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Broken Tales - Corebook

Broken Tales is a role-playing game that reinterprets classic fairytales through a dark lens, set in an 18th-century Europe filled with mysticism. Players take on the roles of former fairytale villains, known as Hunters, who are part of a secret group investigating supernatural events. The game utilizes a unique system called Monad Echo, emphasizing storytelling and player creativity while allowing for dynamic gameplay and modular scenarios.

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100% found this document useful (1 vote)
898 views268 pages

Broken Tales - Corebook

Broken Tales is a role-playing game that reinterprets classic fairytales through a dark lens, set in an 18th-century Europe filled with mysticism. Players take on the roles of former fairytale villains, known as Hunters, who are part of a secret group investigating supernatural events. The game utilizes a unique system called Monad Echo, emphasizing storytelling and player creativity while allowing for dynamic gameplay and modular scenarios.

Uploaded by

hugues.ulb
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Game Design and Texts: Alberto Tronchi

Editing: Natascia Cortesi, Alberto Tronchi, Sean Newton,


Alberto Tronchi Copyright (c) 2022
Tommaso De Benetti, Luca Vanin
Broken Tales is a work of fiction. Names, characters, locations,
Translations: Tommaso De Benetti, Yoann Stordeur and incidents either are products of the author’s imagination
or are used fictitiously. Any resemblance to actual events or
Graphic, Illustrations, and Map: Daniel Comerci locales or persons, living or dead, is entirely coincidental.
Layout: Daniel Comerci The work, including all its parts, is protected by copyright
law. Unless expressly authorized, reproductions are forbidden
Crowdfunding Manager: Tommaso De Benetti in any way or form, including photocopying, scanning, and
electronic storage. Any violation will be prosecuted to the full
Music: Jane Toikka
extent of the copyright law.
History Consultant: Stefano Maioli
Guest Material for the Kickstarter: Petter Nallo,
Web: theworldanvil.com
Tommaso De Benetti, Chris van der Linden and Chris Discord: bit.ly/discord-twa
“Mono” Mahon, Peter Chiykowski, Claudio Serena, Guido
Campanini, Francesco Panitti. Facebook: facebook.com/theworldanvil
Playtest and Thanks: Tommaso De Benetti, Luca Twitter: twitter.com/theworldanvil
Vanin, Daniel Comerci, Giacomo Jack Gordesco, Federico
Scattolin, Enrico Ronconi, Fabiana Gasperini, Alberto Printed in the month of July 2022 in Türkiye at KÜLTÜR SANAT
Lolli, Gianpaolo Benedetti, Attilio Bravi, Fabio Bianchetti, Printing House.
Matteo Mazzoli, Valerio Votadoro, Giorgio Catenacci,
Rikch, Fabrizio Infusino, Jane Toikka, Stefano Maioli, Broken Tales Core Book HARDCOVER ENG ISBN: 979-12-80387-04-2
Elvis Lupo, Matteo Petrangeli, Gabriele Tacito, Alessandro Broken Tales Core Book PDF ENG ISBN: 979-12-80387-02-8
Prometeo Di Pastena, Marco D’Ascenzo, Fumble GDR,
Tebra Hansing, Yoann Stordeur, Sean Newton, Annalisa
Zaniboni, Nix, Eric Verspoor, Jerry Boucher, Ciro Lamberti.
ABLE OF CONTEN
“Fairy tales are–
3 The Fairytale of
the Child Saviour
6 Introduction

more than true y 10 Rules For Hun


ters

not because the


12 Rules for the S
toryteller
17 Further Details

tell us dragons se
on Game Rules
35 The Storytelle
r’s Role

exist, but becau


41 Dark Presences
69 The Hunter’s Cr
eation
they tell us
89 Scenarios

dragons can be
91 Scenario Creati
on
103 Broken Europe

beaten.” G. K. Chesterton
113 Spoiler
114 The Fairytale
Of The Child Savio
117 Scenarios r Reprise
118 Red-hood
118 Iskra
130 Of Flesh and W
ood
144 The Smile in
the Darkness
156 A Soldier’s D
uty
168 Wonderbedla
m
182 Tuvstarr’s R
eflection
196 One Thousand
and One Nightmar
202 The City of Pig es
s
216 Saint George
the D
222 OZena the Suff ragon Slayer
ering and Despera
243 Playing a Bro te
ken Tales Campaig
261 Hunter’s She n
et
262 Bookmark
263 Scenario Sum
mary Sheet
265 Map
266 Backers
The Fairytale of
the Child Saviour
Once upon a time... the world of fairytales was on the verge of ending, forsaken by
children who grew up too fast and forgot the value of old stories. Within the void left by
failing stories, darkness and oblivion blossomed. All the inhabitants of fairytales wept with
fear at the long-dreaded end.

“All it would take is one last reader. One single young heart willing to believe in us still,”
sighed the weary Fairytale King.

3
But there was a Child who still believed in fairytales. Alone and abandoned by everyone, the
Child found shelter in those old stories. Within was protection from the world outside, too real
and too cruel. Lost among myths and tales, he forgot the pain of a family unable to give him the
childhood he deserved. “I love all fairytales full of heroes and villains to defeat,” said the Child.
“Why doesn’t anyone write new fairytales? If only I knew how, I would do it,” the little dreamer
kept repeating.

The Fairytale King noticed the little dreamer, for if even a single reader
was ready to believe in fairytales, the whole world would continue to do so.
Thus the Child became the Saviour. From his dreams, fairytales drew new life.
As a reward, the Fairytale King granted the Child Saviour a wish.

4
“Thanks to you we are remembered. I
trust you will find in your heart the
proper reward to ask for.” whispering in the Child Saviour’s
mind a malicious intention. The
For a long time, the Child Child Saviour truly believed
searched his heart for the most that it was a good idea.
beautiful wish he could think Innocent, he said, “I would give
of. However, hidden in his new life to the rogues, a chance at
heart’s innermost corner, redemption for every character
he found his own shadow. who has been relegated to the
The One Who Plots in role of villain for centuries.”
the Shadows emerged
from the future,
driven by rejection,

But every light needs its shadow.

So it was that the villains became good, the heroes became evil.
And all fairytales shattered.

5
Introduction
B roken Tales tells dark stories, reinterpreting
fairytales from an upside-down perspective. Players will
become part of the Order, a secret group operating on
that you will find them in these games as well, adapted to
the narrative and gameplay features of each setting.
From now on we will refer to Monad Echo as “the Broken
Tales system” or more simply “the system”.
behalf of the Papacy to investigate supernatural events
beyond human comprehension. Moving through an 18th
century Europe imbued with mysticism and horror, the
main characters of Broken Tales are nothing less than the Glossary of Game
former antagonists of fairytales, thrown into a new world
resulting from the wish of the Child Savior.
Terminologies
Additional Successes: Further Successes to be added
The Game System to the Base Successes, obtained by spending Soma, rolling
dice or due to the effect of Gifts.
Broken Tales uses a role-playing rule system called Monad
Echo. The system aims to be fast, encourage storytelling,
Agenda: Description of an NPC’s purpose and goals.
and avoid pauses while playing. All this, while allowing Base Successes: The number of successes a Hunter
Players a great degree of freedom. starts with when facing a Position or Defense check.
This rulebook is based on the Monad System, a universal
role-playing system created by The World Anvil collective. Defense Check: The game mechanic by which a Hunter
Monad Echo is not a lite version of the Monad System, but reacts to the actions of an NPC or a Threat, managed by the
rather a totally new system that shares terminology and Storyteller.
action resolution mechanics with the original system while Dark Presence: NPC related to the world of fairytales
focusing on a more narrative and cinematic style. and reborn in their “broken” version in the world of Broken
Already two other games featuring Monad Echo have Tales.
been published in Italian: Evolution Pulse Rebirth and
Valraven: The Chronicles of Blood and Iron. If you like the
mechanics and dynamics showcased in this manual, know

6
Descriptor: A short sentence de- NPC: Acronym for Non-Player Char- Session: A single evening/afternoon
scribing a salient characteristic of a acter. All non-protagonist characters, of play.
Hunter, NPC, or aspect of the world fantastic creatures, Dark Presences,
of Broken Tales. and in general any character managed
Soma: A value that quantifies the in-
ner strength and ability to tap into the
by the Storyteller. NPCs are divided
Exchange: A short time unit defin- into three types: Main, Minor, and
inner energies of a Hunter. Spending
ing the order of actions for each par- Soma can grant automatic positive
Dark Presences.
ticipant in a conflict situation. Outcomes during Checks or activate
Opposition Level: Shortened as OL, some Gifts.
Experience Points: Abbreviated as it’s the difficulty value associated with
XP, it’s the numerical value that indi-
an NPC or Threat.
Threat: A generic term for an ob-
cates the experience gained by a Hunt- stacle or complex situation that has
er during their adventures. Outcome: Indicates a good result in a its own Descriptor and an OL, which
Position or Defense check and can be could oppose a Hunter.
Failure: Indicates that a Hunter’s
of three types: with Cost, Standard, or
action has failed because of an unsuc-
with Increment.
Wounds: Represents the ability of a
cessful Position or Defense Check. creature (Hunter or NPC) to resist any
Player: Any participant in a Session source of adversity, whether physical
Gift: A special ability of a Hunter,
of Broken Tales. One Player must take or mental.
NPC, or Threat that activates particu-
the role of Storyteller, often the one
lar effects in the game.
who has read this book in full. All the
Hunter: A classic fairytale villain re- other participants will play a Hunter.
born as an agent of the Order.
Position Check: The game mechan-
Interlude: A specific moment ic by which a Hunter tries to succeed
during a Session when Hunters catch at actions they’ve described in the
their breath, spend XP, and recover narrative.
Soma and Wounds.
Penalty: Value to be subtracted from
Keywords: Single-themed words Base Successes, derived from NPC
that help Players to focus on narrative Gifts.
details in a direct way, stimulating the
Scene: The time unit during which a
imagination and helping everyone in-
Session is played.
volved create interesting details on the
fly. Scenario: A complete Broken Tales
story that reinterprets and “breaks” a
classic fairytale.

7
them with tools and procedures to manage

About Role- the conversation from an alternative point


of view.

Playing Games To recap


A role-playing game is a recreational The Storyteller introduces the Hunters
activity where all participants are involved to scenes and situations from the chosen
in a conversation aimed at creating a Scenario. Players narrate the exploits
story. In our case, the main characters of their Hunters and how they react to
are the Hunters and the world in which situations. When the conversation reaches
they move is the Broken Europe of Broken a point where the outcome is uncertain,
Tales. Imagine you are helping to write a it’s time for a Position or Defense Check to
screenplay or novel, in which the plot is determine the Outcome or Failure of the
created in real time by the players at the Hunters’ actions. The conversation then
table, each making contributions. resumes its flow until the next Check.
This pattern will help create a story in
There are two well-defined roles during a which each Player at the table features
game: as a protagonist. The goals are chosen by
the Hunters and the themes are expressed
Player – the one who moves and makes a
in the Scenarios by the Storyteller. When
single Hunter act, equipped with a Sheet.
combined, Players and Storytellers create
A Player is one of the main characters
a unique narrative in the Broken Tales
of the Scenario and the narrated events
style.
revolve around them. The narrative
authority of a Player is focused on their
Hunter. They will have to decide how to
act and react to everything the Storyteller
Playing materials
will introduce during a Session. To play, you will need what we listed
Storyteller – this is the role that most below. Some material will need to be
closely resembles a film director. The printed or procured. Hobby and board
Storyteller brings the Broken Tales game stores might be helpful. Get:
Scenarios to life, describing locations and ◆ Some common 6-sided dice. Each
people, as well as reacting to the Hunters’ Player can have their own set for
decisions. The Storyteller has a different convenience. The Storyteller never
set of duties than the other Players but rolls dice and doesn’t need a backup.
isn’t solely responsible for how a Session ◆ One Hunter’s Sheet for each Play-
unfolds. Simply put, the rules provide er, excluding the Storyteller. Plus, a

8
printout of a Bookmark for each Hunter.
◆ Pencils and erasers to write on the Bookmarks and Game Modes
keep track of the Hunters’ progress throughout the
game. Broken Tales is a modular game, and can adapt to the needs
◆ Markers of any kind, such as small colored stones or of your playgroup. The fastest way to experience the game
tokens, are useful to quickly keep track of each Hunter’s (useful also for demos and one-shots) is to select one of
Tokens and Soma Points, even if not essential. the ready-made Scenarios and pre-generated Hunters and
start playing right away. Each Scenario is designed to be
played dynamically. Events will move along in response

Reality and fiction to the Hunters’ actions, making each Session unique. You
won’t find a classic pre-written storyline. The Storyteller
can have fun, moving Events and NPCs along, reacting
The setting of Broken Tales presents an alternative to the Hunters’ actions, and creating an emergent plot.
Eighteenth century strongly inspired by historical Europe. Alternatively, each Scenario offers a Scene Tree structure,
Grafted onto this backdrop are several very different allowing the discovery of the Scenario’s plot through a
realities and fantasies, such as imaginary kingdoms and series of linked Scenes, in a more classic, linear fashion. If
supernatural creatures, that strongly differentiate Broken you or other players are new to the game, you might want
Tales from a specific historical context. This game presents to try that first.
not just another time, but an original world, pervaded
by darkness, where you can play your Broken Tales. Of course, it’s also possible to play longer Campaigns
Storytellers and Hunters will be free to sketch details of through a series of linked Scenarios. Freely moving along
locations. As a general reference, it may be useful to know the map, Hunters will interact with an interconnected
that the year 1780 is the starting point of the Core Book world, deciding at each turning point what to do and which
Scenarios’ hypothetical timeline. locations to explore.

In The Broken Ones expansion, sold separately, you’ll also


find the rules for playing as ordinary humans and a variant
for solo play.

9
◆ The Soma value represents the Hunter’s inner strength

Rules For and ability to tap into the true essence of a Broken Tale.
Spending Soma increases the chances of a positive

Hunters Outcome in any Position and Defense Check, or allows


the activation of certain Gifts.

The rules for playing a Hunter are presented entirely on the


following pages. These same rules can also be found on the
When the Storyteller asks for a Position or
Player’s Sheet. If you plan to be the Storyteller instead, read Defense Check…
the dedicated section in this chapter and all the in-depth Check if one of the Hunter’s Descriptors can help them in
rules in the following chapters. the action being performed. If so, the Hunter starts with 3
Base Successes. If no Descriptor is relevant, only 1 Base
Success is obtained. It’s possible to obtain Additional
What’s on the Hunter’s Sheet: Successes (for example, as a result of a Gift) or Penalties
◆ Under the Hunter’s name, a brief history explaining
(to be subtracted from the total), to modify the number of
who they are and why they joined the Order.
Base Successes. Once this is done, the number of Successes
◆ Descriptors indicate what the Hunter does best and
is compared with the NPC’s or Threat’s Opposition Level
what their flaws are. Incorporating a Descriptor into
declared by the Storyteller. There are 3 Opposition Levels:
the narration of a Hunter’s actions allows a Position
EASY 3, MEDIUM 5, and HARD 7.
or Defense Check to start from 3 Base Successes.
Getting in trouble during the narrative, thanks to the
For an action to have a positive Outcome, you must obtain
Descriptor’s Downside, allows you to check them off
a total number of Successes (given by the sum of Base
and gain XP.
Successes and Additional Successes) that is at least equal to
◆ Gifts are powerful special abilities that only Hunters
the Opposition Level you are facing.
of the Order possess. They can be used whenever the
opportunity arises, following the rules and limitations
of the Gift itself. To Get the Additional Successes you need to...
◆ The Dark Ego represents their essence and bond ◆ Spend Soma from the Hunter’s reserve to obtain 1
to the fairytale world, what the Hunter was before Additional Success for each point.
their Breaking Point. You can activate the Dark Ego ◆ Decide to roll one or more 6-sided dice. You gain 1
whenever the Activator’s condition is triggered, or Additional Success for each die rolled. However, if even
when the Hunter suffers or decides to inflict 1 Wound a single die rolls a 1, the entire Check fails. All other
on themselves. The effect of the Dark Ego persists results (2-6) count as Additional Successes.
throughout the course of the Scene.
◆ The equipment indicates what gear the Hunter
possesses and can use in order to perform their mission
on behalf of the Order.

10
How many dice can be rolled?
Rolling dice is a gamble. You can roll as many dice as you
wish to reach the Outcome you desire. However, each
additional die rolled increases the chances of rolling a 1,
even one of which results in a Failure. Even when aiming
for the best Outcome (Outcome with an Increment) the
total number of Successes needed will never exceed the A Wound is inflicted…
Opposition Level + 2. As an effect of a failed Defense Check or as a Cost for an
action. Each Wound must be described and annotated on
the Bookmark. The Wound narratively affects what the
Hunter can do and the Opposition Level of what they face.
Count total Successes... Whenever you suffer 1 Wound, you can activate your Dark
If it’s a draw with the Opposition Level you’ll get an Ego power for the duration of the Scene. A Player may
Outcome with a Cost. The Hunter gets what they want decide to voluntarily inflict a Wound on the Hunter to
but at a cost chosen by the Storyteller. If it makes sense, instantly activate their Dark Ego.
the Hunter can also inflict 1 Wound. In a Defense Check When they suffer a third Wound, the Hunter is out of the
the incoming problem is avoided, but with a complication game or dead. The Storyteller will reveal their fate according
decided by the Storyteller. to the situation.

By scoring 1 point above the Opposition Level you’ll get


a Standard Outcome. The Hunter gets what they want. Once upon a time…
In a Defense Check, the problem is handled without any If during the Scenario the Hunter gets into trouble and
complications. If it makes sense, the Hunter can also inflict highlights the Downside of one of their Descriptors, the
1 Wound. corresponding box must be marked. During an Interlude,
each box marked is converted into 1 XP.
By scoring 2 points above the Opposition Level you’ll
get an Outcome with an Increment. The Hunter succeeds Declaring an Interlude...
better than expected and gains an Increment in addition to If Hunters need to catch their breath, a Player can ask
what they wanted. The Storyteller decides on the additional the Storyteller for an Interlude between Scene changes.
effect or, alternatively, the special Increment of one of the During the Interlude, it is possible to recover 1 Wound
Hunter’s Gifts can be activated. In the case of a Defense or, alternatively, recover 2 Soma. Each Hunter can ask a
Check, the problem is avoided perfectly and an Increment question of another Hunter to learn more about their past.
is also obtained. If it makes sense, the Hunter can also
inflict 1 Wound.

11
During an Interlude XP may be spent to obtain additional
effects:
◆ Recover 2 Soma for each XP spent. Rules for the
◆ Recover 1 Wound for each XP spent.
◆ Evolve a Descriptor into a Specialization. For the rest of
the Scenario, this will grant 1 Additional Success in each
Storyteller
Broken Tales is designed to be a modular, easy-to-play role-
Scene in which it is used for the first time (1 XP). playing game. For Storytellers who already have experience
◆ Obtain a Scenario Gift for the duration of the Scenario with role-playing games, all the basic rules are presented
(1 XP). in this section. In the section Further Details on Game
Rules (page 17) you will find all the rules explained with
Each Interlude, however, represents a use of time. Remember examples, to clear up doubts about the system and on how to
that the Scenario, and the NPCs, may continue to act even handle a game of Broken Tales.
when the Hunters aren’t paying attention.
Choose how to play the Scenario
Unlike other RPGs, Broken Tales doesn’t have Scenarios
with a pre-written plot, but instead cultivates an “emergent”
narrative. What happens in the Scene will always be the
outcome of the Hunters’ actions and this, combined with
the Storyteller’s choices regarding the NPCs, will generate
situations with unpredictable outcomes.
An emergent narrative means approaching the game with the
intention of being surprised by it, reacting on the fly while
being guided by the rules of the game and the Scenario’s
information.

As mentioned earlier, a more classical approach is also


possible. Each Scenario comes with a Scene Tree that will
allow you to explore one of the possible plots in a more linear
fashion. A Scene Tree may include forks and variations, but it
will always give the Storyteller clear directions on what clues
to bring into play and how to move the plot forward.
There is no right or wrong way to play Broken Tales. Each
group can decide how to approach it based on their own
taste and desire to improvise or, rather, live out a more
guided story.

