
embarrassing or dangerous course of action.
Note: this is a simplified version for the needs
of the demo.
Make a test with a mandatory investment of
3 Bile:
≤7 Retain tokens but Bile doesn’t influence
your actions.
8+ Discard tokens and must follow the
suggested course of action.
Note: if suggested actions imply a childity, the
Advercity may ask for a new test with a new
Bile investment.
Convincing Someone
When persuading someone who has at least
some reason to follow or believe you, roll a test:
8–10 They do what you want them to do.
11+ Succeed excessively—the Advercity
chooses one option from the list below:
I offend them, deeply.
I pay too high a price.
I hurt them.
I don’t get through without damage.
I attract unwanted attention.
Confiding
When seeking to feel loved, venting or spending quality time with someone, entrust them with
something important and make a test:
8–10 Temporarily excise dark thoughts and nasty secrets by sharing them (here symbolized by
the Bile investment) and choose one option from the list:
If they’re a PC, they can also discard 0–3 Bile (an NPC just becomes more relaxed).
They entrust me with one of their own secrets.
They’ll do something they think I want (their choice).
They’ll give me some food or another small gift.
I’m able to smoothly pass on to them a difficult message or threat.
11+ Succeed excessively—the Advercity chooses one option from the list below:
I say things that might get me into trouble.
I trouble them or shock them.
I give them the impression that I’m using them.
They’ll deeply regret what they’re entrusting me with.
Someone else overhears our talk.
5
The Adventure
First Encounter
It all starts with an action scene: as the scouts of Libreté enter the scene, the survivors of a
small group of lost children are attacked by a voracious pack of sirains (see Flesh Locusts).
The potential victims are only seconds ahead of the flying monsters—running on open ground
isn’t going to save them.
Here are a few guidelines for the scene:
Pick a player and ask them what they want to do (start with
Smokies Jack or Max). Depending on their intentions, push back on their
propositions, answer questions, ask them to use relevant
PC: Jack, Sally, Robin childities, impose consequences for their actions or ask others
NPC: Oilive, Rufus, Messi
how they react. Make sure NPCs talk and act as well.
Lost Children Avoid killing PCs; do what you want with the others. Which
doesn’t mean leaving them in one piece. I encourage you to
PC: Max, Olisha
make them pay dearly for errors and misses—a bloody, serious
NPC: Piotr
injury, even an arm or a leg getting torn off, ensures that the
scene makes an impression. Sirains are deadly monsters.
If Jack begins to organize his “people,” ask him for a GIVE
ORDERS test. Failure may mean a gang member is attacked
by surprise by a part of the swarm; an excessive success may
signify Jack presses ahead and gets hurt or sacrifices
someone to save the others.
Ask the lost children for a RUNNING AWAY test allowing them
to get to the Smokies. A miss means being overtaken by a part
of the swarm and cut off from the others; an excessive success
Childities means taking advantage of another’s failure, hurting oneself or
ending up trapped inside a building.
A PC attacked by the swarm must pass a CONTINUE AT ALL
COSTS test (see Flesh Locusts). On a failure, they suffer one
roll 2d6+however much wound check and someone probably has to rescue them.
Bile the PC is willing to
risk for the test. If PCs try to lock themselves in a nearby building, they’ll have
to quickly seal off exits (a PLAY WITH MATCHES test or just
good ideas on how to do that) or kill the monsters that break in
(ASSAULT SOMEONE).
It is possible to repel the swarm, for example, by dismantling a
fire hydrant to spray the locusts or igniting a car’s gas tank
(ASSAULT SOMEONE) or by creating some kind of a
“counter-fire” (PLAY WITH MATCHES).
!
Do not ask for dozens of tests. Libreté is not an action game
and multiplying tests only causes the scene to grind to a halt.
Two to five tests should be sufficient to close the scene. If you
don’t want to end the fight too soon, intersperse tests with
descriptive moments.
6
Flesh Locusts
These sirains attack as a group—a locust swarm similar to their real world counterparts save the
redness and hardness of their shells. Their appearance in the sky is preceded by a clicking noise
which loudens as they approach.
Their strategy is to attach themselves to a living being and devour their flesh. When fifty or so
settle on their prey, they begin feasting on their skin—the salty taste of which they love. Their
feeding takes only minutes to leave a red, bloody corpse behind.
The locusts are rather stupid, incapable of strategy or simple imitation; their greatest talent is
moving under the influence of a single predatory will.
TOO MANY OF THEM: You cannot destroy a whole swarm of locusts without a flame-thrower
or similar weapon.