12
when deciding how to handle the events of the Scenario. It
The Storyteller’s Job describes what that specific NPC wants regardless of the
Hunters’ actions. Consulting NPC Agendas can lead to
The Storyteller’s job is to manage the game, the Scenario,
spontaneous situations without having to plan Scenes in
and all the NPCs that the Hunters will encounter. Each
advance.
Broken Tales Scenario provides all the information needed
to move a plot forward while adapting continuously to
the Hunters’ decisions and the Storyteller’s personal taste Scenario’s Events
in puppeteering the many side NPCs. After the Starting
Situation, this outline should be followed to run the Session: Events are brief descriptions of something that will happen
if certain conditions are met. They’re sudden twists in the
1. The Storyteller asks the Hunters where they want to Scenario, shaking things up for the Hunters. When the
go and what they want to do. conditions described in the Event occur, the Storyteller
2. The NPCs’ Agendas and Scenario Events should be should include it in the Scenario as soon as possible.
consulted frequently. If something has changed and it
makes sense in the narrative, the Storyteller will have
“off-stage” NPCs acting or entering the Scene. Scenes and Interludes
3. Each new Scene must be contextualized by the Story-
teller with a Place, a Time, an Initial Situation, and Each Scenario is developed through Scenes, which are
any further Information. roughly comparable to scenes in a movie. It is usually clear
4. After a brief introduction of the Scene, it’s the Hunt- when one ends and a new one begins. Each Scene must have
ers’ turn to decide what to do. a Place, a Time, an Initial Situation, and possibly some
5. During the Scene, if the outcome of an action is un- Information the Storyteller can use as a starting point. It’s
certain or collides with an NPC/Threat, the Storytell- the Storyteller’s job to manage Scenes and decide when to
er should ask for Position and Defense Checks. Once move on to the next one.
the Check is resolved, it’s again the Hunters’ turn to Interludes are special Scenes that Hunters can ask for
describe what they do. between the action to catch their breath. Interludes are calm,
6. When the Hunters’ stated goal in the Scene is restful (such as dinner at the inn), and always take time. In
achieved or can no longer be achieved, the Scene addition to recovering Soma and Wounds, as indicated on
starts over from step 1. the Player’s Sheet, an Interlude has two additional effects
on the Scenario:
◆ Hunters can ask another Hunter a question about their
NPCs’ Agendas past. This is a good way to reveal something and dig
deeper into each background story. Players are free to
To manage the game flow, each Scenario presents a series of invent whatever they want to characterize their Hunter
Agendas, goals that the Scenario’s NPCs try to accomplish. but their answer should remain relevant to the question
An Agenda can progress in two ways: when it makes sense they have been asked.
for it to happen in the narrative or during an Interlude ◆ Time doesn’t stop during an Interlude, and the
(because time continues to pass while the Hunters rest). The Storyteller must consider how to advance the Scenario’s
Agenda is the most important reference for the Storyteller Agendas. They must point out to the Hunters that the

13
Scenario goes on without them. Asking for too many Checks when a Hunter acts. The Storyteller also asks for a
Interludes can lead to things getting out of control! Defense Check when Scenario NPCs and Threats attempt
to oppose the Hunters. Not every Hunter will find the same
situation challenging, so the Storyteller may only ask some
Handling the Position Checks Hunters to perform a specific Check, remembering to keep
in mind the Descriptors of each Hunter, NPC, or Threat
involved.
If the Scene evolves into a conflict, you must keep tabs on
who has acted and who hasn’t, until all participants in the
When a Hunter performs any kind of action, the Storyteller Session have had a chance to do something. This rotation
needs to decide if they want to ask for a Check. In making system is called Exchange.
this decision, it’s vital to keep all relevant Descriptors in
mind. Depending on the outcome of the Position and Defense
Checks, a Cost or Increment may be generated. The
◆ If the Hunter acts to obtain something but might fail Storyteller will decide its nature.
due to an NPC or a Threat
◆ A Cost is some kind of narrative disadvantage, such
Then, it’s time for a Position Check. This applies to any as employing more time to perform the action or
action in which the Hunter is the active party. Ideally, the consuming a useful resource to do it. Possible Costs are:
Hunter would narrate a detailed, dynamic action such as, You retrace your steps or move away from a potential goal
“I run up the wall and leap off, cutting with my sword at you intended to achieve, or you hesitate, avoid danger,
the giant’s head.” Not every action requires a Check, just but can’t get past what you’re trying to overcome / You
those that face opposition that could prevent the Hunter get wounded or waste a lot of energy, suffering 1 Wound
from succeeding. / You lose, break, or drop something, or waste more
resources than expected / Your opponent can easily move
◆ If the Storyteller’s narration includes circumstances away from you and you can’t do anything to prevent it /
that may injure or inconvenience the Hunter You’re forced to make promises to successfully conclude
the negotiation / You reveal something important about
Call a Defense Check instead. This applies to any reaction yourself or an ally / You lose much more time than
in which the Hunter is a passive party. For example: expected / You let your guard down or are caught off
“You’re jumping from roof to roof, but the rain made the guard, and receive 1 Penalty on your next Check / What
tiles slippery, do a Defense Check against OL Medium 5.” All you obtain is not whole or is missing parts.
Defense Checks represent a Hunter’s reactions, attempts to
avoid a potential problem. A Defense Check is used when
the Storyteller is the one taking the floor, presenting a
Threat or an NPC as an obstacle the Hunter must overcome.
The Storyteller never rolls dice. Instead, they ask for Position

14
Alternatively, or if no ideas spring to mind, you may assign
1 Penalty to the Hunter’s next action, or inflict 1 Wound. The Opposition Level of Opponents
◆ An Increment is some kind of narrative advantage, and Threats
such as spending less time performing the action or Any element of the Scenario can be an NPC or a Threat (a
getting into a better position during an attack. Possible natural element, a magical effect, or anything other than an
Increments are: You can maneuver around your target, NPC). Both are always characterized by a Descriptor and
stay engaged with it, and move in a direction of your an Opposition Level and, in some cases, by one or more
choosing, or you can easily move away from a Threat Gifts. NPCs are also divided by Category, which indicates
without impediments / You can catch something on the their importance in the game.
fly / If an enemy is moving, you can force them to stop
by blocking their path / You can provide 1 Additional ◆ The Descriptor: is a short narrative quote describing
Success to your next action or that of your ally, to the NPC or Threat. It is used to handle the narrative
be spent in the immediate future / You get the best of and to modify the Opposition Level by +1 if the Hunter
the negotiation, impress or fascinate someone, or are is taken by surprise or has no means to oppose what
otherwise memorable / You can learn a secret, details of the Descriptor says. If the Hunter uses it to their
a scandal, or a technique from a subject or situation / advantage, it will lower the Opposition Level by 1.
You succeed better than expected, it takes you less time, ◆ The Opposition Level (OL): is the numerical value
or you get more beneficial results / You succeed and you to be achieved or surpassed in a Position or Defense
can also help someone who is facing the same problem as Check.
you, benefitting their narrative position.
EASY 3 / MEDIUM 5 / HARD 7
As an alternative, if no ideas spring to mind, you may
assign 1 Additional Success to your next action or that of ◆ Gifts: are special effects and powers. Each Scenario will
an allied Hunter. feature those specific to relevant NPCs and Threats.
◆ The Category: indicates the importance of an NPC in
the narration and a sensible range of Wounds they can
suffer.

Minor NPC: from 1 to 3 Wounds (generally 1).


Main NPC: from 1 to 6 Wounds (generally 3).
Dark Presence: from 1 to 6 Wounds (generally 3).

15
Managing Information
Broken Tales Scenarios will often be investigations
that Hunters perform on behalf of the Order. With
this in mind, it does not make sense to ask for
Position Checks to find clues that, if undiscovered,
would stall the situation. In general, when a Hunter
is looking for information, ask yourself:

◆ Does one of the Hunter’s Descriptors justify


the knowledge of the information? If so, the
Hunter will get it.
◆ Does it take time to get the information?
The Storyteller communicates this drawback
to the Hunter, who will decide what to do.
◆ Is getting the information dangerous for the
Hunter? The Storyteller introduces an NPC/
Threat into the Scene.
◆ Does the Hunter need external help to get
the information? The Storyteller will reveal
who can provide it. This can often lead to a
new Scene.

This is all you need to get started with the game.


In the Further Details on Game Rules chapter on
page 17, you will find several examples for each
mechanic presented in these pages and the rules
for creating NPCs and Threats.

16
Further Details on
Game Rules
I n this section, we’ll explore further the rules we’ve already briefly discusse
the sections devoted to Hunters and Storytellers. If you’re not familiar
playing games, it can be a good idea to read everything at least once. You
d in
with role-
will better
be able to understand the application of rules, after seeing some practica
l examples
explained. For those who already have experience with other games based
on Monad
Echo, this section is a useful reference when in doubt.

The Conversation
A game of Broken Tales is structured as a conversation between all
Players, in which the Storyteller presents fictional situations and
the other Players react with their Hunter’s choices. When the
consequences of a Hunter’s choice are uncertain, the Storyteller
asks for a Position Check to determine the outcome. At this point,
the Hunter’s action either succeeds or fails, and the conversation
resumes. The Storyteller narrates the action’s result, together with
the Hunter’s Player. Play continues until the next Check and so on
throughout the Session.

The Storyteller never performs Checks on the


behalf of NPCs and Threats.

17
When a setting/environmental element acts directly be confronted with the Opposition Level declared
against one or more Hunters, the Storyteller may request by the Storyteller; this time, however, the Player will,
a special Position Check called a Defense Check. As with the help of the Storyteller, narrate the outcome.
with a normal Position Check, the Hunter will always Once the Check is resolved, the narration resumes as usual.

Who What are the


What are the Check
Check Type When is it done? narrates the mechanical
criteria?
outcome? consequences?
The action continues
The Hunter is actively trying The Storyteller requests the The Storytel- with one of three possible
Position to position themselves in a Check, based on the Hunter’s ler describes positive Outcomes or a
Check certain way within the story, narrative and what they’re the outcome. Failure. The Hunter expe-
and the outcome is uncertain. trying to achieve. riences the consequences
of the action.

The Storyteller requests the The Hunter suffers any


The Hunter is the target of The Hunter
Check based on the actions effects and play continues.
Defense an action by someone or narrates the
or triggers of NPCs or The Hunter cannot achie-
Check something (NPC or Threat) outcome.
Threats. ve anything that is not
attempting to obstruct them.
related to avoiding danger.

How dangerous is an action and when is a Position and


Making Decisions While Narrating Defense Check required?
Making this decision is up to the Storyteller. A Hunter may
The game flow is simple and fast. It is interrupted only for
try to steer the narrative towards one of their Descriptors
Position and Defense Checks. With this in mind, it is very
to improve their chances of obtaining 3 Base Successes.
important to have a clear idea of who can determine what,
However, it will always be the Storyteller who decides
and the duties of the Hunters and the Storyteller in telling
whether or not to call for a Check. Only the Storyteller
the story.
knows the Descriptors and other details of NPCs and
Threats, and they’re the only one at the table who always
How and when does a Hunter act? How much can they
knows everything that is happening.
risk in terms of resources and consequences in the
narrative?
This is the domain of the Players. The Storyteller cannot
impose actions or make decisions for a Hunter.

18
Which Scenario developments affect the way Hunters Narrating in detail what the Hunter does is essential for the
behave? What will trigger XP accumulation thanks to a Storyteller who:
Descriptor’s Downside?
Players have authority in these situations. Each of them ◆ Starts with the story when determining what kind of
has Descriptors on their Sheet and can decide when to Check is needed (if any).
create a problem for themselves, putting the Downside in ◆ Will evaluate if one of the Hunter’s Descriptors is
the spotlight. Doing so will allow them to check off the relevant to the action.
Descriptor, which will later translate into XP. ◆ Will decide the possible consequences of a positive
Outcome or how the narrative will proceed in the
event of a Failure.
The Basic Mechanics ◆ Will determine whether to change an NPC’s Opposition
Level or Threat by +1 or -1, answering the question:
The main mechanics of Broken Tales revolve around
“Has the NPC/Threat Descriptor been taken advantage
Position and Defense Checks. But what are they exactly?
of, or countered?”
The Position Check represents an action taken by the
◆ Will determine if a Player can roll a Position Check to
Hunter, along with the purpose they are trying to achieve,
see if their action succeeded, or if a Defense Check is
in order to metaphorically gain a beneficial “position”
needed first.
within the storytelling. Anything a Hunter declares they
will do that does not have an obvious outcome may require
a Position Check. Defense Checks are a special type of The Hunter always has the right to review an action before
Position Checks. If the Storyteller declares that a Hunter deciding whether to roll the dice or invest Soma. The
faces a challenge, it will be up to the Player to describe Storyteller has the duty to clearly explain the consequences
what they will do to avoid it. Their success or failure in a of what is about to happen, without stating the unknown
Defense Check determines their new place, or position, in Descriptors of the opponents or adversities. What a Hunter
the narrative. knows and what they don’t know can vary in relation to
their Descriptors. Some may have the skills to sense threats
that others would normally underestimate.

Position Check In fact, the Hunter’s intentions will often collide with
unexpected situations. When changing circumstances
The Storyteller asks for a Position Check when a Player’s might affect a Hunter’s action, a Defense Check may be
narration causes their Hunter to interact with an NPC, needed to see how they are affected. If successful, they may
another Hunter, or a Threat, and the outcome of that be able to then roll the Position Check for their action.
interaction is uncertain. Again, it is up to the Storyteller to make the situation clear
and ask the Hunter what they intend to do in light of how
When in doubt, follow the storytelling because the same events are unfolding.
action can lead to different Checks and outcomes based on
the context.

19
Descriptors of a Threat (but can discover them using
Example:
special Gifts, Descriptors taken advantage of, or as the
Garou the Old Wolf is exploring the area around the town
result of previous actions).
of Durfort. Meanwhile, his companions are having a
conversation with the noble Dubois, hoping to get a grasp
of what is happening in the Red Hood Iskra Scenario. For a Check to have a positive Outcome, a Hunter has
The Storyteller warns Garou of the presence of a rapidly to accrue a total of Successes equal to or greater than the
approaching pack of wolves. No Check is required because Opposition Level declared by the Storyteller.
it is a piece of information Garou knows (as explained on
page 16) and in addition, Garou has the Gift Find Them
Forever After, which allows Garou to perceive noises and The Hunter:
◆ Checks if one of their Descriptors is relevant to the
smells before anyone else. Safely among the foliage, Garou
prepares an ambush for the new arrivals, determined to make declared action and confirms it with the Storyteller.
immediately clear that this is now his territory. The wolves If so, they start with 3 Base Successes, otherwise with
arrive a few meters from the hiding place and Garou decides only 1.
to attack, jumping on them. However, the Storyteller points ◆ Adds up any Additional Successes and subtracts any
out that wolves have a very acute sense of smell (as reported Penalties. Each Penalty removes 1 Success.
by their Descriptor) and therefore the surprise effect could ◆ Decides what kind of Outcome to aim for, depending
fade before Garou manages to bite one. At this point, the on the compromises they are willing to make and the
Storyteller requires a Defense Check to see if the Hunter will expected results of the action. Matching the Opposition
really be able to perform the surprise attack. Garou agrees to Level with Successes leads to an Outcome with a
take the risk and does the Check. If not, Garou would have Cost, exceeding it by 1 is a Standard Outcome, and
remained in hiding waiting for a better opportunity. exceeding it by 2 is an Outcome with an Increment
(see following pages). It is never possible to aim for a
higher result than an Outcome with an Increment.
Once the situation is clear and defined, we move on to the ◆ May decide to spend Soma from their supply to get 1
resolution sequence. Additional Success per point spent.
◆ Can roll as many dice as they want, all at once, getting

The Storyteller:
◆ Identifies whether to determine the positive
1 Additional Success for each result between 2 and 6.

Outcome or Failure of an action during the game.


◆ Declares the basic Opposition Level of the Threat/
NPC.
◆ Determines whether to raise or lower the Opposition
Level by 1, according to the current narrative and
Hunter’s behavior (knowing or not) in relation to
what is happening. A Hunter often does not know the

20
How to read the dice
1
If is rolled: Failure.
Automatic positive Outcome
Any result between 2-6 : Success. It may happen that the sum of
Successes reaches or exceed
Basic Successes + Additional
s the Opposition Level
tire Check determined by the Storytelle
A single 1 (Failure) causes the en is already successful. Which
r. In this case, the action
Outcome is reached will be
determined as explained in the
to fail. paragraph.
third point of The Hunter

an Increment (2 Successes over the Opposition Level). Garou


Check example:
doesn’t mind a Standard Outcome: he now has to choose how
Continuing with the example on page 20, Garou is facing
to get the 2 missing Additional Successes to achieve it.
a pack of four wolves. Through a Defense Check, Garou
has approached the enemies from behind, taking them by
As the last step, Garou decides to exchange 1 Soma for a
surprise.
Success, and then roll 1 single die. The die comes up a 3:
Success. Garou gets a Standard Outcome, which is up to the
Garou’s Descriptors tell us that he is a fierce and powerful
Storyteller to describe.
predator, and that is definitely relevant to what he is doing.
Therefore, Garou receives 3 Base Successes.
Let’s see all the possible results of Garou’s Check:
The Storyteller declares that the Opposition Level of the wolves
Rolling even a single 1 on the dice makes the action fail.
is Medium, which is equal to 5. However, the Storyteller
In this case, the action fails: if the Hunter’s goal is to
decides to lower it to 4 because the wolves’ Descriptor specifies
somehow avoid a Wound, they will suffer it. The narration,
that they obey only their Alpha Greskar or Iskra, and neither
however, goes on anyway. Whether the Hunter wants it or
of them is present in the Scene.
not, something changes, and, in the case of a Failure, it does
so in a way that affects them negatively.
Garou has 3 Base Successes and needs at least 1 Additional
Success to reach the Opposition Level. This is the minimum to
The Storyteller describes the result: Garou hurries to avoid
get an Outcome with a Cost.
alerting the wolves, but this makes the attack hasty and
inaccurate. The bite misses its mark as the other wolf dodges
Now the Player can decide if they want 2 Additional Successes
the attack and turns around, ready to face the threat.
to reach a Standard Outcome (1 Success over the Opposition
Level) or 3 Additional Successes to aim for an Outcome with

21
By obtaining a total of Successes equal to the Opposition By obtaining a total of Successes 2 points over the
D
Level: the action would result in an Outcome with a Cost. Opposition Level: the outcome is an Outcome with an
The Hunter gets what they want but at a Cost chosen by the Increment.
Storyteller from the list (page 14), in line with what is
happening. As a result of the Outcome, if the Hunter’s goal The Hunter gets what they have set out to do and an
is to harm a target in some way, 1 Wound can be inflicted. Increment, an additional effect increasing the range of the
action itself. The Increment is provided by the Storyteller
The Storyteller describes the result: Garou sinks his fangs into in relation to the situation and the objectives of the Hunter,
the throat of one of the wolves, which, being able to suffer choosing from the generic list (page 15). Alternatively,
only 1 Wound, is instantly killed. Unfortunately, as the if the Hunter’s Gifts grant special Increments, they may
animal falls to the ground, it drags Garou with it, throwing choose to activate them.
the Hunter off balance. The Storyteller assigns 1 Penalty to
Garou’s next Check. The Storyteller describes the result: Garou sinks his fangs into
the throat of the enemy, which, being able to suffer a single
By obtaining a total of 1 Success above the Opposition Wound, is killed instantly. Garou sprints past the opponent’s
Level: the action would result in a Standard Outcome. body and pushes the remaining wolves along a narrow path
In this case, the Hunter gets what they intended and, if to prevent being surrounded, as stated by the Player at the
consistent, can inflict 1 Wound on one or more targets. start of the attack. The Storyteller will therefore neither
be able to exploit the narrative advantage of Garou being
The Storyteller describes the result: Garou sinks his fangs into outnumbered for the wolves’ next action, nor their Gift which
the throat of the enemy, which, being able to suffer a single confers advantages to them when they outnumber a prey.
Wound, is killed instantly.

This is exactly what happened in the example on page 20.

22
DEFENSE CHECK The same action and the same situation can have very

Defense Check different outcomes based on the Hunter’s narrative:


evaluating whether a threat is perceived or not makes
the difference between presenting the Check directly or
A Defense Check is basically a Position Check which
giving the Hunter the opportunity to review their action.
represents an obstacle to the Hunter’s intentions. When a
Has Garou seen the enemy pack fight before? Has the
Threat or NPC acts on a Hunter, the Storyteller asks the
Hunter experienced their fighting style and knows how
Hunter for a Check to see how well they can handle the
they exploit their numerical superiority? Or does Garou
problem. Often a Defense Check is self-evident, such as
have a Descriptor that indicates the ability to understand
when an enemy responds by attacking a Hunter during a
the enemy’s strategy? In these cases, the Storyteller should
fight. Other times it will be unexpected, for example when
allow Garou to review his action.
a Hunter declares an action and the Storyteller brings into
play elements that have been underestimated or hidden.
Other Rules on Position and
A Hunter’s action may require a Defense Check before a
Position Check can be attempted. In that case, the Storyteller Defense Checks
decides whether to allow them time to review the action,
examining the Descriptors involved and establishing Let’s discuss some additional elements to consider when
whether the Hunter has the opportunity to become aware calling Position and Defense Checks.
of the threat in time.
A Player describes how the Hunter does
After Garou’s attack, the wolves cannot use their numbers something
to overwhelm the enemy. Garou recounts how he used the
narrow path to force the wolves to face the Hunter one at During the game, narration is continuous. Every Hunter
a time. The Storyteller declares that the Opposition Level must be aware that, if there are no obstacles or a Position
drops from 5 to 4 as the opponents fail to use their Descriptor Check is successful, they will get exactly what they have
Efficient as a pack. It will always be Garou to make the set out to do. One’s intent must be clear while narrating,
Defense Check, and once again will be able to count on 3 describing what they do concretely and not what they could
Base Successes thanks to his Descriptors, deciding what kind possibly do. In combat, “I try to hit the enemy” is the wrong
of Outcome to aim for. In the same situation, if Garou had way to state intent; “I hit the head of the pirate” is much
declared to dodge the blow rolling away from the enemy, he more precise and useful for fictional positioning.
would have ended up in a small clearing behind his back. In The big difference between the two statements is that
this way, unknowingly, Garou would have put himself in the the first one is too general and doesn’t tell us anything,
perfect position for the enemy to bring into play their Gift, making any Outcome bland and leaving all the burden of
which increases their Level of Opposition by 1 when they are the consequent narrative to the Storyteller. The Player’s
numerically superior. intentions could be misinterpreted and the action would
likely lead to a less entertaining narration. The second

23
statement, however, makes the facts clear: for the Storyteller, Dodging a rifle shot by throwing yourself to the ground
it will be easy to narrate the result of “hitting a pirate on the is probably the simplest solution, but even in the case of
head” and also to pick any Cost, Increment, and what type a positive Outcome, it will result in you ending up on the
of Wound to inflict in case of success. ground.
A nearby enemy could take advantage of this and force your
Hunter to do a Defense Check while you’re attempting to
Everything starts from the narration, get up. Blocking the bullet with an improvised shield will be
everything goes back to the narration very dangerous and obtaining an Outcome with a Cost could
The most important question to keep in mind during the mean suffering a Wound, but will leave your Hunter standing
game is: what is happening in the Scene? Broken Tales starts and ready to react.
with the narrative premise that each Player describes what
their Hunter does, while the Storyteller responds through When many subjects are involved in
NPCs and situations. There are no subsystems: when an
action can have an interesting or uncertain outcome, you a Scene, it is good to establish turns
make a Check. Take into account what was narrated before dynamically
asking for the Check. What is happening in the Scene will When Hunters are alone or in situations where they
lead to a whole series of considerations: have full control and time to plan their moves, they can
freely decide how and when to act. On the other hand, if
◆ What prompted the Check? Are we narrating a violent there’s a conflict situation involving NPCs, the Storyteller
action towards someone? Or a stealth maneuver to must always divide characters into two factions. After
sneak away unseen? Is the action free and unimpeded determining the first to act, each faction will then make
or does it put the Hunter at risk of having to make each of its members act in turn until all of the Hunters and
a Defense Check first? What is happening in the prominent NPCs have acted at least once.
narration is essential to understanding what will be This system is called Exchange and it establishes a
achieved with the Check. Always remember that if an “narrative order.” It is used by the Storyteller to keep the
action is successful and it makes sense in the context, spotlight equally divided between the parties but does not
the target could suffer 1 Wound. have to follow all the contenders in the same way.
◆ How do you manage the Check? Does the Hunter What matters during an Exchange is that Hunters and
bring into play a relevant Descriptor? Does the NPC prominent NPCs have time to act and turn the tide in
or Threat involved bring a Descriptor into play as well? their favor, while everything else remains active, but in the
What Gifts are used? It is always through the narrative background.
that we will understand “how” the action is done.
◆ What’s the result? How does the Hunter’s narrative
position change after the Check? The result is the
most important part because it will always cause some
change to the ongoing Scene.