CONTINUE AT ALL COSTS (special childity): When a PC is surrounded by locusts but refuses
to give up, they roll a test.
≤7 They can’t escape. Hit them as hard as you want (inflict 1 wound check or separate them
from the group, for example).
8–10 The PC manages to act despite the monsters’ assaults. This won’t prevent them from
being devoured if they don’t escape quickly.
11+ The PC can act for a price. Advercity, you choose an option from the list:
They hurt themselves or get injured by the monsters.
They escape the locusts by falling into an unknown place.
They distract the locusts by delivering them another prey.
In their blind fury, they hurt another child or destroy something important.
A Well-Deserved Rest Remind them they can take Bile every time
voices are raised or troublesome memories
Once the locusts are repelled or destroyed, resurface but remember: they choose when
the children can enjoy a well-deserved rest in and if it happens.
an empty building or some Smokies’ hideout.
If a player asks you a question, don’t hesitate
Turn this scene into an opportunity for to turn it back on them. If Jack’s player asks,
conversation: the characters have nothing to “Is this the first time we’ve lost a kid like that?”,
do but rest and time to introduce themselves. answer “You tell me, have you ever experienced
Ask the players about their characters, their a tragedy like this? More than once? How do
mental state after this assault, what they think you deal with it, what do you do to exorcise
about the extreme behaviour of one of their the pain? And you, Sally? And you, Robin?
new comrades, etc. Ask them what they are What’s different this time?”
doing, how they are using this break, how Then turn to Max and Ebele’s players and ask
they are dealing with the death of their friend… them for their opinion. If they don’t seem to
This scene is crucial since it’s an opportunity react, use the other characters to tease them
to talk about the fortress of Libreté, build new a little, make Piotr explode with rage in front
bonds and also cause small conflicts and of them.
“earn” Bile—or CONFIDE and lose some. Think about small details and ask the players
Use NPCs to ask provocative questions or to participate as well. “How do you start a
reopen fresh wounds. “Where are you from? fire? What do your rations look like? How are
How was the world when you left? And your you sleeping? What are you doing to care for
parents? I don’t remember mine... It’s been so your wounds? What compulsions do you have
long since I’ve left them. You should forget that surface when you are nervous?”
them, you’ll never find your way home,” etc.
7
The Wreck Park The Glass Doors
The troop then (likely) resumes their journey Closed! Those who manage to flee or avoid
to Libreté; if they want to scavenge equipment being noticed arrive at Libreté’s glass doors—
(gas, food, weapons, etc.) skip the search and behind them the sirains audibly slip ever closer.
give them two or three mundane things. Children stand guard on the other side of the
barred doors—the guards refuse to let them in:
After two hours of walking they make one
the monsters are on their heels, opening the
last stop just before arriving at Libreté: a huge
doors would only bring doom to the fortress!
shopping mall lost in the middle of a sea of
concrete and metal. The car park encircling They must utilize persuasion or physically knock
the fortress gives a clear view of the building down the doors to get in. Otherwise, chances
but things lurking under the abandoned are they die, carried away by the sirains.
vehicles remain unseen. The scouts know this
As soon as the characters have entered
is the last dangerous part of the trip, this place
Libreté (or been killed trying), the game stops.
hiding a “necessary evil” of the worst type.
Those who want to continue can do it with the
Advercity, you should describe the crossing in
full game—or hack this demo kit to start their
agonizing detail—encouraging accumulation of
own fortress!
Bile. Start with the cars, scattered at first,
becoming tighter and tighter as they progress;
scouts looking under the carcasses only see
shadows—but creaking, slipping noises persist;
a tire bursts for some unknown reason;
a small, emaciated hand clings to the window
of an abandoned vehicle. The PCs should feel
exposed in this large area where safety is on
the other side of so much open space.
If a child gets their fifth token, ask them for
an EXPLODING test to avoid panickedly
sprinting to Libreté. A child running or making
noise inevitably attracts Riders—barely visible
creatures whose front and rear legs have
merged with organic wheels. They can hear
the soft, disgusting sound of sirains slipping
behind them and a missed RUNNING AWAY
test likely means a brutal demise (yes, even
for a PC—this is, after all, the end of the demo).
You can’t really fight the Riders. They will
disappear to attack elsewhere and a parking lot
is their ideal hunting ground. The only solution
is to avoid attracting their attention, hiding on
the ground or running as fast as possible.
8
I’m the Leader
I’m Jack, leader of the Smokies.
Don’t know why but kids around me seem to count on me to survive. It’s not like I ask them to!
But they look at me like I’m some kind of genius or something.
Then there are those who look at me with dark eyes, like these Triumphirat guys in the fortress.