24
After a Position or Defense Check, the
narration always continues Strength in numbers?
If a group of four Hunters faces a pack of twelve wolves,
After a Check, the situation must evolve in some
the Storyteller will not have the enemies act twelve times.
way, for better or worse. This is a fundamental step.
Instead, the wolf pack has the same number of actions as the
A Position Check always moves the situation forward
Hunters, four in this example. The purpose of the Exchange
far enough, even if by just a few moments, to ensure
isn’t to put pressure on the Hunters with multiple Defense
that the previous status is changed. This applies both
Checks, but to create a tense situation. An overwhelming
to any type of positive Outcome, as well as to a Failure.
number of enemies is already a decisive narrative advantage.
Failing can mean many things. Sometimes, you can
They can surround the Hunters (forcing them to succeed in
get what you want and still fail. The Player narrates
a Defense Check to move), take secondary actions, and so
how. A Position Check to push someone off a cliff can
on. Some Gifts increase the Opposition Level of opponents
be resolved in many ways, one of them being that the
based on their number, which can also be a good way to
target is pushed but takes the Hunter down with them!
emphasize their superiority.

Hunter vs Hunter
Broken Tales assumes that a conflict between two
Hunters should be resolved mainly between Players,
with a spoken mediation between intent and outcome.
free to decide how to divide the duties of narrating Outcomes,
However, it could happen that one Hunter acts to harm
Costs, Gifts, choices and Descriptor uses between Storyteller
another, generating either a Position or Defense Check.
and Hunters to match your playstyle.
In this case, the Storyteller determines who is acting
(the Active Hunter), and who is at the receiving end of
the action (the Passive Hunter). The Active Hunter will
then have to make a Check against an Opposition Level
Descriptors
of either Easy 3 (if the Passive Hunter has no relevant They represent the salient narrative features of a Hunter, an
Descriptors) or Medium 5 (if the Passive Hunter has a NPC, or any other element of the setting. Descriptors help
relevant Descriptor). The Passive Hunter cannot spend Players in interpreting the Hunter and the Storyteller in
Soma to increase their Opposition Level. establishing areas of competence during the game. Another
effect of the Descriptors is to grant bonus XP if they caused a
Dividing storytelling duties Hunter trouble during a Scene.
Broken Tales puts all the choices in the Storyteller’s
hands, who then decides Costs, Increments, and Each Hunter Descriptor is made up of two parts. One is positive
if Wounds are inflicted. This is intended to avoid and describes the Hunter’s abilities and strengths. The second, the
interruptions in the game flow and avoid delays due to Downside, highlights a flaw or weakness.
indecision, which can be a frequent problem in some Baba Yaga the Child Witch possesses the Descriptor I am very
other games. Once you are familiar with the rules, feel skilled in reading people. That is why the Order has chosen

25
GIFT
Gifts
me as leader of the Hunters. I love manipulating people
and I often do it merely to amuse myself. This Descriptor
tells us a lot about our Hunter. Yaga is good at reading others
and plays a major role among the Hunters. At the same time, Gifts are special skills and abilities that give Hunters and
Yaga cannot contain her manipulative nature and will tend NPCs depth. Every Gift has a full description of its effect,
to abuse it even without any real need, creating unnecessarily which clarifies when and why it can be used in the game. As
complicated schemes to reach her goal. with Descriptors, Hunters and NPCs use Gifts in different
ways.
In this case, there is a noticeable difference between a On the Hunters’ side, Gifts influence different game
Hunter, NPCs, and Threats. The protagonist of the game situations, from obtaining circumstantial bonuses to
is defined by three complete Descriptors (positive part + recovering Soma.
Downside), while NPCs and Threats have only one, not Generally speaking, NPCs and Threats have Gifts that have
necessarily with a Downside. simpler effects than the Hunters’. On pages 29, 32 and
73 you’ll find all the expanded rules to create Gifts for
Additional considerations: Threats, NPCs and Hunters.
◆ For everything that is not a Hunter, a Descriptor is Gifts are by far the most design-heavy elements to create for
nothing more than a narrative sentence the Storyteller Storyteller and Players, as they must be balanced following
can use to manage that particular story element. The an often-subjective evaluation.
Descriptor of an NPC or a Threat may have a Downside
or not. The important thing is that the Descriptor is
The golden rule when creating a Gift is to start by describing
narrow enough to clearly signal how and when it is
relevant in a Check, and what tactics can be applied what happens in the narrative when the Gift is used.
against it or in its favor.
◆ Some Gifts create a temporary Descriptor. In that case, This means setting aside bonuses and game effects so
the Gift description and its importance in the narrative that you can prioritize a narrative description over the
will indicate the Descriptor’s specifics. mechanics. It is good to be exhaustive, describing how the
◆ Descriptors created by Wounds will be mainly of Gift is activated, if it requires special precautions, and what
a negative nature. This doesn’t mean that a Hunter happens when the owner shows it off. On page 73 you
cannot exploit them to their own advantage, but that will find a series of Archetypal Effects and Costs for the
they will be more of a problem than a resource. Hunters’ Gifts which, when combined, will allow you to
build a full-fledged Gift.

26
TS
Ask yourself: needs to be increased or lowered.
It is important to clarify that Wounds represent the NPC’s
◆ If you had to describe in simple words what a Gift “plot armor” that keeps them active during the Scenario, not
does and when it can be used, how would you just their physical stamina.
describe it? ◆ Any NPC who represents a minion or doesn’t have
◆ Which of the mechanics available on pages 75 or special abilities should have 1 single Wound. Even when
81 best suit what you described? facing many of these opponents, Hunters can defeat them
with a single hit.
◆ Minor NPCs should have 3 Wounds, so they can
Always ask yourself the questions in this order!
withstand some of the Hunters’ attacks and have their say
before being knocked out.
Having a clear understanding of what happens in the
◆ Anything between 3 to 6 Wounds is indicated for three
narrative is key to deciding which Effects and Costs to
categories of NPCs. First, are the Main NPCs of the
apply. In Broken Tales, Hunters and their opponents are
Scenario, who play a prominent role in the narrative.
often exceptional people. There’s nothing wrong with
Dark Presences and particularly dangerous enemies,
giving them Gifts that grant incredible abilities. The only
who even by themselves can be a match for a group of
real way to create a balanced Gift is to remain consistent
Hunters, can have a larger Wound pool. A single Exchange
with the backstory of the Hunter/NPC.
is probably not enough to defeat an opponent with 5 or
6 Wounds, thus giving the Storyteller the opportunity to
present an extended challenge.

James the Swordsman is engaged in a deadly duel with the


Masked Swashbuckler (a Dark Presence inspired by Puss in

Wounds
Boots). After a failed Defense Check, James is slashed in his
right leg by his opponent, causing a Wound. The Storyteller
gives it the Descriptor: Slash in the leg. As this is the first
Wound suffered, James is still in the game, but from now on
All creatures have a pool of Wounds, an indicator of their declaring maneuvers that require quick movements or running
ability to withstand injury and trauma. In terms of play, a away could require a Check.
subject’s pool determines how many Wounds they can take
before being knocked out or, worse, killed. The number of When a target receives its last Wound, its fate is decided by the
Wounds an NPC can suffer is established according to their Player who inflicted the Wound, in accordance with what has
type. been narrated up to that point. This means that suffering the
Every Wound suffered must be outlined with a Descriptor, last Wound does not always mean dying or being incapacitated
which represents its effects on the narration. This will permanently. Wounds can also be psychological trauma such
become an additional element for the Storyteller to evaluate as fear or loss of confidence. They can also be debilitating
when, during Checks, the Opposition Level of something statuses such as fatigue, confusion, and exhaustion. The result

27
of a Position or Defense Check may have the additional
effect of causing a Wound.
Equipment and
The Astonishing Pied Piper Without A Name enters an
underground catacomb, where an evil spirit rages and
possessions
whispers mad words in the ears of mortals. Determined to
smother the ravings of the spirit with his music, the Pied In Broken Tales, everything a Hunter needs and can be
Piper brings his flute to his lips and breathes a sweet melody. justified by their Descriptors will be in their possession.
The Storyteller then asks for a Position Check to determine if As a general rule, owning something simply expands the
the Piper’s melody will really soothe the restless soul. Playing Hunter’s storytelling possibilities, allowing to declare
the flute, the Pied Piper hears the ghost’s whispers and is lost actions that wouldn’t otherwise be possible.
in a nightmare of dying, devoured by a mob of hungry rats.
This vision shakes the Hunter, who will suffer the Wound The Astonishing Pied Piper Without A Name always has the
Terrified by mice. trusty trained mouse named Hamelin nearby. The Pied Piper
can employ his little friend for various tasks, or even complex
Recover or exhaust Wounds ones, such as exploiting a crack in the wall to retrieve the key
Although it may not seem like it at first glance, Wounds are of the Hunters’ jail cell.
a full-fledged resource, useful both for absorbing damage
and for activating the effects of various Gifts. A Wound is
easy to suffer, but it’s just as easy for a Hunter to recover. Weapons and Armors
◆ At the discretion of the Storyteller, at the end of each
Weapons and armor have no damage modifiers or
Scene where there is an obvious moment of rest (such
protection values; this does not make them less effective.
as a night of sleep), each Hunter will recover 1 Wound.
The true value of a good weapon is represented by the
◆ During an Interlude, each Hunter can choose to recover
narrative opportunities that it will give to its owner. In
1 Wound for free (instead of recovering Soma), and by
game terms, this means that the Storyteller will evaluate
spending XP, heal additional Wounds.
the usefulness of the chosen equipment every time they call
◆ For the NPCs, on the other hand, the Storyteller simply
for a Check. Whenever possible, it is important to detail
evaluates whether the subject has had the opportunity
an NPC’s weaponry in its Descriptor. A good alternative is
to recover from the damage suffered and, if so, restores
to focus on the fighting technique, allowing the Player to
all their Wounds.
decide what equipment is appropriate.

Consider the following:


◆ A pack of hungry wolves will be at its strongest when
exploiting their numerical superiority, while it will be
less effective in the absence of the alpha wolf.
◆ A skilled swordsman will be a relentless foe in single
combat but be at a disadvantage if thrown into the
chaos of a large-scale confrontation.

28
◆ The Beast that longs for the flesh of James the wealth. Regina the Thief of Hearts, on the other hand, will
Swordsman will be able to crush a peg-legged pirate only need to make her requests known to some “friends” in
but will be easy to circle and backstab. the city and receive what she wants in a short time.

These considerations will lead the NPC’s Opposition Is the object of the search easy to find or is it a rare and
Level to go up or down by 1, making it more or less lethal precious commodity?
depending on the situation and giving a relative meaning In the first case, they get it. In the second case, the Storyteller
to weapons and armor. In addition to the modifier, always will reveal information on how to obtain it in the story. The
keep in mind what leads to a Position and Defense Check Hunter will then have to actively work to get their hands
during the narrative. Charging an enemy with a loaded on it.
pistol will result in a Defense Check for the Hunter before
they can attempt a Position Check to conclude the attack.
Threats
The term Threats refers to features of the game world such
as special places, natural threats, and all those situations in
which the Hunters can be in danger but are not directly
facing an NPC. A drawbridge of a haunted castle or the
illusion of a mighty witch are both excellent examples of

Wealth and Possessions a Threat.

In the Broken Europe of the eighteenth century, trade is To create a Threat, the Storyteller must establish three
highly developed, but most Hunters show no interest in points:
worldly riches. The Broken Tales system does not assign ◆ Create a Descriptor that indicates the characteristics of
a precise value to every piece of equipment, and for this the Threat.
reason, there is no real need to keep track of treasures ◆ Establish a Threat Opposition Level.
or anything else, if not for the weight they can have on a ◆ Optional: Give the Threat a Gift to represent a special
narrative level. When a Hunter is preparing to obtain or ability.
seek some material goods, the Storyteller must consider
two elements: Threats are a way to formalize potential Position or Defense
Checks and a good way for the Storyteller to keep track of
Are there any Hunter Descriptors that justify that what may happen during the Session. Often, a Threat will
specific possession or that give the Hunter the possibility be created on the fly as a direct result of a Hunter action and
to obtain it? will not require additional work for the Storyteller.
For Garou, the Old Wolf, getting horses and supplies for a
long journey could be tricky. All his Descriptors lead back to
a wild wolf who, even when in a human form, possesses no

29
Sun Wukong the Amazing Monkey is chasing a mysterious Below you will find a list of generic Gifts, to use as a basis
killer that the Hunters have caught red-handed at the crime for creating Threats on the fly.
scene. The mysterious, black-cloaked figure leaps swiftly
across the rooftops of Prague, almost as if it were flying. Sun ◆ The Threat Gifts always must clearly state in the text
Wukong runs after them by jumping from roof to roof. It is what activates them.
night and it is raining, so a Defense Check will be needed to ◆ Unless there are valid narrative justifications, there is
keep Wukong from losing track of the target. no reason why a Threat Gift should not affect NPCs
as well.
It is good practice to establish a Descriptor for each Threat,
in order to have a narrative reference that describes the
possible result of a Hunter’s current course of action. Generic Gifts
Threat Gifts are simpler than those of the Hunters, as they This list of Gifts represents generic features adaptable to
serve to represent a particular effect that activates when the every type of Threat.
Hunter interacts with the Threat. The best way to create a
Threat Gift is to describe what happens in the story when Adverse: The Threat consumes the power of those who
the Hunter suffers the effects of the Threat. Unlike the approach. A Hunter loses 1 Soma at the start of each Scene,
Hunters’ Gifts, which are a balancing act, a Threat’s Gift while an NPC lowers their Opposition Level by 1 on the
allows you to have fun creating effects to make the Scenario first action taken.
more interesting.
Clock: The Threat accumulates Tokens of a certain type (see
page 76), in relation to the actions of the Hunters or the
In the wolves’ lair, it will not be easy for the Hunters to move passing of time. Once you have reached a predetermined
around without being spotted. The Gift Defense Lair (page number of Tokens, activate a Special Event listed in the
124) might be the most suitable because it forces intruders Gift’s description. This is a good way to give importance to
to succeed at a Defense Check every Scene to avoid detection. the passage of time, or the accumulation of resources and
On the other hand, if the wolves in our story have pups to information during exploration.
defend, the Gift Duty Bound (page 33) will be more
relevant to what we imagine could happen in the narrative
Create Effect: When the Threat activates, it creates a
Descriptor representing how the situation is affected and
when the Hunters enter the lair. By describing what we
changed by the Threat.
imagine and want to happen in the story, it becomes very
easy to detail the full effects of the Gift. Damage: When the Threat is triggered, it inflicts 1 Wound
of a sort linked to the type of Threat. This Wound is in
addition to any Wound inflicted on the Hunter because of
a Failed Check.

30
Disturbance: The proximity of the Threat weakens a NPCs
certain ability, such as magic in a holy place. Anyone near The first step is to decide what kind of NPC should be
the Threat receives 1 Penalty (-1 to the Opposition Level for created.
NPCs) when using abilities that are affected by the Threat’s
power. Main NPCs
Fulcrum: The proximity of the Threat enhances a certain These are the real antagonists of the Scenario or, more
ability, such as magic in a place charged with arcane energy. generally, characters with an Agenda who will have a
Anyone near the Threat receives 1 Additional Success (+1 strong impact on events. Main NPCs must have the skill
to the Opposition Level for NPCs) when using abilities that and influence to move the story in their favor or to be an
are affected by the Threat’s power. interesting challenge for the Hunters.

Minor NPCs

NPCs categories
These are the people surrounding the Main Scenario NPCs.
A Minor NPC is almost never going to be a big challenge
for a Hunter and should be considered more of a link
between Scenario situations and Major NPCs. Given their
In this part, we will explain how to create NPCs. Broken
varying importance, a Minor NPC may not even have an
Tales allows you to come up with NPCs very quickly,
Agenda. In this way, their actions will be easier to manage
defining only a few necessary features. The following are
and connect to the Main NPCs and Hunters.
the recommended guidelines. The Storyteller can always
decide to change one or more variables to best characterize
whoever they have in mind. For example, nothing prevents Dark Presences
you from assigning a Major NPC an Opposition Level of Dark Presences are NPCs who, like the Hunters, come from

NP
Easy 3 to represent a person who is socially influential, but the world of fairytales and have been “broken” by the wish
totally unable to handle other situations, despite the rule of the Child Savior. Dark Presences feature an extra sub-
of thumb stating that a Major NPC will have a Medium 5 item, called Type, providing a general reason why the Dark
Opposition Level. Presence is in the Scenario or in the world of Broken Tales.
Dark Presences enjoy a slightly more complex creation
system, illustrated on page 41.

31
NPC Type Descriptor Agenda Wounds Opposition Level Gifts
From 1 to 6, in
1 or 2, useful to give
relation to their im- Normally, Medium 5
If carried out, con- a greater insight into
Represents abilities, portance. 3 Wounds represents a solid ability
Main NPC strengths, and flaws.
siderably changes or
are considered ave- to oppose the Hunters’
the Main NPCs’ are-
resolves the Scenario. as of expertise.
rage for most human actions.
NPCs.
1 or no Gift. Due
From 1 to 3. As a Normally, Easy 3 for
Not mandatory. If to their nature as
Minor Represents abilities,
present, it’s tied to a
rule, most Minor common examples or
“extras”, most Minor
NPC strengths, and flaws.
Main NPC.
NPCs should have 1 Medium 5 for capable
NPCs shouldn’t have
single Wound. examples.
a Gift.
From 1 to 6, in re-
Represents skills Representing the
lation to its impor- Normally, Medium 5 to
and the characters’ essence of the Dark 2 Gifts, to give more
Dark connection with Presence in the world
tance. 3 Wounds are represent a solid ability
character to the Dark
Presence their original of Broken Tales.
considered average to oppose the Hunters’
Presence.
for most Dark Pre- actions.
fairytale.
sences.

Example: an NPC linked to the Vampire myth could have


NPCs Gifts the Immortal Gift, which makes it impossible to kill except
The Gifts of NPCs are simpler than those of Hunters, as
by some specific means described in the Gift itself. How
they grant bonus effects in very specific areas and almost
immortality manifests is determined by what we imagine
never have an activation cost. The best way to create an
the character to do in the narrative. Will they fall under the
NPC Gift is to describe what happens in the story when
blows they have suffered, turning into a cloud of smoke or
the NPC uses their Gift. Unlike the Hunters’ Gifts, which
will they simply ignore any Wound that is not inflicted by
need a more careful balancing act, with NPC Gifts you can
something they’re vulnerable to? Or will their body regenerate
indulge in creating the most imaginative effects to make
instantly in front of the incredulous eyes of those present? By
each NPC unique and interesting.
describing what we imagine and want to see in the narrative,
it becomes easy to detail the full effects of a Gift.

32
Below, you will find a list of generic Gifts to use as a basis
for creating NPCs on the fly. You can also freely draw from
the Hunters’ Gifts and adapt effects to fit the NPC if they are
Generic Gifts
fairly powerful. Often, however, a Gift meant for a Hunter This list of Gifts represents generic features adaptable to all
will require some modification to be suitable for an NPC. types of NPCs and creatures.
◆ NPCs have no Soma, so Gifts that require a Soma cost
to activate must change so that their use is limited to Ally / Minion: The NPC has a minion, animal, or some
one or more times per Scene. kind of servant ready to lay down their lives for them. The
◆ NPCs do not score any Additional Successes or Ally / Minion is another NPC who will do their best to help
Penalties. These effects must be converted into an the owner of this Gift and, in case of danger, can shield their
equivalent modifier (+1/-1) that can be applied to the patron and take 1 Wound in their place.
NPC’s Opposition Level.
◆ Many NPCs have few Wounds and paying a Wound to Armored / Thick-Skinned: The NPC can take 1 addi-
activate a Gift can be a difficult cost to bear. In these tional Wound or ignore a certain type of Wound such as
cases, it is best to make the activation of the Gift free being immune to fire.
the first time in each Scene the NPC uses it. Destined / Duty Bound: The NPC will not be easily
swayed. Once per Scene, the NPC can ignore or interrupt
the effect of a Gift that is used against them.

Determined / Devoted: Religious belief or iron determi-


nation means the NPC always stays calm. Any attempt to
persuade or manipulate the NPC through words or a power
related to a Broken Tale receives 2 Penalties.

Expert / Skilled: Whoever possesses this Gift increases


their Opposition Level by 1 when they do something they
are masterful at. This specialization must be indicated in
the Gift description.

Foul Play / Poisoner: Wounds this NPC inflicts are


made more serious by a dangerous poison. Wounds
inflicted in this way cannot be recovered with an Interlude
as usual, but only through the use of a specific antidote /
medication or at the end of a Scenario.

Gang / Herd: Whoever possesses this Gift increases their


Opposition Level by 1 when acting against a target if they
have the support of one or more companions.

33
Intuitive / Persuasive: The NPC is good at reading
whoever they face. During a social interaction, the NPC
can understand one of the Descriptors of the person they
are talking with. A Hunter can make a Defense Check to
avoid revealing anything about themselves.

Sworn Enemy / Weapon Master: The NPC is a dan-


gerous opponent in combat and, once per Scene, can inflict
1 additional Wound when an attack hits.

Versatile / Resourceful: The NPC has a second De-


scriptor representing a very useful personal resource, such
as great wealth or a special combat technique. The first time
this is shown off in a Scene, the NPC can impose 1 Penalty
on any Defense Check.

Agenda
Main NPCs always have an Agenda, which establishes
their way of acting and helps the Storyteller manage
their behavior during the game. Each time an Agenda is
exhausted, either in success or failure, the Storyteller must
evaluate whether to write a new one. Agendas are very
important, because they give purpose and depth to NPCs
in a quick and functional way, suggesting their responses to
the Hunters’ actions during the Scenario.
On page 93, you will find tables and guidelines for the
creation of NPCs Agendas.

34
The Storyteller’s Role
T his chapter will examine Storyteller’s role, and
provide useful tips for managing Sessions and Scenes. The
role of the Storyteller differs from that of other Players
about their past. For the Storyteller, however, the spectrum
of agency is much broader.

But how, then, does the Storyteller act during a Session?

in terms of duties and narrative authority over the game


world. Where the Hunters are the protagonists of Broken Giving life to Broken Europe
Tales’ stories, the Storyteller is responsible for presenting a Broken Tales’ setting is a version of eighteenth-century
world that is coherent and managing everything that is not Europe where rural landscapes are still predominant. The
the direct prerogative of a Hunter. The Storyteller makes Hunters often travel to small villages and abandoned places,
decisions for NPCs, determines when Scenes open and where the Broken Tales can find fertile ground in which
close, and generally looks at the game with a different eye. to act away from the gaze of ordinary people. The Broken
The role of the Storyteller is equivalent to that of a movie Tales’ existence is an anomaly. At the same time, they need
director, who, however, does not have an immutable script. contact with people and reality to pursue their goals. This
Instead, they shape what could happen if the Hunters duality will inevitably create conflicts and problems. It is up
do not intervene, and improvise with a certain degree of to the Storyteller to bring out these elements, which form
freedom. In this way, each Scenario will be unique and the basis of the events of Broken Tales’ stories, in play. The
tailored to each group. key principles of the setting are:

◆ The world of Broken Tales, Broken Europe, is


How the Storyteller acts during a a massive fairytale that encompasses all other
fairytales within it. This concept will be explained
Session better when we discuss the Campaign (page 243). For
now, it is good to keep in mind that Broken Europe
The game is a conversation where the Storyteller presents
is a fictional world that lays its foundations in the
various situations and the Players deal with them by
real historical context of the era, and then corrupts
narrating how their Hunters act. For a Player, storytelling
everything with out-of-the-box characters, magic, and
duties are all related to their Hunter and to some information
a strong horror vibe.

35
◆ The stories the Hunters live out will almost always
take place in a rural setting. The section on Broken
By managing information
The Storyteller knows many secrets and will often see all
Europe on page 103 will provide useful information
the mysteries of the Scenario clearly from the beginning.
to manage and present a plausible eighteenth century.
Their task is to disclose information according to the
In this context, the Storyteller’s prerogative must be
questions and actions of the Hunters. Since the Storyteller’s
to break the fairytales, place them in this plausible
goal is for the Hunters to advance from Scene to Scene
context, and give each character a purpose and a reason
towards the conclusion of the Scenario, they should never
to use the powers that distinguish them.
deny information, as explained on page 16. This does not
mean helping the Hunters or offering NPCs with ready-
By choosing or creating a Scenario made solutions. Hunters must always be at the center of the
The Hunters are part of the Order and intervene when Scene, while NPCs must act in response to their actions,
there is a cry for help against the darkness. The Storyteller with information acting as the glue between the two.
decides which Scenario to present from those found in this
book or creates one from scratch. In the case of a Campaign, Considering when to call a Check
the Storyteller can manage everything as explained on page The last important responsibility of the Storyteller is
243. to manage the transition from narration to resolution
through Position and Defense Checks. As explained in the
By shaping the initial situation of each Scene rules, the Storyteller must always be certain of a Hunter’s
This is a great power: the Storyteller decides how a Scene intent when evaluating whether to request a Position
begins and who will be there. They describe places and Check. Broken Tales allows you to act on the granularity
situations, and only when the Scene is clearly understood of events, “zooming in” on a particularly important scene
by everyone will they leave the stage to the Hunters. After and splitting it into multiple “close-up shots”, or keep a
the first Scene, it will be easier to set up the following “wide shot” to solve a macro-situation in one go. The most
ones, because in most cases it will be the Hunters who will striking example of this granularity can be found during
specify a new objective. The Storyteller will simply have fight Scenes: all the parties involved will act to harm the
to decide what happens between one Scene and the next, opponents on multiple actions and, most likely, failure will
and how the new situation begins. Between two Scenes, have painful consequences. In a conflict, the Hunters will
the Storyteller must keep track of what is happening and describe action after action and generate many Checks.
possibly “move” the NPCs, if they have already appeared Conversely, an action to infiltrate a location protected by
in a previous Scene, according to their Agenda. There is guards could be resolved with a single Position Check
no predefined style regarding how to set up a Scene. The made by the Hunter leading the raid.
Storyteller introduces everything that seems relevant to the As a general rule, before requesting a Check, the
situation and goals of the Hunters, asking questions of the Storyteller must ask themselves the following question:
Players to understand how the story should unfold. Does Succeeding or Failing the Check have an interesting
narrative outcome?
If the answer is yes, then it’s okay to call a Check.

36
By fostering a safe and inclusive gaming
environment Tips for proper game
Role-playing is an activity that can easily expose delicate
issues, offending the sensibility of some Players. Broken
management
Tales is no exception and the themes of the Scenarios can The following is a series of good procedures that can be
be difficult to deal with for some people. Each Scenario useful to the Storyteller and clear up any doubts about
includes a series of Keywords useful for getting a quick various game situations.
understanding of the situations that could arise during the
game. In this way, the Storyteller will be able to evaluate
what to offer to the table and whether or not to list the
Establish the initial description of the Scene
Take into consideration the place, the time of day, and other
Keywords to the Players. It must be noted that Keywords
characters present. The Hunters see the world through the
might reveal characters and situations, spoiling some
Storyteller, who filters what has yet to be discovered from
aspects of the plot.
what has already been revealed. For this reason, you can
Another good way to handle difficult issues is to modify
provide whatever information may be useful when the
the Scenario based on Keywords. If the story includes
Scene opens. After the initial description, ask the Hunters
the Keywords Sect and Manipulation, the Storyteller
questions to dispel doubts and better specify all the required
can modify those elements in the plot, transforming the
details.
members of the sect into something else. For example, a
gang at the service of the villain.
The best advice, however, remains to speak and listen to Manage NPCs Agenda
each Player and be accommodating to their sensitivity. Agendas are essential for keeping track of the opponent’s
Often, simply hinting at what happened in a given situation possible actions in the Scenario. Checking the Agenda of
and not dwelling on the details is a good way to run the everyone involved in the Scene, and what those encountered
Scenario as it’s written without impacting the fun factor at in previous Scenes might do, is a good way to clarify NPC
the table. motivations and have them act consistently.
Finally, even if it may seem trivial, it is good to remember
that Broken Tales is a dark horror game with a focus on
the distortion of traditional fairytales, switching the roles
Ask questions and build on the answers
Questions are a great resource. Through a question, the
of hero and villain. Approaching the game with appropriate
Storyteller can better understand the intention of a Hunter
expectations is essential to avoiding nasty surprises. After
or detail a Scene and a place. Whenever they deem it useful,
all, you wouldn’t go to the movie theater to see a scary
it is good for the Storyteller to ask questions and build on
movie if you hated the horror genre, right?
the answers given by the Hunters.

37
action? From this point of view, the Increments must
Give every Hunter the spotlight confirm the Hunter’s success and the Costs must temper
The protagonists of the stories are the Hunters. Everything the success of an action that has, in any case, achieved the
starts with them and from them come the decisions that desired result.
will bring the Scenario to its conclusion. From a Hunter’s The real reason the Storyteller manages Costs and
sheet, you can glean many elements useful in building an Increments is to make the game run smoother. Otherwise,
interesting Session. Gifts also reveal a lot about a Hunter’s the narrative would stop with each Check to allow the
abilities. Presenting situations where the Gifts can stand out Hunter to choose an effect from a list. There is no good
is a good way to give a Player a chance to take action. reason not to give a Hunter what they want if they already
have a clear idea of how their success can become even
Interpret the rules and manage Position cooler.
Checks
The Storyteller has the last word on the interpretation of a Stay anchored to the story as it’s played
rule. This does not mean handing judgments from on high and not to whatever you have prepared in
as a superior and unfailing authority. The dialogue between advance
Players is essential, but it makes sense to save discussions of Even if you have an understanding of Scenario development
rules for after the Session when it won’t stop the game. The and detailed descriptions of NPCs and situations, the game
most “critical” mechanic to manage is understanding when will suffer if you focus on what you expected of the Hunters
to call for a Check. This is because, as already mentioned, and not what they actually do. Scenarios are designed with
the same action can be divided into more or fewer Position an open structure and the Agenda of the NPCs is intended
and Defense Checks to better highlight the drama. This to make it easy to quickly come up with a consistent
decision is up to the Storyteller, as Players will instinctively reaction based on the Hunters’ moves. By default, the plot
try to perform as few Checks as possible. After all, making is not decided by the Scenario but created directly at the
a Check means risking Failure or losing precious Soma table. If a game group prefers a more classic structure, each
points. A good way to handle the breakdown of a situation Scenario provides a Scene Tree to follow that will help you
is to ask often: What are you doing now? This simple set up a game more focused on story discovery and less tied
question stops your description of the action and shifts the to improvisation.
responsibility to the Players: the narrative has entered a
new phase.

Manage the results of the Hunters’ actions


The result of the Hunters’ actions is a vital element of the
game. The Storyteller describes the results of a Position
Check, but with the goal of staying true to what the Hunter
expects to achieve. It is simple and easy to work from the
intent of the Players. Isn’t that what motivated a certain

38
If necessary, pause the game and ask other Don’t make the Hunters look incompetent
Players for assistance Make the Hunters’ failures interesting moments, rather
The Storyteller does not have to fear stalemate situations. than humorous sketches where a Hunter fails miserably.
Sooner or later, it will happen that the Hunters make a Even the Descriptors’ Downsides are
decision so unusual as to undermine all expectations about excellent narrative hooks that can
what could happen. In these moments, pause the game and put the Hunters on the spot. Use
make it clear that you need a moment to rearrange your them to create an exciting game
ideas. The Storyteller is not an entertainer and doesn’t owe where Hunters are the heroes.
the Players any more than the opportunity to have fun.
While the Storyteller thinks, Players can take a break or
organize themselves to play a Memory Scene. For example,
two Hunters can play through a flashback in which they
confront each other in an argument, or in which NPCs are
present, perhaps interpreted by the other Players. Players
will kill time and have the chance to bring the Downside
into play and accumulate some precious XP, while the
Storyteller prepares for a return in style.

Do not call Position Checks ahead of time


While Position and Defense Checks look similar, they are
actually very different. A Position Check transports the
Hunter into a new narrative phase where the Hunter’s Player
gains the authority to decide whether to do something and
why, taking a calculated amount of risk. Defense Checks,
on the other hand, are born as a side effect of the Hunter’s
action, and therefore are the ace up the Storyteller’s sleeve
to respond to actions and place the Hunters in danger.

39
Don’t pressure yourself Join the dots
Whenever possible, boil things down to two factions, A Scenario features a set of NPCs, Places, and possible
review Agendas between one Scene and the next to evaluate situations to create a connected macro-plot, but one
how to move the NPCs, and take enough time to set the that will inevitably be tested by the actions and powers
stage for upcoming events. The Storyteller shouldn’t be in a of the Hunters. This is a good thing. They are the heroes
hurry to throw everything in the face of the Hunters right of the story and they are the ones who possess Gifts and
away. It’s best to focus on a single Scene and a few NPCs to abilities that can make a difference. The Storyteller’s job
better keep track of the situation. The more elements in the is to rearrange the Scenario after every Scene, having fun
spotlight, the more the Hunters will have distractions and working out the NPCs’ moves in relation to those of the
things to reflect upon, significantly slowing down the pace Hunters. Pursuing the Agenda of the NPCs, the Storyteller
of the game. must play like the others to see how it ends, not pigeonhole
the story in a pre-written path. Each Scenario in this book
Make fights dynamic can have an infinite number of very different endings – it
Even if the rules feature the Exchange system, the narrative makes no sense to limit this creative potential. Perhaps
of Broken Tales must always remain in the foreground and the most important task of the Storyteller is to use their
account for the Hunters’ tactical choices. resources jointly with the Hunters, without ever worrying
A fight is always part of the story and will be more that the story will take an unexpected turn.
interesting if the actions of different participants in the
Scene are handled with more flexibility, compared to the
classic procedure of attacking someone only when it’s your
turn. It is vital to remember that every NPC has an Agenda
that clearly determines what they want to achieve. Rarely
will that goal be fighting to the death against the Hunters.
Suddenly running away, overturning a wardrobe to block
someone, or setting fire to some part of the setting to make
it more dangerous, are all legitimate actions to be processed
first in the narrative, and only then by the rules.
Similarly, a fight does not end when all of the enemy’s
Wounds are depleted, but when the narrative makes it
clear that one of the two sides has won. The simplest rule
for handling a fight is to ask “what would this NPC do with
their action now, to fulfill their Agenda?”, and then narrate,
consequently, what happens in the fiction. The application
of the rules with Check, Gifts, and other mechanics, will
simply be a result of the choices made in the narrative.

40
Dark Presences
T
An Opponent is a Dark Presence meant to be an enemy.
Their Gifts will mainly be skills that put the Hunters
in trouble. NPCs with a mercenary or hired assassin
he creation process for Dark Presences follows the
background would make excellent Opponents, as would
same pattern as that for Hunters. It requires you to push a
anyone unburdened by scruples.
fairytale character to their Breaking Point, then give it new
life in the world of Broken Tales. Dark Presences are for all
intent and purposes NPCs with a background connected An Ally is a Dark Presence aiding the Hunters. Their Gifts
to the original fairytale, but aren’t specific to a Scenario. will primarily serve a support function. Hunters will be
Within the world of Broken Europe, a Dark Presence can able to invoke or activate them in time of need. Allies are
take on a life of its own. This makes them versatile figures, often Order-bound NPCs – that’s why they are ready to
which the Storyteller can drop in any Scenario or Campaign serve the Hunters.
to assist or oppose the Hunters.
Finally, a Neutral Dark Presence is a type of NPC with a
personal goal unrelated to the Order or what the Hunters
Every Dark Presence must be born do. These NPCs can be both Allies or Opponents of the
Hunters, depending on their Agenda.
from a fairytale
The starting point is deciding which fairytale character to By following the following steps, it will be easy
“break” in order to create their new version in the world of to decide the inclination of a Dark Presence.
Broken Tales.

◆ Any source for the fairytale will do, whether it’s a book
or just a website.
◆ Based on the original story, you have to decide what
kind of Dark Presence you want to create.

41
powerful (Opposition Level 7 Hard). Generally speaking,

Step 1
the average Dark Presence has 3 Wounds.

Bring the character Finally, you have to decide on an Opposition Level (Easy
3, Medium 5, Hard 7). This is a general indicator of the
to their Breaking Point NPC’s strength. Medium 5 is the “standard” level for the
Dark Presence, Easy 3 is for less capable NPCs, while Hard
Underline and take notes on all the interesting words or
7 is only for the most powerful and dangerous subjects.
phrases in the original fairytale. These will become the

Step 3
Keywords. Keywords are narrative flags useful in detailing
all aspects of a Dark Presence. For some words or phrases,
the meaning of a Keyword should be flipped. This step is
necessary to reach the Breaking Point and transform the Create the Gifts
classic character into its distorted version. Each Dark Presence must have at least two Gifts that
It’s now time to detail a story and give a background to the represent abilities, powers, or something special they can
Dark Presence. For historical notes and context, use the do. Keywords will be of great help in staying consistent.
Europe of 1780 as a reference. However, there is no need to The basic rule is to describe what happens during the
limit yourself to historical truth. narration when the Dark Presence uses their Gift. Using

Step 2
the description can clarify what the mechanical effect of the
Gift should be.
◆ Gifts for Opponents must be aimed at fighting or
Assign the disrupting the Hunters.

characteristics ◆ Gifts for Allies must be formulated so that Hunters can


activate them in order to obtain a supporting effect.
We start by defining the Dark Presence’s Descriptor. A It is also often useful to assign an Archetypal Cost (as
Descriptor consists of a couple of sentences that must explained on page 81) to balance the Gift’s potential
summarize what the Dark Presence does and what benefit to the Hunters.
capabilities they have. As with a Hunter’s Descriptor,
the Dark Presence Descriptor can have a downside. The
Descriptor must make it clear who the Dark Presence is in
a few sentences.

We then establish how many Wounds the Dark Presence


can suffer, starting from 1 to a maximum of 6. Keep in
mind that the number of Wounds is not an indication of
the NPC’s power, only of their narrative “stamina”. An NPC
can be easy to knock out (1 Wound), but very capable and

42
A Gift Example for an Ally Dark Presence: Sinbad

Gift - Traveler of a Thousand Places: Sinbad has seen the whole world and much
of what the Broken Tales hide. In the course of a Scene, a Hunter can invoke his help
to obtain information or create an additional Descriptor that represents a specific
area of Sinbad’s knowledge. But the old sailor is an eccentric type, and to provide his
help he first must be entertained. The Storyteller will evaluate the current situation
and Sinbad’s level of boredom. A Hunter can capture Sinbad’s interest with creative
actions, as long as they’re appropriate to the current Scene.

Step 4 Agenda
The last step is to establish an Agenda for the Dark Presence, which
is a short sentence that determines a motivation for their actions.
The Agenda must be contextualized with the character’s story
or the Scenario in which the Dark Presence will be used. If
the Dark Presence comes from a fairytale from which one
of the Hunters was drawn, it’s possible to detail a Special
Agenda representing some connection between the
two.

Note: Some of the Special Agendas in the following


pages refer to Hunters featured in The Broken Ones
expansion book.

43
Ambrose the Sorcerer
known as Old Merlin
Inspired by Merlin from the Arthurian Myth (Neutral)

Deep mysteries still surround wielders of magic and their secret,


centuries-old struggle for control of the arcane world. Some legends tell
of the two most outstanding practitioners of arcane arts: Baba Yaga, the
witch forced into the body of a child, and Ambrose, constrained into
the body of a tired old man. Under the false name of Merlin, Ambrose
has been pulling the strings of humanity’s destiny for centuries. He
pretends to be of service to those who need him most, while in truth his
actions only strengthen his position. Many seek the old hermit Merlin for
advice or help, unaware that the only support he dispenses is that which
supports himself. With each new petitioner, the ancient sorcerer grows
ever closer to absolute power.

Descriptor: I am an ancient sorcerer, my body is weak, but my magical


power is unmatched.

1 Wound
Opposition Level: Hard 7

Agenda: Pretending to be a wise old man who is always ready to


help others with the proper advice / Gaining personal advantage by
manipulating others.

Special Agenda (Baba Yaga): I both respect and hate Yaga.


Hers is the only power that can stand against mine. While the laws of
magic prevent me from killing her directly, nothing prevents me from
maneuvering her into danger. And if she perishes due to her own
foolishness, all the better.

44
Special Agenda (Morgana of the Lake): I fear the
power of the greatest sorceress of all time. Thanks to an
agreement with Baba Yaga, we have sealed the memory of
Frog Face
young Morgana. I will do whatever it takes to keep her from Inspired by The Frog Prince (Neutral)
awakening.
Once upon a time, the heir of a noble family was born
Note: Morgana of the Lake is one of the Hunters featured
deformed. His face was broad and covered with pustules, his
in The Broken Ones expansion book.
eyes huge and yellow, and his skin a frog-like green. Destroyed
by grief, the young man’s mother wished to keep him hidden
Special Agenda (Marina the Sea Explorer): I respect from the world until he came of age. However, his father’s
Marina as a skilled witch and I seek her aid against Baba untimely death made him the new head of the family. Locked
Yaga. Obviously, once my great enemy is defeated, I will have in a world of fairytales and lies by his mother, the young scion
to make sure that Marina does not take her place. was convinced that he was the victim of a curse that only a
kiss from someone truly in love could break. For years, Frog
Face tried to find love and break the spell, receiving in return
Gift – Ancient Sorcerer: Merlin’s power is incredible, only rejection and contempt. On the verge of madness, Frog
achieving practically anything he can think of through the Face decided that if he couldn’t have true love, he would take
use of magic. Those who rely on his advice will be able, once someone else’s. Since that day, Frog Face travels accompanied
per Session, to activate the magic power that the wizard has by his trusty servant Heinrich. The two spy on people and
infused within them. The magical effects must be decided when they find a couple in love, they kidnap one of the two
at the time that Merlin blesses the character by defining an lovers to snatch a kiss. This perpetuates a vicious circle of hope
appropriate Descriptor such as: Taking flight like a bird or and disappointment that always culminates in the killing of
Having skin as hard as a stone. Whoever carries Merlin’s those who, in the eyes of Frog Face, do not nurture a love pure
magic can activate its power once, obtaining the Descriptor enough to break the curse.
for the entire Scene. Once the Scene resolves the magic is
drained from the player and cannot be activated again. Descriptor: I am a wealthy, deformed noble, using my
resources to achieve my purposes.
Gift – Wise Advice: Merlin will never intervene
personally but can appear in a dream or vision to his 3 Wounds
protégés. Once per Scenario, a Hunter can spend 1 Soma
to summon Merlin’s help. The sorcerer will appear with Opposition Level: Easy 3
helpful information or to bless the character with one of
his spells. Agenda: Find someone truly in love and force them to kiss
me to regain a normal appearance.

45
Gift - By Any Means: Frog Face’s only desire is to break
the “curse” that afflicts him. When he is trying to obtain
something that obviously brings him closer to his goal, his
Opposition Level becomes Hard 7.

Gift - True Love’s Kiss: After years of experimental


medicine, Frog Face’s saliva has acquired strange attributes.
Whoever is kissed or licked by Frog Face will go into a daze
for the rest of the Scene, lowering their Opposition Level
by 2 (in the case of an NPC) or receiving 2 Penalties at
each Check (in the case of a Hunter). A Hunter can make a
Defense Check to resist the effects of True Love’s Kiss.