I can see they don’t want to share their pretty throne in the sky. The only way I’ve experienced
peace is taking care of patrols into the Wetlands—I’m with my gang there and no one bothers
me with chickenshit—and when we come home, we’re like the kings of old.
How they call me: Jack. Robin, a strange kid: I like this dude, I don’t
really know why—I should be scared of him,
How they see me: street urchin, athletic, steel-
I know, but he’s not bad, just lost and in need
grey eyes, wise, tough kid.
of a leader.
What’s mine: 3 packs of cigarettes, a Zippo
lighter, a pocket knife. The rest of the gang: Rufus, Messi, and Oilive.
These are my boys, my friends, my family.
Sometimes you have to give them a good
What Can I Do? telling-off but on the whole they’re OK.
GIVING ORDERS: when I want a group of
children to follow my orders (with a minimal
reason to do so), I make a test:
Ordinary Childities
8–10 The group momentarily obeys me—
When I want to hurt them or take something
by force, I ASSAULT SOMEONE.
which does not guarantee victory.
When I want to avoid trouble by running
11+ Succeed excessively—the Advercity
from it, I RUN AWAY.
chooses one option from the list below:
When I want to do something dangerous
I must lead by example. or athletic, I PLAY WITH MATCHES.
I must hide the truth—they’ll find out When I try to persuade someone to believe
soon enough. something I’ve said or do something for me,
I must pay a high price or make them I CONVINCE SOMEONE.
pay for it. When I try to comfort myself or worm things
They’re so enthusiastic they go too far. out of them, I must CONFIDE.
When I think there is danger somewhere,
GANG: I have an entire gang with me. I can
I WATCH OUT.
COMMAND them for additional advantage.
We support each other. We are the Smokies. If I have 5 Bile and the Advercity offers me
a risky or embarrassing action, I must take
a test to not EXPLODE.
Injuries
I need a few hours to I need Mercurochrome I need pills and I’ll never see my
catch my breath. and a good nights’ rest. doctors and stuff! parents again...
I’m the Brute
They call me Sally, Sally the Bruiser.
They can, and you should. I’ve done loads of things before I got to Libreté—bloody, bad things.
But I’ve never looked backdown, and I won’t start with you.
I’ve been part of the Smokies for months. Jack, he regularly provides me with ciggies, and gives
me things to do. I let him do politics, I prefer adventures, danger, and banging on these fucking
sirains until their blood spurts on my shoes.
Injuries
I need a few hours to I need Mercurochrome I need pills and I’ll never see my
catch my breath. and a good nights’ rest. doctors and stuff! parents again...
I’m the Weirdo
The others call me Robin.
I’m part of Jack’s gang, the Smokies. First time I’ve ever been in a gang. Before that, I was always
alone. Other kids called me wild—I had trouble making them understand what I meant and I
preferred to spend time in the forest, speaking with trees and things that at least I understood.
Now I can be useful. I go first, I explore, I guide. Even though sometimes they still don’t get me,
I have friends who take care of me, better than my mum did, in fact, better than my dad did, too.
Injuries
I need a few hours to I need Mercurochrome I need pills and I’ll never see my
catch my breath. and a good nights’ rest. doctors and stuff! parents again...
I’m the Loner
I’m Max.
I’m not going to dwell on my life: one day, my fake-father tried to hit me one time too many, so I
struck him with one of his f*ing golf clubs. I fled and wound up in this horrible place.
There I met the others. I was the biggest so they decided I’d be their leader. I don’t want to but
it’s not like I’ve got much choice. They’ll die without me; there are beasts roaming these streets
and I can deal with them and make decisions that must be taken. Michel thought he could get
away with doing whatever he wanted but the locusts took him.
Now, what I’d like is a minute or two to breathe, alone. But I can’t. The locusts are behind and the
children around.
Injuries
I need a few hours to I need Mercurochrome I need pills and I’ll never see my
catch my breath. and a good nights’ rest. doctors and stuff! parents again...
I’m the Lil’ One
My name is Ebele.
My parents came from far away to be happy in the US. They didn’t find happiness but we stayed.
One day, I was playing in the street and a man came and wanted to take me with him so I ran
away—faster than I thought I could—and got lost, winding up here.
Then Max found me and we’re together and he protects me from monsters—but we don’t know
where to find food. Then he left Michel behind with the clickers. The others don’t want to wait for
him and say he will catch up—but it’s the clicks that are catching up.
Injuries
I need a few hours to I need Mercurochrome I need pills and I’ll never see my
catch my breath. and a good nights’ rest. doctors and stuff! parents again...