Heinrich the Trustworthy


Descriptor: I am the old family coachman, the only one
who knows the truth about my master. Over time, the grief
for his fate has driven me mad.

3 Wounds
Opposition Level: Medium 5

Agenda: To help my lord realize his crazy dream, preserving


him from a truth he would not accept.

46
Once upon a time, there was a young

Hua Mulan the


Agenda: Punishing injustice and
girl who lived in the Far East. When
righting wrongs using the only tongue
they drafted her old father for war,
the vile can understand – the language
Sword Demon the young woman pretended to be a
boy to take his place, as women were
of the blade / Deep in my heart I hope
to find someone who can show me what
not allowed to be soldiers at the time.
Inspired by the legend of Hua Mulan true justice is.
Under the false name of Hua Mulan,
(Opponent) the young warrior won every battle
and brought glory to her army, but Gift - Legendary Warrior: The
when her true identity was discovered, Sword Demon’s prowess is unmatched.
envious generals took advantage of it to During the course of a Scene, an
accuse her of deception and betrayal. enemy will not be able to use the same
Branded and exiled, the warrior fled Gift twice against the Sword Demon.
her home, eventually reaching Europe Having seen them in action once,
after a long and wandering journey. the Demon will always find a way to
Tired and embittered at finding the anticipate the enemy and counter
same sort of injustice wherever she their strategy.
went, Hua Mulan decided she would
run no more. She made a disguise of her Gift - The Demon Blade: Any
ancestral armor, hiding her face behind edged weapon wielded by the Sword
the features of a snarling demon. Under Demon becomes lethal. With her
the name of the Sword Demon, the weapon, the Demon can cut through
warrior now wanders around Europe, solid objects, stop arrows, and even
wielding her blade against everything dispel magic. Thanks to her iron will,
that represents the status quo, such as the Sword Demon can defend herself
the Order itself. against any type of attack, canceling
the narrative advantage given by any
Descriptor: I am a skilled warrior associated Descriptors.
and have won a thousand battles. I hate
injustice and I know that the way of the
sword is the only answer.

3 Wounds
Opposition Level: Hard 7

47
discover this weakness of mine. I prefer to show off my

The Periwinkle Peer physical prowess and skill.

3 Wounds
Inspired by Prince Charming (Opponent)
Opposition Level: Medium 5
Once upon a time, there was a handsome nobleman born
the heir to a wealthy family. The Young Lord was famous Agenda: I must prove my perfection, even if it means
for his prized, periwinkle blue cloak, which would catch drowning doubters in blood.
every eye whenever he entered a room. But despite everyone’s
admiration and every young woman claiming him as a lover, Gift - Obsession for Perfection: The Periwinkle Peer
the lordling was obsessed with only one thing: perfection. The draws strength from the drive to win every challenge. When
Young Lord’s parents were the only ones who knew of their an enemy succeeds in a Defense Check against his action,
son’s bedeviling compulsion, which in the past had the Peer gets +1 to his Opposition Level for the rest of the
driven him to kill his brother, executed for the Scene. This bonus is cumulative. Once per Scene, when the
crime of being a better horseman. Blinded by love, Peer receives his final Wound, he will mock his enemy
the Young Lord’s parents pushed him into a in a fit of rage and grit his teeth to keep from being
military career. The Young Lord rose through knocked out, immediately recovering 1 Wound.
the ranks quickly, driven as he ever was to
excel. Then, he learned of sordid intrigues
that could be used to garner preferment Gift - Divine Charm: The Periwinkle Peer
and promotion. His madness possesses good looks and charm out of
resurfaced, eventually driving him to the ordinary. With his mere presence,
murder once more. A wanted man he is able to beguile anyone. During
and a deserter, today the Young a Scene in which he is present, the
Lord wanders endlessly, always Storyteller can create an Agenda
looking for challenges to prove for a Minor NPC that describes
his superiority, putting himself their infatuation with the Peer.
at the service of anyone who This Agenda is more important
praises his perfection. than all of the NPC’s past ties, and
also any pacts they might have
struck with the Hunters. The Peer
Descriptor: I am the best
can also influence Major NPCs (at
at everything I do and I must
the Storyteller’s discretion) or a
win every challenge. I do not
Hunter. In this case, the Player will
excel in science and academic
create a Descriptor that represents
knowledge, but no one must

48
how The Periwinkle Peer impressed the Hunter. This
6 Wounds
new Descriptor lasts until the next Interlude and can be
marked as usual to get XP. Opposition Level: Hard 7

Agenda: To live in solitude and avoid contact with


humans, even if deep in my heart I still want to believe that

The Ancient Enemy there is a mortal worthy of my respect.

Inspired by the Dragon (Neutral) Special Agenda (St. George the Dragon Slayer): I
hate St. George because he is a symbol of those who judge
Once upon a time, there lived an ancient and mighty others blindly, overawed by faith. I want to humiliate him
creature who had been a witness to the world’s unfolding and make those who believe in him see St. George as the
since time immemorial. Frightened mortals called it Draco, lowest of the low.
fearing its proud bearing and immeasurable power. But
despite his fearsome appearance, Draco wasn’t evil, just
Gift - Colossal Body: Draco possesses a colossal body
curious. In hopes of creating another of his kind, as he
and is capable of flying at great speed. During a Scene
had watched countless mortals do, Draco laid an egg once
or Exchange, he can act 3 times instead of once: with his
every century. Each time, evil and unscrupulous men took
powerful bite, with his front legs, and with his long tail.
possession of it before it could be hatched, leaving him
Draco’s strength is so great that each of his actions inflicts
alone. After a thousand years, despair stole Draco’s ability
1 additional Wound. Finally, Draco can spit flames from
to lay more eggs. The bitter truth was, to lay an egg was to
his mouth once per Scene, making an area attack in front
condemn it to an evil fate. Even today, it is said that Draco
of him, engulfing everything in flames.
keeps waiting for a person with a pure soul, able to show
kindness and compassion enough to warm his heart, thereby
giving him hope for the future. Meanwhile, the lying legends Gift – The Power of the Myth: Draco is one of the
of a great dragon, an ancient Enemy of mortals, have most powerful beings of any myth and, in the course
spread, reinforced by self-serving tales grown into myths of a Scene, he can use the following powers at will: 1.
and superstitions. More and more fools seek glory by setting Shapeshifter: Take on the appearance of an ordinary
out in search of the Ancient Enemy, invoking the grace of human or an animal. 2. Magicbreaker: Immediately
God’s protection, to slay the legend once and for all. cancel the effect of a spell or arcane object that has been
used in his presence (the user can attempt a Defense
Descriptor: I am an ancient and powerful creature. Check to avoid the effect of this power). 3. Gift of the
My body was formed in the fires of creation and common
Dragon: Shed a piece of his body, such as a scale or a tooth,
weapons can do nothing against me.
which can be used to forge objects with extraordinary
powers.

49
The Wild Swans Gang
ent)
Inspired by the Wild Swans (Oppon
able
en bold brothers, sons of an ami
Once upon a time, there were elev trea ted
to their younger sister Elisa and
nobleman. All were deeply attached all the
remarried, the new wife, jealous of
her like a queen. When the father t with Mo rgan a, the
for Elisa, made a pac
attention that the family reserved ed into swa ns
e. The brothers were turn
famous witch, to cast a powerful curs out by
used of being a sorcerer and cast
and Elisa was blamed for it. Acc , she
ths looking for a new home. Finally
her father, Elisa wandered for mon loca l noble who soon
was welcomed by a
reached another region, where she ting her
began living happily, regularly mee
fell in love with her beauty. Elisa curse
been looking for a way to break the
brothers, who in the meantime had acted
y magic to help them, but this attr
cast upon them. Elisa started to stud ested
country who, fearing the worst, requ
the attention of the prelate of the Hun ters not ed
hing Elisa’s presence, the
the Order’s intervention. Upon reac pap al
her away, turning her over to the
her propensity for magic and took tears for
thers found out, they cried bitter
inquisitors. When the eleven bro ing war in the hope
against the Order, wag
their sister’s fate and swore revenge
of finding Elisa alive.

and we specialize in fighting the


Descriptor: We are a band of brothers we can
curse that has been inflicted on us,
Order’s emissaries. Thanks to the
transform into swans.

ers)
1 Wound (for each of the 11 gang memb
Opposition Level: Medium 5

50
Agenda: Defeat the Hunters of the Order and find Elisa /
Save Elisa from the clutches of the Order, even if it means
destroying it.
The Silent
Inspired by The Little Mermaid (Opponent)
Special Agenda (Morgana of the Lake): We learned
that everything that happened to us is the fault of Morgana Once upon a time, there was a young Mermaid who was
the Witch, so we want to kidnap and force her to save Elisa captured by a fisherman. Sensing her worth, the greedy
with her magic. fisherman gave the Mermaid as a tribute to the local
nobleman. He displayed her as an exotic animal, fascinating
Note: Morgana of the Lake is one of the Hunters featured everyone, but particularly the nobleman’s son. Over time, the
in The Broken Ones expansion book. young man began to look at the Mermaid with different eyes,
and his curiosity turned into passion. The two consummated
Gift – Change into a Swan: A member of the Wild a forbidden desire, which led the young Mermaid to feel
Swans Gang can transform into a swan at will. The sincere love for her prince. The feeling was, unfortunately, not
transformation is immediate. When it happens, it gives him reciprocated. As soon as the opportunity arose, the nobleman’s
the new Descriptor: I am a wild swan – I can fly well, but son left the family home to get married. The Mermaid was
I maintain my human consciousness. The gang member’s sold to a circus, destined to end her days as a sideshow
clothing, items, and other possessions are never lost during monster frightening fools with her misery. The meeting with
the transformation. a mysterious witch named Marina changed her destiny. In
exchange for her voice, she obtained a shapeshifting potion.
“Be careful,” said the witch. “Do you really wish to give up
Gift – The Swans Gang: When a member of the gang
what you are to pursue a fleeting love?” The Mermaid didn’t
acts and has at least one partner to support him, he
think twice about it and drank the potion to become fully
increases his Opposition Level by 1. If at least 3 members
human. She returned to her prince only to find that he barely
focus on supporting the same action, whoever performs it
remembered her and their time together. The Mermaid’s
increases the Opposition Level by 3 points.
heart darkened. On a full moon night, she drank the blood of
her lost love, and with it that of his entire new family.

Descriptor: I am an unscrupulous killer, I hate humanity


and the body to which I am condemned. My voice is reduced
to a faint whisper, which weakened my Siren powers but did
not take them away.

3 Wounds
Opposition Level: Medium 5

51
Agenda: I work for anyone who can afford to pay with
magic and arcane items, which I intend to use to become a
Mermaid again.

Special Agenda (Marina the Sea Explorer): I hate


Marina for what she did to me. Even though she warned me
about what would happen, her power can ruin people’s lives.
I want her to make me a Mermaid again before I kill her.

Gift - The Siren’s Whisper: The Silent has given away


her voice, but she can still whisper. Any opponent acting
against the Silent must pass a Defense Check before taking
their action, or be dazed and miss the opportunity to act.
A target cannot be affected by this Gift more than once per
Scene.

Gift - The Siren’s Charm: The Silent possesses an


otherworldly beauty that can awaken the lustful desire
of those around her. Once per Scene, if the Silent wants,
every subject in her presence will receive the Descriptor:
I desire the Silent with all my heart and would do anything
to have her. A Hunter can make a Defense Check to resist.
Particularly powerful NPCs, at the discretion of the
Storyteller, may not succumb to the Siren’s Charm.

52
bring advice, an object, or information that will be decisive

The Wise Fox for the current Scene. Before dispensing his help, however,
the Fox will ask for a price to be paid. Select between: 1.
Inspired by The Golden Bird (Ally) Spilled Blood: Whoever benefits from the advice must
self-inflict 1 Wound by shedding blood as a symbol of
Since time immemorial some have set aside the wise words commitment. 2. Good Action: Whoever wants to receive
that advised hard work and responsibility, preferring fast the Fox’s help will first have to perform the requested
and easy rewards. When the lessons of the wise are action. This action, although apparently absurd, can
ignored, pain is the teacher of last resort, bringing be contextualized by the Storyteller in a future
with it the awareness that every mistake has a price. Scenario faced by the Hunters. The effort
A benevolent and kind Spirit knew this well and required must include difficult or dangerous
for centuries had tried to teach mortals in order situations to overcome. 3. Demonstrate
to spare them the pain of a harsher lesson, only Commitment: To receive the benefit of the
to see them inevitably choose the less sensible advice, a Hunter has to go through an entire
path. Eventually, the Spirit decided to help those Scene without using Gifts.
in need, but only if they could meet his price.
In this way, he thought, his help would be
more appreciated by humans, who value
Gift - Offer Help: Once per Scene, the
Wise Fox can appear and help one
something more the more it costs them.
who previously paid the cost he
required. A Hunter may spend 1
Descriptor: I am an immortal spirit Soma to get advice from the Wise
incarnated in the body of a talking fox Fox, thus receiving 2 Additional
and I have always watched over human Successes on a Position Check.
affairs.

6 Wounds
Opposition Level: Hard 7

Agenda: To help the humans I deem


deserving while asking a fair price in
exchange.

Gift - A Good Advice: Once per


Scene, the Wise Fox can appear to
someone who has done a good deed, to

53
Fire Eater the Puppeteer
Inspired by Pinocchio (Neutral)
Once upon a time, there was a skilled puppeteer obsessed with
ts
the idea of creating the perfect puppet. “If only my puppe
looked like real humans,” he said. “Then my puppe t shows could
really reach people’s hearts.” After years of study, Fire Eater
found an ancient alchemy book containing a bloody ritual
capable of binding a person’s soul to an artificial body. From
that day on, the puppets in Fire Eater’s traveling coach were
never the same... Each puppet became the receptacle of a lost
soul, added to the puppeteer’s grim collection.

Descriptor: I am a skilled alchemist and puppet master.


ns,
Hidden within my clothes are all kinds of tools and weapo
bodies , whether
each useful for disassembling and reassembling
of flesh or wood.

3 Wounds
Opposition Level: Medium 5

Agenda: Listening intently to the personal stories of those I


ion
meet and judging who deserves to join my puppet collect
/ Treating everyone equally, innocents and murderers alike,
because life as a puppet is a blessing.

Special Agenda (Carlo the Living Puppet): I’m always


it
looking for the perfect puppet. Once I find it, I will make
mine, no matter the cost.

Note: Carlo the Living Puppet is one of the Hunters featured


in The Broken Ones expansion book.

54
Gift - The Puppets’ Rite:
The Masked
Fire Eater can animate a
Puppet by harnessing the soul of a dying person within
it. From that moment on, the Puppet will be linked to
its creator until he decides to free it. A Puppet has the Swashbuckler
following profile:
Inspired by the Puss in Boots (Opponent)
Descriptor: I’m an animated puppet and I do
everything my creator says... [see the Puppet Gift below]
Once upon a time, there was a cunning Cat who made his
1 Wound young master’s fortune. But alas, as often happens, instead
of thanking him the now rich scion was quick to abandon his
Opposition Level: Easy 3 faithful companion. Disappointed, the Cat put himself at the
service of three other masters, but once success and wealth
were achieved, they all got rid of him. Thus it was that the
Gift - Puppet: At zero Wounds a Puppet will shatter, Cat swore to work only for himself. In the adventures that
but if repaired it will immediately recover its Wound and followed, the Cat released an ancient spirit from which he
return to action. The Descriptor of each Puppet must obtained a wish. Having heard of this miracle, the original
be completed with a feature related to what they were in ungrateful master showed up, pitiful now after developing
life. Acting on that part of the Descriptor can awaken the a rare disease. He begged for forgiveness, repenting of his
dormant consciousness of the harnessed soul, allowing the arrogance, and asked the Cat to wish for a cure. In return, he
Puppet to act independently of its master. promised eternal gratitude. The Cat accepted and made the
wish. But, as soon as the miracle was performed the Cat’s old
master killed him, fearful of his incredible abilities.
Gift - Master of Puppets: Fire Eater is always But even a fool knows that cats have nine lives, though his
surrounded by at least 6 Puppets. In his presence, increase master might have forgotten. The next day the Cat returned
each Puppet’s Opposition Level by 1. When he would suffer from the dead. Enraged by the betrayal, the Cat swore
1 Wound, Fire Eater can sacrifice a Puppet instead. revenge. He put on a mask capable of making him appear
human, allowing him to masquerade as a noble duelist. He
began to travel to courts and drawing rooms, taking revenge
on his ungrateful masters. After killing them one by one, the
Cat developed a taste for blood and decided that from that
day on, his only master would be money.

Descriptor: I am a cunning cat who can pretend to be


human thanks to a magical mask. I put myself at the service
of the highest bidder without qualms and I use my countless
lives to get the better of every problem.

55
3 Wounds
Opposition Level: Medium 5

Agenda: To serve my customer without asking questions /


Mocking those who trust others too much.

Gift - Nine Lives Like a Cat: The Masked Swashbuckler


still has eight lives left, so he can return to action once
he is taken out. When he is eliminated, the Storyteller
can make him disappear from the current Scene in
a blatant way or by revealing his death, even if the
Hunters just wanted him disabled. In the following
Scene, The Masked Swashbuckler will rejoin the action
with the following perks: 1. Once per Scene, he can
prevent an enemy from using a Gift he has already
seen in action previously. This effect interrupts the
target and their action is wasted. 2. His Opposition
Level is increased by 1 when defending against an
enemy he has already faced in a duel. 3. Once per
Scene, he can take advantage of a magical item that
he has previously procured to defeat his enemy.
The item is disposable and the Storyteller must
create a Descriptor to accompany it, such as The
Invisibility Potion or The Stone of Blinding Light.

Gift - Cat Mask: Thanks to his magical


mask, the Masked Swashbuckler can freely
transform between human and cat, taking
advantage of this to approach his enemy.
The transformation is instantaneous, but it
cannot be done in front of witnesses.

56
a cliff and was saved by the providential intervention of

Orcus the Guardian Orcus who, with his immense strength, threw the man and
his horse back onto the road. The impact, however, was fatal.
The Judge ended up smashed like a ripe apple. From job to
Inspired by the Evil Orc (Ally) job, Orcus was always welcomed by someone attracted by his
abilities, who ultimately ended up dying in some absurd way.
Once upon a time, there was a gigantic and deformed man A wealthy merchant was pushed away to avoid being hit by
no one wanted to befriend. Orcus was mocked and excluded a cart but ended up mangled in the machinery of a nearby
from society, until one day he met a gentle nobleman who factory... A skilled medic who fell into a river was rescued
knew how to look beyond his repugnant aspect. The nobleman by Orcus, but when the hapless giant attempted to apply the
made Orcus his personal bodyguard. One day, during a trip resuscitation technique his master had taught him, the poor
to the nearby capital, the nobleman’s carriage was attacked man’s rib cage cracked before exploding to pieces under the
by assassins. Orcus defended the nobleman and his family pressure. After going from master to master, Orcus eventually
with all his might. Lost in the heat of battle, he seized the found a home in the Order, perhaps the only place where his
carriage itself to use as a weapon. He used it to crush his Herculean strength could safely be put to good use.
enemies and, unwittingly, killed all the passengers too. Orcus
was destroyed by grief, and the Judge who oversaw the trial
that followed showed him mercy. He would serve Descriptor: I am a giant of incredible strength and repulsive
his sentence as a guard for the Judge. appearance. I serve the Order as the Hunters’ Guardian and
But the tragedy only repeated execute every order to the best of my ability.
itself. During a hunt,
the unwary Judge
3 Wounds
slipped off
Opposition Level: Medium 5

Agenda: Do my best to serve the Hunt-


ers, but avoid killing anyone with my
strength.

Gift - Strength of the Ogre:


Once per Scene, a Hunter can in-
voke Orcus’s help and use one of
the following effects: 1. Orcus can
lift, move, or break either an
object or part of the environ-
ment, with a force equal to
that of five men. 2. If Orcus

57
can use his strength to support another Hunter’s action, the
Gift - Guardian of the Hunters: Once per Scene, a
Hunter he aids will receive 2 Additional Successes. When
Hunter can invoke the protection of Orcus, who will take
this Gift is used, roll a die: with a 5 or 6, Orcus uninten-
1 Wound in his place. When you use this Gift, roll a die:
tionally causes irreparable damage to an object, the envi-
on a 6, Orcus takes the Wound but inflicts 1 Wound on
ronment, or a person while using the Gift.
the Hunter by accidentally overwhelming them with his
incredible strength.


Goldilocks and her
War Bears
Inspired by Goldilock and the Three Bears
(Opponent)
Once upon a time, there was a young orphan who, to escape
the clutches of a gang of thieves, took refuge in a forest. After
wandering for days, the young woman found a bear’s den
and, seized by desperation and hunger, ate the honey she
found there. Exhausted and cold, she recklessly fell asleep in
the den. When the bear came home it pounced on her, but the
girl managed to defend herself with an old knife found stuck
in the bones of a careless hunter. The young woman got the
better of the feral animal and slit its throat. Before dying the
bear inflicted dozens of deep wounds that spoiled her good
looks forever. Desperate but determined to survive, Goldilocks
heard a moan coming from the bottom of the den. She found
three newborn bears, orphans of the mother she just killed.
She took the cubs with her and, from that day, promised that
no one would ever toy with her life again. Years later, a rumor
was heard often across the battlefields, of Goldilocks and her
war bears who were revered and feared as the most dangerous
of all mercenaries.

58
Descriptor: I am a young mercenary who combines fighting
Sinbad the Traveler of
skills with uncontrolled fury. My loyal war bears are my family a Thousand Seas
and no one can lay a finger on me.
Inspired by Sinbad from One Thousand and One
3 Wounds Nights (Ally)
Opposition Level: Medium 5 Once upon a time, there was a skilled sailor who traveled every
sea and witnessed every land. Dissatisfied and bored, Sinbad
Agenda: Live without anyone telling me what I should or can turned to the strangest and darkest legends to find something
do / Take care of my beautiful blonde hair, the only part of my that could arouse his interest. Learning of The Broken Tales
body that hasn’t been spoiled. was for him the discovery of a new world. From that moment
on, Sinbad became a seeker of forbidden treasures, hungry for
dark knowledge and secrets concealed from the eyes of mere
Gift - War Bears: Goldilocks is always accompanied by mortals. It was only a matter of time before he caught the at-
her three trusty War Bears. The Bears only obey her and it tention of the Order. Sinbad willingly put himself at the service
is not possible to influence their behavior or scare them, not of the Hunters, offering his great experience in exchange for
even with magic. When Goldilocks acts, she can expend one the rare opportunity to feel the thrill of discovery once again.
of her Bears’ actions to obtain a single special effect: 1. Inflict
1 additional Wound with a successful attack. 2. Cancel 1 Descriptor: I am an experienced traveler and have seen
Wound suffered, which a Bear will take instead. 3. Increase every known land. I get bored easily if I’m not interested in
the Opposition Level of an action by 1. what I’m doing.

The Three Bears 1 Wound


Opposition Level: Medium 5
Descriptor: We are Goldilocks’ children and fight alongside
her with unstoppable fury.
Agenda: I am willing to do anything to experience the thrill
of discovery once again. .
Fang - 3 Wounds Opposition Level: Easy 3
Black - 1 Wound Opposition Level: Hard 7 Special Agenda (Sherazade, the Weaver of Tales):
I’m boost of knowing every story and legend, and I love to
Claw - 2 Wound Opposition Level: Medium 5
mock those who pride themselves on limited knowledge. I
want to ridicule the stories Sherazade tells, highlighting the
Agenda: Defending our mother at any cost. truths that only I know.

Note: Sherazade the Weaver of Tales is one of the Hunters


featured in The Broken Ones expansion book.

59
Gift - Traveler of a Thousand Places: Sinbad has seen Gift - I Know How To Do It: Once per Scene, a Hunter
the whole world and much of what the Broken Tales hide. can get 1 Additional Success in his Check, asking Sinbad
In the course of a Scene, a Hunter can invoke his help to for helpful advice. As with Traveler of a Thousand Places,
obtain information or create an additional Descriptor that Sinbad needs to be intrigued before helping.
represents a specific area of Sinbad’s knowledge. But the
old sailor is an eccentric type, and to provide his help he •
first must be entertained. The Storyteller will evaluate the

Alfred Leaves the Talking


current situation and Sinbad’s level of boredom. A Hunter
can capture Sinbad’s interest with creative actions, as long
as they’re appropriate to the current Scene.
Ghost
Inspired by Pinocchio’s Jiminy Cricket
Dark Presence by the Storymancer Collective
(Neutral)
Once upon a time, there was a rich and powerful criminal
named Alfred Leaves. Secrets were his weapons and his
business, and there was no one in London who did not have
unfinished business with him. Or, more simply, had some
unspeakably shameful secret uncovered by Leaves. He became
more and more obsessed with secrets, his thirst for knowledge
extending far beyond the affairs of miserable mortals. Who
had created the world? What was there after death? In a
frenzied madness, Alfred Leaves took his life by striking
himself on the temple with a heavy hammer. Returning as a
ghost, Leaves encountered the One Who Plots in the Shadow.
Finally, everything was clear to him. After a few days, Leaves
woke up, alive once more and ready to restart his business of
secrets on behalf of a new and dark master.

Descriptor: I am a usurer of secrets, and will sell them at


a high price. If I die, I become a ghost until I am reborn in
flesh and blood.

60
1 Wound
Opposition Level: Easy 3

Agenda: When I am alive, I want to discover all the secrets I


w
can, in order to report them to the One Who Plots in the Shado
the need to
/ When I am dead, I walk around like a ghost and feel
share the secrets I know.

Special Agenda (Carlo the Living Puppet): I hate lying,


ted
because it does nothing but devalue a secret. That little anima
entation of the power of lying and I
puppet is the ultimate repres
want to stop him from speaking.

Note: Carlo the Living Puppet (inspired by Pinocchio) is one of


the Hunters featured in The Broken Ones expansion book.

Gift - The Returning Ghost: When Alfred is killed he


eller’s
becomes a ghost and, after one or more Scenes (at the Storyt
his
discretion), he will come back to life. When this happens,
(at first Mediu m 5 and then
Opposition Level goes up one rank
time,
Hard 7) and he gains 1 Wound. After being killed the third
killed
Alfred will revert to his normal profile, forgetting who
was
him. In ghost form, Alfred has no memories of when he
soul in the city cemet ery. The
alive and wanders like a restless
Opposition Level remains Easy 3 and the Agend a chang es.

Gift - Trader of Secrets: When the talking Ghost engages


share
in a conversation with someone, he will compel them to
e the
a secret or sin they have committed. A Hunter can oppos
se Check . The Talking Ghost
effect of this Gift with a Defen
linked
always knows a secret related to one or more of the NPCs
to the Scenario in which he appears.

61
1 Wound
Oakheart Opposition Level: Medium 5
the Lady of the Woods Agenda: Find companions willing to
Inspired by Blodeuwedd (Ally) look beyond my appearance and treat me
with kindness. I am attracted to those who
Dark Presence by Chris
are particularly beautiful, as I secretly
van der Linden and Chris desire a lover.
“Mono” Mahon
Gift - Rotten Face: Oakheart removes
Those who venture into darkened woods her mask, revealing her terrifying
and lonely forests whisper of a twisted face. Any creature who glimpses it is
woman with skin made of bark, legs driven temporarily mad. The madness
made of coiling roots, and a face hidden can take the form of single-minded
by a crude wooden mask. Offered as the terror or gibbering catatonia. Create
mortal bride to a forest god centuries a Descriptor to represent the insanity
ago, the woman was transformed into a induced by the vision of Oakheart’s face,
hideous being to please her new groom and inflict 1 Wound on anyone who sees
but soon watched her husband wither and it. Alternatively, Oakheart can bestow
die as the forest was cut down. Now bereft its hideous face on a Hunter, who will
of her home and her love, she wanders receive the ability to use this Gift once
the woods in search of companionship. during the Scenario.
Dubbed “Oakheart,” it’s rumored that
any mortal who glimpses her true face
is instantly driven mad by her terrifying
countenance, but some wanderers claim
to have been aided or even rescued by the
creature, who seems attracted to young
and beautiful travelers.

Descriptor: I am a twisted, lonely being


who wanders the forests and rewards
companionship and kindness with
boons.

62
Gift - Blossom Boon: After experiencing love or true
friendship with a person, Oakheart’s withered branches
burst into bloom, raining petals on her and her new bond. The Feral Musicians
This generates 3 Petal Tokens. Each can be used to heal 1
Wound. Alternatively, you can use 1 Petal to calm a subjec
t
of Bremen
in the grip of negative feelings, so that they can ignore
Descriptors and Agendas related to the altered state for the Inspired by The Bremen Town Musicians
rest of the Scene. (Neutral)
Dark Presence by Claudio Serena
Near Bremen in the deep north of Germany, there is a small
Inn that more experienced travelers recommend avoiding,
called “The Musicians”. The Inn was home for many refugees
and slaves who were abused by their masters or fleeing their
past. It was a safe place where the long arm of the law could
not find them. Over time, the Inn has also attracted bandit
s
and criminals of the worst kind, eventually becoming a
haunted place that travelers avoid and mothers use to scare
children who do not want to sleep. From the main hall, you
can hear a cacophony of horrible noises that no human being
could produce. Due to the violence that has taken place there,
the Inn has acquired a life of its own by making the pain
and fear of all those who have sought refuge there its own.
Whoever stays, by mistake or desperation, will encounter one
of the four aspects that the Inn is able to manifest, namely the
Musicians: the Witch, always followed by her black cat; the
Hunter, armed with a knife and accompanied by his hound
;
the Judge, whose cock’s feather writes the faults of those who
meet his gaze; and the Monster, a shapeless creature whose
braying can lead to madness.

Descriptor: I am a place full of violence and suffering,


able to awaken the deepest fears in the souls of those who
approach.

63
than enough to make even the sturdiest soul waver. Any
4 Wounds (1 per Musician)
action performed inside the Inn during the manifestation
Opposition Level: Medium 5 of one of its aspects receives a 1 Penalty.

Agenda: Feed the fears of the patrons, corrupting their Gift - A Past of Suffering: When one of the Musicians
minds so they will revel in the violence that follows. is hit, the suffering of the Inn’s victims overwhelms the
attacker, causing cuts and bruises, then forcing them to
relive a moment in which they lost something important.
Gift - Cacophony: Whether it be the words of the Judge,
Inflicting 1 Wound to one of the Musicians requires a
the spells of the Witch, the barking of the Hunter’s hound,
Defense Check in order not to suffer 1 Wound in turn. Once
or the braying of the Monster, the cacophony of horrible
a total of 4 Wounds is inflicted on the Musicians, they quiet
noises emitted by the entities inhabiting the Inn is more
down for the rest of the Scene, to regenerate completely in
the following one. The only way to truly destroy them is to
raze the Inn itself.

The Returning Wolf


Inspired by the Bad Wolf (Opponent)
Dark Presence by Peter Chiykowski
In the days when his heart still beat and his lungs still
drew breath, this wicked animal used to prowl the woods,
avoiding the huntsman who had long hunted him for his pelt,
and stalking for a tasty bite amongst unsuspecting human
travelers. Imbued with the powers of human speech and
cunning, the wolf tricked his victims into betraying their loved
ones into his clutches as well. He fed well until the fateful day
he ate up the little girl in the red hood and her grandmother.
That was the day the huntsman caught and slew the Wolf.
As the story of his death spread and changed from telling to
telling, he was tortured and executed in a dozen gruesome
ways: drowned in a trough, boiled in a pot, smashed into the
ground, cut down, cut open and his belly filled with heavy

64
stones. The many tellings bled together and the Wolf, mangled
Gift - Frightening Revenant: The Wolf reveals horrific
by countless hands and condemned by countless tongues, has
mutilations, each revealing something about his deaths. His
returned to claim revenge for every death he was subjected
empty eyes are as cold and bottomless as the well he was
to. He is everything that has been said about him. Big. Bad
drowned in. His pelt is a patchwork of burns and skinned
And out for blood.
flesh. His belly is full of slashes and stitches. His growl is
a terrifying sound, grinding painfully from a chest full of
Descriptor: I am the Returning Wolf: I am bad, hungry, heavy stones and broken bones. No NPCs will approach
and now I am the hunter. or fight the Wolf, being paralyzed by terror. Particularly
powerful NPCs, at the Storyteller’s discretion, can ignore
3 Wounds this effect. When a Hunter acts against the Returning Wolf,
they suffer 1 Penalty for each action taken.
Opposition Level: Medium 5
Gift - The Better to Eat You With: The Wolf can
Agenda: I am hell-bent on revenge on the human world. I swallow his enemies whole, trapping them inside his belly
am a revenant animated by undying acrimony for the soft- and crushing them to death with the heavy stones the
skinned creatures that invaded my woods and yet had the grandmother sewed inside it. When the Returning Wolf
audacity to condemn me to death. My only goal now is to inflicts 1 Wound, it can swallow the victim whole as an
glut my endless hunger for human flesh and fear. I have a additional effect. In the next action, the victim can only
particular hatred for children, the elderly, and Hunters, try to free themselves. If they fail the Position Check, or if
whom I see as responsible for my many deaths. they decide to stay in the belly of the Returning Wolf, they
receive 1 additional Wound.
Special Agenda (Iskra the Young Wolf): I harbor
a deep hatred for this little pest. She is somewhat linked to
my pain. I want to swallow her and let her slowly die in my
stomach.

Note: Iskra the Young Wolf is one of the Hunters featured


in The Broken Ones expansion book.

Special Agenda (Garou the Old Wolf): I want to warn


the poor fool so that he understands what he will face if he
keeps by the side of these blasted humans.

65
The King’s Unlikely Tailor
Inspired by The Emperor’s New Clothes (Neutral)
Dark Presence by Guido Campanini
Once upon a time, there was a young provincial tailor with the gift of knowing
how to see into people’s souls in order to dress them in the best possible manner.
One day his best friend convinced him to sew a suit for a wealthy merchant. To
cover the wolfish soul of the greedy merchant, the poor tailor had to use his own
soul, one of a lamb, mixing his own blood in the dyes. It was a resounding success
and the rumor spread all over Paris. The more his wealthy clientele grew thanks
to the rumors spread by his friend, the more blood the poor tailor had to shed.
His success led him to the King’s court, where the young tailor began to kidnap
innocents from all over Paris to bleed them in his workshops. It was a necessary
step to manufacture dyes capable of disguising those with souls so corrupt. When
the King asked for a suit, the young tailor immediately realized that simple blood
would not be enough to conceal all the man had done to make his people suffer.

Descriptor: I am an anemic young man with a body covered in scars, escorted


and aided by my rich friend who considers me his most precious possession.

1 Wound
Opposition Level: Easy 3

Agenda: Finding the purest-hearted person in the nation to make a suit for
the King / I fell madly in love with the one person who never asked me for a
dress, the King’s youngest daughter. I wouldn’t spill a drop for her dress, she is
too pure. But I know that if I can’t find anyone for her father’s suit, I’ll have to
use her.

66
Gift - Soul Tailor: A suit sewn by the tailor masks the
soul so well that whoever wears it looks like another
person. They are seen as admirable and good, even while
The Mothers of Fate
committing atrocious acts. Only children and the innocents Inspired by the Fairy Godmothers of many
can see beyond the illusion. A Hunter can perform a fairytales (Ally)
Defense Check against an Opposition Level Hard 7 to see
beyond the deception of Soul Tailor. Dark Presence by Francesco Panitti
Cloris, Panis, and Galis, called the Mothers of Fate. Since the
The Cheating Friend
dawn of time, there have been figures who control people’s
Descriptor: I am the young tailor’s “best” friend and, to destiny, plot in the shadows, and hide in plain sight. They are
keep my life comfortable, I am willing to do anything. When
the ones we go to for advice and whom we trust blindly.
I act for my own benefit, no one can stop me.
They use their proximity to manipulate people, enjoying their
intrigues and rejoicing when everything goes according to
1 Wound their plans.
These figures are always represented as three sisters who, since
Opposition Level: Hard 7 ancient times, have been weaving and cutting the threads of
everyone’s destiny. Their true identity is unknown as they
Agenda: Keep the tailor alive, become richer and richer, have always hidden behind the name of Fairy Godmothers.
and to use his favor to ask for the hand of the King’s daughter. When the three sisters insinuate themselves into the stories
they wove, they always did so by changing their appearance
and name, all to get closer to the protagonists and manipulate
them according to their will. Some rumors say that it is
possible to make deals with them, but always at a very high
price.

Descriptor: We are three sisters, we never show our real


identity, but we twist fate to our pleasure thanks to our
powerful magic.

3 Wounds [1 for each Mother]


Opposition Level: Medium 5

67
Agenda: Pretending to be friendly and kind, while
manipulating others’ choices according to our will / Appearing
out of nowhere in time of need, thanks to our magic.

Gift - The Way Forward: The knowledge of the three


sisters is absolute and unlimited; they know the past,
present, and future. By asking the Mothers of Fate for
advice or information, you will be able to obtain guidance
to follow to achieve your goals or information that few
know. This all comes at a high price. Once per Session you
can ask the Storyteller a direct question about a person, a
place, or a secret, to which they will answer in detail and
with specifics. In exchange, the Hunter must perform a task
for the Mothers, but which the Hunter will not remember.
The Hunter receives 1 Pact Token, which the Storyteller can
spend during a Scene to introduce the effects of the action
the Hunter performed for the Mothers. The action can
be anything, even in open contrast to the Hunter’s moral
stances. They will be aware of what they have done only
when the truth is revealed.

Gift - As if by Magic: The power of the Mothers of


Fate is such that it can change reality for a short period
of time. By unconditionally accepting a request from the
Mothers of Fate and spending 1 Soma, once per Session,
the Hunter can ask the Mothers to modify the surrounding
environment, adding or removing any object, creating an
advantage for themselves or whoever they wish.

68
The Hunter’s
Creation
Step 1 – Collect sources of

C reating your own Hunter takes some time, but


it’s also very satisfying. Broken Tales provides a large
cast of ready-made Hunters which can be used to get
inspiration
Each Broken Tales’ Hunter is derived from a fairytale villain.
The first step will therefore be to decide which villain to
“break” and which source to draw inspiration from. It is
started right away. However, if the Players’ intention is important to choose a fairytale, an essay, or another source
to tackle a Campaign, creating Hunters from scratch that speaks of the villain in its most classic incarnation,
can be a good option. Of course, nothing prevents you trying to avoid modern takes. This is because fairytales and
from mixing things up! Maybe some people in your classic stories feature characterizations very much in line
group will create brand new Hunters, while the others with the Broken Tales mood, without the adjustments for
use one of those we provide with the game. modern sensibilities that are quite common with the more
recent versions. This step is a good opportunity to do some
The Hunters’ creation does not simply consist of research and maybe discover the dark sides of a fairytale
describing the protagonists on paper. Use the steps in you thought you knew!
this chapter as a guide, both for breaking the story of
an iconic villain, and creating the mechanics to describe An important note: in the text, the term “fairytale” also
their powers. This process is called Bringing a Villain includes many classic stories such as The Wonderful Wizard
to their Breaking Point: that’s how they’ll be reborn as of OZ or Peter and Wendy, which are not technically real
a Hunter in the world of Broken Tales. fairytales. They are, however, stories that have entered the
collective imagination in much the same way. In truth,
Broken Tales draws from every source including fairytales,
folklore, and classic stories, encompassing them all in the
term “fairytale” for practicality.

69
BR E A K I N G P O
Analyzing an entire text can provide a lot of material, but it Step 2 – Tell the Hunter’s
is a rather long process. For this reason, a valid alternative
is to do some simple online research. The web is full of sites backstory and bring them to their
that summarize and analyze classic stories, and Wikipedia
itself can be a good starting point.
Breaking Point
Reading the story, we’ll underline or jot down interesting In this section, we need to describe how our villain is reborn
words, phrases, or entire passages. These elements will in the world of Broken Tales, taking on a role and finding
become Keywords. As explained in the rules section, their purpose within the Order. We will write a short story,
Keywords will serve as a guide and inspiration in working trying to integrate all relevant Keywords. You don’t have
out everything related to a Hunter. to use them verbatim: synonyms or phrases derived from
Keywords will also work.
Example: The Hunter we’re going to create is inspired by
Captain Hook from the novel Peter and Wendy. This choice In this short backstory, we’ll focus on detailing these points:
will allow us to illustrate the complete creation process and ◆ Who is the Hunter and what do they do in the Order?
at the same time show how easy it is to create an alternative ◆ What role do they play and how do they live in Broken
Hunter to the “canonical one” included in the ready-made Europe?
Hunters’ sheets (James the Swordsman, in this specific case). ◆ What is the bond they maintain with their fairytale
counterpart?
To streamline the process, we’ll use Wikipedia as inspiration. ◆ What is their Breaking Point, or flipped details,
from the classic fairytale that makes this Hunter
After a careful reading of the page, these are the Keywords original?
that we marked:
Infamous / Bad gentleman / Loves music and poetry / To accomplish all that, we’ll flip one or more parts of the
Challenges Peter Pan to a final duel. When beaten, Peter original story to separate the Hunter from their classic
Pan, goaded by Hook himself, kicks the Captain off the ship identity as a villain. This inversion will serve to distinguish
and right into the crocodile’s gaping mouth / Hook is not them from the original in their objectives or actions.
his real name / Ruthless pirate captain, sometimes seems The best way to do this is to think about one of the most
compassionate / It saddens him to know that the Lost Boys distinctive characteristics of the villain and make it a flaw (if
hate him, even though he has earned their hatred / Hook it isn’t one already) or change its connotation completely...
is described as “cadaverous,” with blue eyes and long, dark
curls of hair that look like “black candles” when viewed from Some examples:
a distance / Barrie later wrote of him: “In a word, the most ◆ Garou the Old Wolf joined the Order so as to escape the
handsome man I have ever seen, although, at the same time, many humans chasing him. The strong and overbearing
slightly disgusting.” wolf of many fairytales undergoes the treatment he has
always reserved for others.
◆ Baba Yaga is a child witch and no longer the classic old

70
OINT hag that everyone fears. Trapped in the body of a little
girl, no one really takes her seriously. She’s relegated to a
secondary role when all she would like to be is respected
For this story we used these keywords:
◆ Fearsome Smuggler (Infamous).
◆ A Strange Boy / Terrible Sea Monster / I Fought until
and feared. At least, until she shows off her power. the end (He challenges Peter Pan to a final duel. When
◆ James the Swordsman is a gentleman who fights with beaten, Peter Pan, goaded by Hook himself, kicks the
honor and respect. He let his guard down against a Captain off the ship and right into the crocodile’s gaping
mysterious boy and lost a hand for it. He suffered the mouth.)
archetypical low blow that the original Captain Hook ◆ Trustworthy crew / Pirate / On my ship (Ruthless pirate
inflicted on his enemies. As a man of honor, James would captain, sometimes seems compassionate).
never dare to do such a thing. ◆ My body has started a slow process of decay (Hook is
◆ The Astonishing Pied Piper Without A Name lives only described as “cadaverous,” with blue eyes and long, dark
for music and has committed various crimes in its name. curls of hair that look like “black candles” when viewed
Money and punishing others are things that don’t interest from a distance).
him.
Hook’s Breaking Point is that he has lost his great challenge
and with it his obsession with defeating Peter Pan. Now
Example: Let’s tell the story and take Captain Hook to his he is a walking corpse, but he would like to continue to be
Breaking Point.
considered the infamous gentleman he always was.

I am a fearsome smuggler and the sea has always been my


home. With my trusty crew, I have traveled along the English Step 3 – Detail the Hunter
coasts transporting all kinds of merchandise. We were
outlaws in the eyes of fools frightened of the word pirate. Descriptors
During one of my raids, I rescued a strange boy from the sea.
Despite my instincts telling me otherwise, I decided to bring In this step, we will define the three Hunter’s Descriptors.
him on board. Never was a choice regretted more. A curse Descriptors must cover:
hung over the young man: the sky darkened and a terrible sea ◆ Who is the Hunter and what do they do in Broken
monster struck my ship. I fought until the end when its giant Europe or at the service of the Order?
jaws closed over me. I survived, or at least my body survived. ◆ What is the Hunter’s most distinctive asset/feature?
My heart stopped beating and with it, my body began the ◆ What is the bond they maintained with their fairytale
slow process of decay. counterpart?

Immortal but doomed to ruin, I entered the Order in the The simplest way to create a valid Descriptor is to start from
hope of finding a remedy for the spell that afflicts me and one of the Keywords and use it as a guide for answering the
which the mysterious boy passed on to me. questions given for each category, so as to set up an excellent
starting point to inspire you. A Hunter’s Descriptor must
have both a positive part (useful/signals a resource) and

71
thinking too much about the practical applications in-
a negative part (the Downside) that will provide XP if
game. The adventures faced by your Hunter will lead them,
brought into play. In this first step, however, it is good to
over time, to change and make their Descriptors more
focus only on the first part of the Descriptor. Once you have
relevant to the path they have taken.
defined all three Descriptors, it will be easier to analyze
them and find good Downsides.
Example: Descriptors of the revived Captain Hook.
The first Descriptor describes who the Hunter is, what role
A Descriptor must be written in the first person, they play in the Order, and, in general, what do they do in
in the Hunter’s own words. the world of Broken Tales.
◆ I am a fearsome and merciless ship captain and with
To keep the Descriptors consistent, start with one of the my crew of criminals and smugglers I have carried out a
following active phrases: I know/I have something, I use thousand raids. I’m always afraid of a mutiny and that’s
something, I get something, I own something, I am something, why I don’t trust others.
I want/I will be something.
This Descriptor highlights that Hook is a skilled ship
captain and that his crew is a useful and active resource.
Descriptors have several functions in the game:
Unfortunately, Hook does not trust anyone and his paranoia
◆ They outline the background, behavior, and
will surely lead him to hesitate at a critical moment.
appearance of a Hunter, helping the Player to focus
their interpretation.
The second Descriptor details one or more resources,
◆ They can be invoked while narrating a Position or
characteristics, or special abilities that define what the
Defense Check to get 3 Base Successes instead of just 1.
Hunter can do.
◆ At the end of each Scene, if a Descriptor has caused
◆ Leadership requires decisiveness and charisma, traits I
the Hunter troubles, it can be checked off and then
possess in spades, which is also why I win every duel.
converted into 1 XP during the next Interlude.
But I am a gentleman and I often spare my opponent to
◆ They help the Storyteller and the Players understand
prove my superiority.
the Hunter’s skills and what they are capable of
doing. Descriptors are the basis from which to This Descriptor represents Hook’s abilities as a duelist
determine if a Position Check is necessary, what results and commander, especially when it comes to a challenge.
can be obtained, and what information the Hunter has However, our captain will let his guard down if a challenge
about a menace they are facing. is going his way...

In a Campaign, during an Interlude at the end of each


Scenario, it will be possible to change or evolve a Hunter’s
Descriptor according to what happened at the table. The
creation of the Descriptors is a very important step, but
don’t stress about it. As a Player, focus on what you like and
consider consistent with the story of your Hunter, without

72
Creating
The third Descriptor will be linked to the Hunter’s Dark
Ego, detailing the most power ful Gift.
◆ I have an immortal, albeit repulsive, body. My corpse-
like appearance inspires fear in my opponents. Despite

Gifts
it, I love elegant clothes and comfortable, refined places.
This Descriptor portrays Hook as undead, able to continue
even after suffering the worst injuries. His corpse-like
appearance scares mortals, making him even more
fearsome. Unfortunately, Hook can no more escape Gifts are unique abilities that make the Hunter specia
his former life than he could surrender its pleasures. l
compared to ordinary humans. On a mechanical level,
We can’t wait to see him in action at some party, as he Gifts are the Player’s way of defining the Hunter’s power
awkwardly tries to pass for a distinguished nobleman! s
and abilities, which can significantly impact the narrative.

Gifts are divided into two categories:


Normal Gifts: The first two Gifts of each Hunter. They
are generally composed of 2 Archetypal Effects and 1
Archetypal Cost.

Dark Ego Gift: The third and most powerful Gift of any
Hunter. It can contain any number of Archetypal Effects,
but always requires the Archetypal Cost Activator,
a
Descriptor that describes what the Hunter must do or what
has to happen for the Gift’s power to trigger. Alternatively
,
the Dark Ego Gift can be activated when taking a Wound,
even a self-inflicted one, to represent the effort necessary to
unleash its power.

Describing what the Gift does in the story


The first step in creating a Gift is to describe what happens
in the Scene when the Hunter uses it. Based on the linked
Descriptor, the Keywords and what we would like the
Hunter to do, we need to explain what the Gift does in
order to have a foundation from which to process all
mechanical effects.

73
These are the options at our disposal to find a base Gift to
build upon:
ARCHETY
Example: All ready-made Hunters’ Gifts are created on this
principle.
◆ Find a relevant Gift from a Hunter sheet. All
ready-made Hunters are built to bring a specific
The Descriptor says: I am a sorceress and my magical powers
characterization into play. For this reason, they are
allow me to do whatever I want. I need the right amount of
often the best starting point for a custom Gift.
time to cast my spells. Hence, we decide that Baba Yaga can
◆ Find a relevant Gift from one of the Order’s
literally get what she wants with magic, but each spell must
Treasures (read more abouth them in The Broken
have its own magic formula and a physical object to use as a
Ones expansion). Like those of the Hunters, they are
focus. The Archetypal Effect is Manipulating Reality and as
designed to represent iconic powers and abilities.
we have formulated it, Baba Yaga can literally do anything
◆ Add 2 Archetypal Effects and 1 Archetypal Cost
she wants. From the description, it is clear that the use of an
together (presented later in the chapter). Each Effect
object can be associated with the Archetypal Cost Sacrifice,
grants a special rule that can be readjusted to the
to which we add Soma Expenditure to limit the power of the
Hunter’s backstory.
Witch.

The number of Archetypal Effects is not limited in the case The Gift becomes, therefore: When you want to achieve
of the Dark Ego Gift, and the Activator is extrapolated as a something, you may use witchcraft. Choose what you want
Descriptor from the Gift’s effects. with a sentence like: I want to fly on that old broom or I
want to look like a demon in the eyes of those fools. Your
It is essential to describe what the Gift does in the story spell must be focused on an object in your possession, such as
before settling on what it will do at the rules level. By a broom to fly or a mask you can wear to look like a demon.
visualizing what happens when a Hunter uses their Gift, it Pay a cost from 0 to 2 Soma, decided by the Storyteller, to
will be very easy to sift through similar Gifts from other activate your spell for the duration of a Scene. Remember
Hunters, Archetypal Effects, and Costs to make the right that you can’t ask for someone’s sudden death, but you can
choices. inflict Wounds with your actions through magic.

In the case of Babai the Judge, we imagined the Hunter with
a large, dark body that blends into the surrounding shadows.
Babai can scare anyone and only the bravest can hold his
searching gaze. His Gift has become: You are like a sinuous
shadow that can reach anywhere. During a Scene, you can
arrive at a location by covering any distance and overcoming
any obstacle if one of your allies or an NPC calls your name.
When you manifest your true nature, everyone who witnesses
it will be frightened and will not act against you unless you
threaten them first. The Storyteller may ask you for a Position
Check to frighten particularly powerful characters. Receive 1

74
YPA L E F F E C T S
Additional Success on all Defense Checks you make against the
actions of someone who is now fearful.
Because this is Babai’s Dark Ego Gift, we can use as many
Archetypal Effects as we want. In his case, they are: Freedom of
Archetypal Effects
Movement to move in the shadows, Manipulate NPCs for the
Archetypal Effects are mechanical bonuses representing what
fear Effect, and 1 Additional Success to strengthen the potency
happens when the Gift is brought into the game.
of the Gift, as we have specifically said that only the bravest
dare to threaten Babai.
In some Gifts, two or more Archetypal Effects are added
together to achieve the intended narrative outcome. The
Keep in mind the fundamental rule for creating most iconic example is magic, with which a Hunter can
a Gift: the narrative coherence of the Gift’s effect is more Manipulate Reality, Inflict Wounds, and Create Descriptors.
important than how strong the Gift is. Don’t concern yourself As already mentioned, the priority is always to create a Gift
with Gifts that are too strong or too weak, but rather focus related to the Hunter’s backstory, limiting any potential
on Gifts that are consistent with the narrative characteristics power by adding Archetypal Costs to either the same Gift or
of the Hunter, making sure that they add something to their to the Hunter’s other Gifts. Baba Yaga, the Child Witch is a
story. great example of how to tie together three Gifts to make her
Magic Gift very powerful.
After playing for a while, it’s always possible to modify the
Gift, or adjust the total Soma pool available to a Hunter, to
calibrate the availability of a Gift that either is too strong or 1 Additional Success
rarely used. It might take a few Sessions of experimentation, Effect: +1 Additional Success to the Hunter Checks in a
but each Player must be aware that arriving at the ideal particular situation.
version of the Gift may take time and the Storyteller may have
to evaluate what happens in the game. If a Gift makes sense Keywords: expert / advantage / focused skill / above average.
with 3 Archetypal Effects instead of 2, no problem: just add 1 Tips: This is the standard Effect to complete a Gift in
Archetypal Cost or subtract 1 from the Hunter’s Soma value. the absence of other ideas, or to emphasize a particular
If the choice of the Archetypal Effect is based on narrative specialization of the Hunter. It is very easy to connect
coherence and not on the quest for powerful combinations, 1 Additional Success to a potential action generated by
your games will improve. the other Archetypal Effect of the Gift, and this is a great
reinforcement to characterize what the Gift does.
All the Gifts of ready-made Hunters are created on these
principles and are great study material for understanding the
creation process, as well as reasons for making exceptions
and minor deviations from the standard rules.

75
of the Gift involves multiple actions such as hitting and
2 Additional Successes running, this Effect is best suited to add an extra maneuver.
Effect: +2 Additional Successes to the Hunter Checks in a Having additional actions is an Effect that ties in with Costs
particular situation. requiring the investment of something: Soma, Wounds, or
Increments are great ways to represent the effort required.
Keywords: master / best / lifelong experience / Unparalleled.
Tips: This Effect is great for highlighting an area where the
Hunter excels more than anyone else. The advantage of 2 Advantage Token
Additional Successes is palpable. For this reason, it is best
to tie this Gift to Costs that limit its use to very specific Effect: The use of the Gift grants the Hunter 1 or more
narrative situations. Another recommended Cost is Check named Tokens linked to the Gift itself. The Hunter can then
Limit, binding the Gift to Position Checks or Defense spend these Tokens to create another bonus Archetypal
Checks. Effect.

Keywords: strategy / power charge / accumulation /


combination.
3 Additional Successes
Effect: Grants +3 Additional Successes to a single Hunter’s Tips: This Effect represents a mix of various powers that
need to be themed on the Hunter’s abilities. It is a great
Check.
Effect for creating combinations, where the Hunter does
Keywords: master stroke / unleashing power / superiority something in the fiction to accumulate Tokens that will be
/ targeted action. useful in the future.

Tips: This Effect is great for a one-time power burst and


sets up an action that the Hunter will rarely fail. This Effect Allies
is indicated for Gifts that generate fiction in which the
Hunter is confident when displaying their skill. Effect: One or more NPCs are in the Hunter’s service. Each
has a distinctive Descriptor and will do their best to help
the Hunter. The Hunter can also sacrifice or use an ally to
Additional Action obtain additional effects.

Effect: The Hunter has the possibility to act 2 times Keywords: animal companion / followers / minions / gang.
consecutively in an Exchange, to act 1 extra time during an
Exchange, or to perform secondary actions.
Tips: This Effect encompasses all of the Hunter’s possible
connections to other NPCs traveling alongside them.
Keywords: rush / quick / support / hit and run. Followers, trusted animals, or silent guardians are all
grouped under this Effect. When creating a Gift with this
Tips: This Effect is used to create moments where the Effect it is good to think about what the Hunter can do if
Hunter moves to a better position after acting or is able to their Allies are eliminated or put out of action so that the
perform multiple actions at the same time. If the description

76
Gift doesn’t become useless during a Scenario. A great
additional Effect can be the ability to suffer a Wound in
place of the Hunter. Dampen
Effect: For one action, the Hunter is able to prevent an
enemy from using a Gift, or lower their Opposition Level
Automatic Successful Outcome by 1 or more.
Effect: A single Check performed by the Hunter is Keywords: exterminator / specialized against a threat /
automatically a Successful Outcome, with the player hatred / revenge.
selecting one of the three types. Alternatively, a Failed
Check can turn into a Successful Outcome. Tips: This Effect allows the Hunter to make enemies less
powerful and must be linked to some knowledge or to an
Keywords: determination / flipping the situation / emotion that, in the fiction, makes them fundamentally
infallible / aiming at the goal. opposed to that specific threat.
Tips: This Effect can be very powerful and must therefore
be linked to one or more Costs limiting its use, such as a
time limit or a very specific Narrative Limit. In general, Disguise
it is not very exciting if the Hunter always succeeds at Effect: During the course of a Scene the Hunter can
the right time through the use of the Gift. It’s more fun appear different from what they really are, or make sure
if a specific situation such as anger or pride leads them to that they are not noticed by others when entering or
excel at any cost, thus affecting their behavior in the story. exiting the Scene. No one can prevent them from doing so.

Keywords: underestimating / shadow / masquerading /


Create a Descriptor disguising.

Effect: The Hunter can create a Descriptor that allows Tips: This Effect is useful if the Hunter needs a free hand
them to power up or extend their abilities. The Descriptor without attracting attention. At the same time, it can also
affects the Hunter, modifying their abilities. represent individuals who enjoy behavioral freedom on a
social level. A good Cost related to this Effect is Reaction
Keywords: impose / manipulate / manage / create. to an Event, as it allows you to set a condition (such as a
Tips: This Effect is one of the most versatile and can be certain behavior or the activation of other Gifts) to reveal
used in any Gift where the Hunter creates something to the Hunter’s deception.
use to their advantage. Magic is the most obvious example,
but the ability to adapt to the situation or have many
resources at your disposal are also excellent examples.
Create a Descriptor can be too versatile of an Effect, so it’s
recommended to tie it strongly to a theme that highlights
the background and characteristics of the Hunter.

77
possibility of inflicting additional Wounds with a dedicated
Freedom of Movement Cost, such as requiring an Outcome with Increment or,
Effect: Allows the Hunter to move freely, ignoring even better, imposing a Narrative Limit. The Gift’s Effect
environmental and enemy restrictions, such as a Defense can also indicate a power that the Hunter manifests and
Check to avoid interference. that inflicts 1 Wound on potential targets, independently
from the Hunter’s action.
Keywords: escape routes / disappear / appear / hunt.
Tips: This Effect can allow the Hunter to move or follow a
target without performing Defense Checks. It is optimal for Interruption
elusive characters or as an additional Effect of an Outcome Effect: This allows you to interrupt an opponent’s action to
with an Increment. activate a special effect or act before them.

Keywords: lightning-fast / feint / foreshadowing /


Get XP bodyguard.

Effect: The Hunter receives 1 or 2 XP for achieving a Tips: This Effect allows the Hunter to act outside of his
particular type of action related to their story and personal turn in an Exchange and to interrupt what is happening in
goals. In general terms, performing this action gives inner the story. It is a good way to highlight a Hunter’s predictive
strength to the Hunter. and threat-management skills, allowing them to stand
between the danger and another subject or to activate an
Keywords: reward / goal / improve / willpower. Effect that is triggered in relation to a specific event.
Tips: This Effect is perfect as a complement to some Gifts
as it does not provide a direct bonus that can throw the
story out of balance, instead offering a long-term benefit Manipulate NPCs
for the Hunter. However, it is good to keep the story of the Effect: The Hunter can impose conditions and behaviors
Hunter in mind and consider the motives that drive them on the NPCs they interact with. By default, the Effect is
to improve or to learn from mistakes. automatic on Minor NPCs and may require a Position
Check for Major NPCs and Dark Presences.

Inflicting a Wound Keywords: charm / fear / charisma / trust.


Effect: This allows you to inflict 1 additional Wound on a Tips: This Effect represents a Hunter’s innate charm or
target or inflict 1 Wound by simply activating the Gift. social skills. As it can be very useful in social contexts, it is
good to limit the Effect with Costs that mark its use as Once
Keywords: mighty / anger / targeted / specialized. per Scene or take into account that the Hunter will activate
Tips: This Effect is great for giving the Hunter offensive it whenever they can.
power and making them feel more dangerous. Given the
small pool and their importance, it is good to limit the

78
Manipulating Reality Multiple Targets
Effect: The Hunter can decide on an Effect and make it Effect: Using the Gift allows the Hunter to hit more
real. The Effect can vary based on context and encompass than one target. However, a different Position Check for
several other Archetypal Effects, such as Reshaping the each target is required. Alternatively, the Hunter can
Environment or Inflicting a Wound. It is usually good to automatically eliminate an NPC with a single Wound
specify what can be done and what falls within the limits without going through a Check.
of the Gift, such as affecting or not affecting living beings.
Keywords: bloodlust / impetuousness / alone against all /
Keywords: magic / arcane power / supernatural item / aimed shot.
supernatural.
Tips: This Effect makes the Hunter more fearsome against
Tips: Like Create a Descriptor, this Effect allows the multiple opponents. The most suitable Cost is Increment
Hunter to apply the Gift directly to the narrative without Expenditure, so that using the Effect is not tied down by
going through a Position Check. It is advisable to tie this more dire Costs, but is still linked to the success of a Check.
Effect to Costs that require the investment of resources, Against minor enemies with a single Wound, consider
such as Soma or Wounds. using this Effect as a secondary bonus to another action.

Multiple Benefits Obtaining Information


Effect: A list of minor advantages (from 2 to 4 Effects) that Effect: Provides useful information to the Hunter on
the Hunter can use independently or all at once. Advantages one or more specific topics. The Hunter gets information
can be inspired by all the other Archetypal Effects. The use useful in the continuing Scenario or suggestions from the
of each must be tied to a specific action. Storyteller on a possible choice to make.

Keywords: resources / versatile / variety / multifunction. Keywords: wisdom / intuition / clairvoyance / travel.
Tips: This Effect is especially good for Gifts that do many Tips: This Effect is a great complement to a Gift and grants a
different things. In this way, it is possible to wrap different subtle advantage that can be used to mechanically represent
abilities within the same Gift. It is important that all of the a Hunter’s skills or expertise. An easy way to add to the
Gift’s options are consistent with its description. fiction is to link the type of information obtained to talents
and knowledge indicated by the Hunter’s Descriptors.

79
Recover Soma Replication
Effect: The Hunter can recover 1 Soma by achieving Effect: The Hunter can copy a Gift or Descriptor they have
a particular goal, such as demonstrating something or seen in action. Alternatively, they can have access to several
making progress towards a personal quest. In general terms, Gifts for a limited time.
performing this action gives the Hunter inner strength.
Keywords: adaptation / ace up your sleeve / replicate /
Keywords: determination / milestone / inner strength / imitate.
goal.
Tips: This Effect is highly versatile. For this reason, it
Tips: Thanks to this effect, the Hunter can replenish their must be limited in its use with relevant costs, such as Soma
Soma reserve as a result of certain actions. To prevent Expenditure or Once per Scene. It can be a good idea to
abuse of this Effect, the specific actions required should be limit the Gifts a Hunter can replicate to those which are
somehow intimately linked to the Hunter’s background. Be consistent with their Descriptors.
careful not to create a loop with Soma Expenditure, which
is an unpleasant situation where a Hunter spends 1 Soma
and then immediately recovers it. Reshaping the Environment
Effect: The Hunter can impose conditions and changes
Recover Wounds to their environment, creating a dedicated Descriptor.
Effect: The Hunter can recover, or help someone recover, Normally the Effect lasts a Scene, but it can also be
1 or more Wounds over the course of the Scene. This effect permanent. It isn’t possible to directly harm someone
can also represent a regeneration power or immortality. by Reshaping the Environment. The Storyteller can rule
that someone is at risk of injury if it makes sense in the
Keywords: healing / regeneration / taking a breath /
circumstances. However, in that case the Storyteller may
endurance.
request a Position Check from the Hunter using this Gift.
Tips: Thanks to this Effect, the Hunter can heal themselves Keywords: nature / light / dark / passage.
or others. It is good to limit the use of this Effect so as not
to make Wounds management during a Scene superfluous. Tips: The significant difference from the Create a
On the other hand, if the idea is to reproduce a regeneration Descriptor Effect is that this Gift does not act on the Hunter
power, the recovery can be faster and free of additional but on the surrounding environment. It can still be a good
costs. idea to link related Descriptors to the narrative theme of
the Gift, such as manipulating nature, a specific element, or
other themes suggested by your Hunter’s concept.

80
Resources
Effect: The Hunter has or can easily procure whatever
resources are needed. This includes special items that can
Archetypal Costs
Archetypal Costs represent a series of limits to prevent a Gift
grant 1 Additional Success.
from being used excessively during the game. Thanks to the
Keywords: wealth / travel bag / contacts / organized. Archetypal Cost, the use of a Gift will be more focused and
distinctive, and its use more consistent with the Hunter’s
Tips: As with the Allies Effect, you may want to consider backstory. The Dark Ego Gift must always have Activator
where the Hunter draws their resources from and what they
as Archetypal Cost. This Cost compensates for the fact
can do to recover access to them if the narrative separates
that the Gift can contain more than two Archetypal Effects
them from the main source.
without having to worry too much about balancing Costs.

Support Activator (Dark Ego Gift only)


Effect: Using this Gift allows the Hunter to grant 1 or more Effect: The activation of the Gift is dependent on the
Additional Successes to an ally. If this is applied to an NPC, Descriptor, which acts as a trigger and represents the
the Gift allows them to increase their Opposition Level. link between the Hunter now and what they were in their
It is also possible to bestow other benefits such as Soma, fairytale of origin. Alternatively, the Hunter can suffer or
Wounds, or temporary Descriptors. The Effect is active for self-inflict 1 Wound to activate the Gift.
the duration of a Check in the case of Additional Successes,
or for a Scene in the case of Descriptors. The Storyteller can Keywords: Dark Ego / the original fairytale / true self /
evaluate other cases. revealing what one really is.

Keywords: team play / advice / leader / strategist. Tips: The Activator must always be an action that connects
a Hunter to their villainous forebears in their original
Tips: This Effect is a good way to empower Hunters related fairytale. To outline it, think about what the Hunter has to
to teamwork or leadership. The Once per Scene limitation do in the narrative to highlight their connection with the
is a good Cost here, so as not to make support for other fairytale character they were. When the Hunter activates
Hunters a constant. their Dark Ego, what they used to be must unambiguously
re-emerge in the fiction.

81
Check Limit Drawback Descriptor
Effect: The Gift can only be activated during a certain type Effect: Activating the Gift allows the Storyteller to create a
of Check: either Position or Defense. related Descriptor that highlights a flaw or loss of control.
The Descriptor remains active throughout the Scene.
Keywords: specialty / perfect defense / perfect action /
unrivaled. Keywords: loss of control / unexpected problem / attracting
attention / flaw.
Tips: This is a great way to limit Effects that grant
Additional Successes or that, in general, can be used too Tips: This Cost is perfect for providing narrative hooks
frequently. Linking a Gift to a type of Check is also a good that the Storyteller can exploit to take the story in new
way to make it more distinctive, with a Position Check directions. The Hunter avoids immediate, direct costs in
implying a more active role and Defense Check suggesting exchange for risking potential long-term complications.
a more passive one.

Drawback Token
Checks Penalties Effect: The use of the Gift grants the Storyteller 1 or more
Effect: After the activation of the Gift, the Hunter receives named Token linked to the Gift itself. The Storyteller spends
1 or more Penalties for Position or Defense Checks, either the Tokens, later on, to represent a long-term cost to the
for an action or the whole Scene. Hunter, creating a negative Descriptor, assigning 1 Penalty,
or other effects. As a minor Effect, this Cost allows you to
Keywords: guard down / distraction / obsession /
get rid of accumulated Drawback Tokens with a specific
confusion.
action during an Interlude. The action must be linked to
Tips: This Cost, when applied to the whole Scene, is a the Hunter’s backstory.
serious problem and can be a good way to balance a Gift
Keywords: ignore the consequences / insanity /
that is otherwise too strong. Conversely, a Penalty applied
unpredictable / promise.
to the following action allows you to balance a Gift with a
small disadvantage. It is easy to justify the Penalty in the Tips: This Cost represents a mix between spending
fiction by tying it to the Hunter’s emotional state, such as resources and creating long-term consequences in the
being in a frenzy or confused by what happens after using Scenario. The Hunter gets an immediate advantage, with
the Gift. the Storyteller promising to make them pay for it at a
later time. It’s an excellent Cost when representing special
powers that aren’t fully under the Hunter’s control.

82
the box, like resurrecting or forever changing the mind of
Increment Expenditure a minor NPC, the limit of Once per Scenario is optimal to
Effect: The Gift can be activated as an Increment. give the right emphasis to the Gift and make it a real twist.
This Cost strongly limits the use of the Gift, so consider
Keywords: mastery / superiority / show / combination. applying it only to one of the Archetypal Effects. In this way,
Tips: This Cost is particularly suitable for Gifts related to a very powerful Effect can be contained without completely
combat or fast actions. The frequency of use depends on impeding the Gift’s usage.
the number of Checks made by the Hunter.

Narrative Limit Once per Scene


Effect: The Gift can only be activated when a specific Effect: The Gift can be used once per Scene.
condition manifests in the narrative, such as during a one- Keywords: distinctive action / moment under the spotlight
on-one challenge or in the presence of a specific object. / marked / regular cost.
Alternatively, the Gift has the obligation to introduce a
specific Descriptor representing the limit of what the Gift Tips: This is by far the most versatile Cost. During each
can do. Scene it creates a moment in the spotlight for the Hunter’s
Gift, preventing abuse.
Keywords: basic rules / tools / situation / routine.
Tips: This is one of the most versatile and characteristic
Costs because it allows you to limit the use of a Gift by tying Once until the Next Interlude
it to its narrative component. Narrative Limit is a great way Effect: After being used, the Gift recharges after an
to push the narrative directly towards what you expect Interlude.
your Hunter to do in play. In general, a good place to start
is to analyze how the power of a Gift is activated. Often, Keywords: recharge / rest / preparation / limited.
you’ll notice that the Narrative Limit is already in the Gift’s Suggestions: This Cost strongly limits the use of the
description. Gift and it may be best to apply this Cost to only one of
the Archetypal Effects associated with a Gift. In this way,
a very powerful Effect can be limited without completely
Once per Scenario impeding the Gift’s usage.
Effect: The Gift can be used once per Scenario.
Keywords: twist / changing the cards / great power /
absolute protagonist of the moment.

Tips: This Cost should be reserved only for Gifts with a


great impact on the narrative or which allow the Hunter to
perform incredible actions. If the idea of the Gift is out of

83
Random Effect Tips: This Cost is perfect for Gifts related to magic or that
require a focus to manifest. The sacrifice may not always be
Effect: The activation of the Gift is linked to a die roll. easily within the Hunter’s grasp, or the Hunter may have to
When the chosen numbers are rolled the Gift may not
come up with imaginative ways to satisfy the requirement
work at all, or does work but with a serious drawback, or
for a focus.
something totally unexpected may happen. Alternatively,
you can create a list of six random minor Effects that
accompany the Gift’s use. Soma Expenditure
Keywords: random / malfunction / try your luck / bet. Effect: Using the Gift requires the investment of 1 or more
Soma points.
Tips: This Cost can be a good substitute for set Costs such
as Soma or Wounds, but should be used sparingly. Take into Keywords: energy expense / limited resources / commitment
account that with Random Effect a Gift could, with certain / manifesting power.
rolls, always be activated for free or always have a Cost. In
the long run, that might prove frustrating for the Hunter. Tips: This is the best Cost to limit Gifts that can be used
multiple times over the course of a Scene. It leaves the
Hunter free to decide when to use the Gift while imposing
Reaction to an Event a hard limit.

Effect: The Gift automatically activates or stops when a


specific event occurs. Wound Expenditure
Keywords: defense / reaction / contrast / preparation. Effect: Activating the Gift inflicts 1 or more Wounds to
the Hunter.
Tips: This Cost is great for encouraging the Hunter to
avoid certain actions with consequences that effectively put Keywords: effort / exposed / adrenaline / punishment.
an end to the Gift’s use. This is a Narrative Limit variant
relying on external circumstances rather than the Player’s Tips: Paying 1 Wound is a very heavy Cost. For this reason,
choice. it is suitable for Gifts that are extremely versatile or have a
significant impact on the narrative.

Sacrifice
Effect: Activating the Gift requires a special focus or the
sacrifice of an expensive resource. Each time or just once,
at the discretion of the Storyteller.

Keywords: essential components / ritual / pledge / specific


equipment.

84
be undead too. The first part of the Gift is therefore already
Give a distinctive name to perfect for our purpose. On the other hand, it isn’t consistent
with Hook’s backstory that he has to “pay” for the services in

the Gift some way. After all, they are gallows’ material! We replace the
Archetypal Cost (Sacrifice, in the case of Regina) with Soma
Even if it seems trivial, the name of a Gift reveals a lot about
Expenditure. We’re also expanding the Archetypal Effect of
the Hunter who uses it. I Will have my Satisfaction, James
Allies, adding the ability for Hook to shield himself with his
the Swordsman’s Gift, immediately clarifies the feeling of
men. Since the Gift seems stronger than Regina’s, we add an
revenge that moves him. If You Don’t Stop, I’ll Call the
additional Archetypal Cost in the form of a Narrative Limit.
Bogeyman! immediately makes us understand the true
Hook’s followers are always undead, limited in their actions
nature of Babai the Judge. Choosing a good name for a Gift
by being corpses.
must not be underestimated.
Summarizing, Hook’s Gift will be:
Example: Hook’s Gifts The Captain: During the course of a Scene you can spend
The first Gift highlights the fact that Hook isn’t the only 1 Soma to summon a couple of trusted sailors, who will
survivor of the sea monster: his crew has returned from the emerge from the ground to help you. Create a Descriptor for
dead with him to serve him. Hook can then call his men each, representing the skill for which you hold
back to service at any time, resurrecting them from them in your service. Remember to use the
the ground itself. word walking dead and that, as versatile as
you wish them to be, they are still pirates.
First of all, to build the Gift it’s a good idea to check Your subordinates will carry out your every
for a similar one among the Hunters’ ready-made order, even the most dangerous ones. They’re
ones. We find a suitable one on Regina the Thief of already dead, so things can’t get much worse.
Hearts’ sheet. Once per Scene, when you suffer a Wound
you can sacrifice one of your subordinates
The Queen: During a Scene you always have a to suffer it in your place, leaving them in a
couple of trusted servants with you, ready to execute thousand pieces.
your every order. Create a Descriptor for each,
which represents the skill for which you hold them The base for the second Gift will consist of the
in your service. Your servants will do their best to Keywords skillful, duel, and win. Hook is a
satisfy your every wish. Decide how you pay them. formidable opponent and his sword skills are
The Storyteller, when and if they deem it necessary, unmatched. To make him properly heroic,
will ask you to honor their services so as not to lose he’ll be one of the best swordsmen in the
the use of this Gift for the rest of the Scene. You can world.
check this Descriptor multiple times to get XP.
The basis will be the Archetypal Effect
Hook will have the crew around him and they will 1 Additional Success, renamed Win

85
Every Challenge. As Archetypal Cost, we apply Narrative
Limitation. As a second Effect we pick Additional Action, The first part of the Gift (related to moving in the shadows)
but another relevant Effect is 3 Additional Successes. Being is not a good fit for Hook, while the part where he frightens
3 Archetypal Effects, a good way to have them all is to balance everyone is exactly in theme with the Keyword awe-
them with 2 Costs represented by 2 extra Narrative Limits. inspiring. It will therefore suffice to simply use the Archetypal
The second Gift of Hook becomes: Effect Recover Wounds, linking it to the Keyword immortal.
Winning Every Challenge: When you fight, few opponents
can stand up to you. Get 1 Additional Success when you The Dark Ego Gift will be:
perform a Check to attack or disable an opponent. Once per Dark Ego - I’m the Fearsome Captain Hook!
Scene, when you eliminate a Minor NPC with 1 Wound, you Your body is immortal and therefore you cannot be destroyed
can immediately take another action. Once per Scene your by conventional means. Once per Scene, you can spend 1
bonus increases to 3 Additional Successes, but you cannot Soma to immediately regenerate a Wound you have suffered.
use this Gift against an enemy who has already suffered a You can move the severed parts of your body for a short
Wound. period of time. When you manifest your true nature all the
witnesses will be frightened and will not act against you
The third Gift is the Dark Ego one and, in this case, it is unless you threaten them first. The Storyteller may ask you for
possible to combine multiple Archetypal Effects without a Position Check to scare off particularly powerful characters.
limits. The important keywords are: immortal and awe- Receive 1 Additional Success on all Position Checks you make
inspiring. to interrogate or intimidate someone.

Again, a Gift we already worked out for a Hunter serves as Activator: Flaunt your cadaverous body and show everyone
a great foundation: Babai the Judge already has a fear-based that you have conquered even death.
Gift.
Dark Ego - If You Don’t Stop I’ll Call the Bogeyman!
You are like a sinuous shadow that can reach anywhere.
During a Scene, you can arrive at a location by covering
any distance and overcoming any obstacle if one of your
allies or an NPC calls your name. When you manifest your
true nature, everyone who witnesses it will be frightened
and will not act against you unless you threaten them first.
The Storyteller may ask you for a Position Check to frighten
particularly powerful characters. Receive 1 Additional
Success on all Defense Checks you make against the actions
of someone who is now fearful.

Activator: Enter or exit a shadow by manifesting your true


nature and scaring someone.

86
Determine the reserve of Soma Detail the equipment
A Hunter’s Soma reserve starts at 6 points and can be All that remains to do is to detail the equipment and any
reduced or increased in relation to the power of their Gifts. other possessions based on the Descriptors.
◆ If a Gift has many Archetypal Effects, it has a strong
influence on a Scene when it is activated, or can be used The story told so far and the Descriptors are the basis for
with a very high frequency, you may want to consider defining the equipment of the Hunter.
reducing the Hunter’s Soma reserve by 1.
◆ If a Gift is very situational, confers a very specific Even if the rules don’t focus on equipment as a game bonus,
advantage, or is rarely used consider raising the this doesn’t mean that it’s not important to outline a Hunter’s
Hunter’s reserve by 1. possessions, especially in order to describe something about
them. Each Player must outline the Hunter’s possessions,
During the course of the game, don’t hesitate to adjust the with the help of the following questions.
Soma supply if you find that a Gift is too strong and versatile ◆ What did the Hunter do before joining the Order? Do
or not strong enough. As mentioned earlier, you don’t have they have a home and allies to return to?
to categorically limit power, just make small corrections to ◆ Does the Hunter bring with them a present from a
make a Hunter as balanced as possible. You will realize that, loved one? Is it something they would never part with?
depending on your table’s style, the same Gift can have very ◆ How does the Hunter deal with danger and combat?
different applications in play! With what weapons and means?
◆ What items and possessions are essential for the Hunter
A combat-based Gift will be enormously useful if your to do what their Descriptors suggest?
playstyle points to very action-packed storytelling. On ◆ Does the Hunter have something rare and unique or
the other hand, if you love investigations and social of great value with them? What advantages does this
confrontation, it could appear in the Scene with much less possession confer?
frequency. ◆ Does the Hunter have an object, a coat of arms, or a
symbol with them that gives them social importance?
Example: Hook’s Soma reserve. Finally, try to give the Hunter at least one item that is a
Hook has three Gifts that, from a first evaluation, are within reference to their original fairytale.
the average. Winning Every Challenge has 3 Archetypal
Effects but also 3 Archetypal Costs, and that should even
out the score. As a result, it is optimal for Hook to start
with a reserve of 6 Soma points. For comparison, James the
Swordsman has the Gift Tick Tock, Here Comes the Beast,
which is not fully under his control and can only be used in
open spaces. Because of these limitations, we have estimated
that its use is much more situational and therefore James’
Soma reserve is 7.

87
◆ Why is it that the Descriptor is so important to the
Example: Hook’s equipment. Order?
The old ship Jolly Roger /A crew ready to serve me / My ◆ Is the Order aware of the Descriptor?
trusted dueling blade / A tooth of the monster that devoured ◆ How does the Hunter keep the Descriptor hidden from
me / Fine clothes for every occasion / A bag full of treasures the eyes of ordinary people?
and riches of my raids /A book of poems. ◆ Who allowed or taught the Hunter the power of the
Descriptor?

The Hunters’ creation: ◆ Why is the Descriptor so important to them?

wrapping it up for a moment and describe Each takes turns describing the Hunter quickly and
answering any doubts and questions. Having done this, the
At this point, it is good to stop Player expresses an idea linked to their Hunter’s role in the
what has been created. Each Player must portray the Order and how they ended up in the service of the Papacy.
character that has emerged from the Hunter’s Descriptors. This step is useful for creating Hunter-related situations
The Storyteller, meanwhile, can compile information and NPCs.
relating to the Order and the world of Broken Europe,
based on the same Descriptors. As in the creation of the Descriptors, in this phase, the
Storyteller’s task is to connect to the players’ ideas and,
For each Descriptor created, the Storyteller can ask one of above all, to ask questions to obtain useful elements for
the following questions: the first Scenario and suitable material to outline Broken
◆ Where in the world is it characteristic to have this Europe.
Descriptor?
◆ Who created the equipment, technique, or ability The Players decide if the Hunters have already had the
outlined in the Descriptor? opportunity to carry out missions together, or if the first
◆ Are the abilities of the Descriptor unique or do other Scenario is the first time they meet. In Broken Tales, the
subjects possess them as well? Order glues the Hunters together and the quick setup of the
game purposely avoids creating overly detailed backstories.
During Interludes, there will be the chance to ask more
questions about the other characters. This will allow Players
to add details of the evolving stories of the Hunters’ time
together. However, if the Players find it interesting, nothing
prevents them from deepening their Hunter’s backstory at
this juncture as well.

88
E
Scenarios
ach Scenario of Broken Tales is inspired by a
classic fairytale, “breaking” it into a new story of mystery
and horror set in Broken Europe. Scenarios can be played
story and create a “spoiler” that may not be appreciated.
However, it is advisable to share them with groups of players
you don’t know or when in doubt, as not doing so could
make someone uncomfortable. The gaming table must be
as single episodes, choosing a group of Hunters from the a safe and fun place for everyone to enjoy the experience.
pre-generated selection, or can be included in a long-term Some Scenarios are more adventurous and fantastic than
Campaign as explained on page 243. others and choosing them can be a good way to avoid
When the Storyteller selects a Scenario, they must read potentially awkward situations. However, it is always good
it from top to bottom in order to have a clear idea of the to highlight to all participants that Broken Tales is a game
connections between the Main NPCs, their Agenda, and that uses (even extreme) horror as one of its foundational
the Events that are presented. Broken Tales’ emerging characteristics, and this aspect must be understood and
play style will make each story feel different, thanks to the accepted by everyone sitting at the table.
possible combinations of Scenarios and Hunters. When
deciding which Scenario to suggest, the Storyteller must
keep in mind the following considerations. Scene Tree
In each Scenario, the information provided is limited
Safety Keywords to what the Storyteller really needs to manage the game
without setting up a plot in which the choices of the Hunters
Each Scenario presents a series of Keywords related to would have little weight. The Scene Tree, on the other
sensitive topics that the plots will focus on. Depending on hand, offers a plot “to follow” and is an excellent system
how well they know their fellow players, the Storyteller will for a group of newbies or to run a single Session. Even if
thus be able to evaluate whether to list the Keywords to the Storyteller is not planning on using the Scene Tree, the
the Players before starting to play, or possibly just mention information provided there makes for useful additions and
the themes that could come up. Knowing the Keywords can help bring focus to various parts of the story such as
can suggest to the players what can happen during the places and characters. The Scene Tree can therefore also be

89
used as inspiration to support what the Storyteller will have
to establish on the fly during the Session in response to the
choices of the Hunters.

Choosing the Hunters


After reading the Scenario, the Storyteller could opt to
exclude some Hunters from the roster if their Gifts would
cause problems in a Scenario, even if Players are otherwise
free to choose. To give an example, Bluebeard’s Gift, The
Key to Every Door, allows you to read the memories of a
corpse. This can make the Storyteller’s life difficult if the
Scenario opens at the scene of the crime, with the dead
person being immediately “interrogated” by Bluebeard
thanks to his Gift.
Even if Broken Tales is based on the absolute choice of the
Hunters, who hold the reins of the story, the game must also
be fun and interesting for the Storyteller to run. Excluding
a Hunter who would create difficulties because their Gifts
would too easily overcome the challenges in the Scenario is
absolutely an acceptable choice.

90
Scenario Creation
A Broken Tales Scenario is, at its core, a set of
information that the Storyteller prepares before the Game
Session, including events, characters, and other details.
Step 1 – Choose a fairytale to break
Each Broken Tales Scenario is an investigation involving a
group of Hunters. Although the inciting incident can vary
A good Scenario introduces an interesting mystery for the
(the Hunters arrive at someone’s request, or they happen
Hunters to investigate, leaving a lot of room for the Players
upon a mystery by chance or, again, they follow a lead from
to “maneuver” between one Scene and the next. Although
a previous Scenario), the events will always be linked to a
it is possible to improvise everything on the spot, we don’t
story that unfolds through locations and NPCs inspired by
recommend it: you risk losing the plot thread and may end
the fairytale we’ve chosen to break.
up with an incoherent and confusing Session. By nature,
Broken Tales references classic fairytales. Improvising a
To begin, the Storyteller will have to choose the underlying
Scenario that draws from a fairytale while twisting it into
fairytale. As for the creation of the Hunters, in addition
a Broken Tale is a tall order. Instead, the Storyteller should
to books, the web is full of sites and sources about classic
do some prep work before the game.
fairytales. The basic assumption is that starting from a
story, its broken version will be much darker, most likely
This book presents many ready-made Scenarios, inspired
featuring elements of horror, and its protagonists will be
by as many classic fairytales, which the Storyteller can use
transfigured into something new.
to dramatically cut the preparation time.
The Scenario itself doesn’t have to be the inverted version
You might want, however, to break a fairytale not featured
of the original story. What matters is that its core elements
in this book or break one that we’ve covered, but put your
are present and used in original ways. A good idea for an
own spin on it. This section is designed to explain in detail
interesting story to play is more important than consistently
the procedure to do so.
following the fairytale’s story. If you creatively use Keywords
for inspiration, you’ll see situations and characters emerge
organically, already linked to their counterparts in the
original story.

91
We will use Red-Hood Iskra (inspired by Little Red Riding However, casting the original protagonist as the one who
Hood) as an example Scenario. You’ll find the full version in pulls the strings can become boring fast. It will often be
this book, on page 118. more interesting to assign this role to a secondary character
from the original fairytale. Many players approach the
game taking for granted the classic twist of good people
Step 2 – Jot down the Keywords turning bad and will surely be surprised if the real enemy is
not who they expect.
Once the fairytale has been chosen, it’s time to read it again
with an eye for the elements that interest you. Keywords can
be created by jotting down key phrases or concepts at the Every single character in the fairytale can be a good
antagonist, provided they have the right motivations.
core of the fairytale. As mentioned, Keywords will inspire
Considering that the “original villains” of a fairytale often
the creation of elements that are effortlessly consistent with
become Hunters, it is not necessary to include them in the
the original story.
Scenario if an interesting role doesn’t naturally emerge in
the story. It is much more important to add depth to all the
Example: The Keywords of Little Red Riding Hood. other characters.
Little house near the wood / Little girl / Mother / Sick
Grandmother / Forest / The mother advises being careful
If inspiration doesn’t strike, roll several times on the
during the journey / Wolf in the woods / Deception / The Wolf
following table, once for each column. The results will give
presents himself deceitfully / Disguise / The Hunter notices
you some hints regarding how to pick the right villain.
what has happened / Opening the Wolf ’s belly and filling it
with stones / The Wolf decides to take a walk in the woods /
The Wolf is breathless and dies.

Step 3 – Define the Opponents, the


other Main NPCs, and their Agenda
Before writing a Scenario, it is good to define the “main
actors” on the stage. First of all, choosing the main
antagonist of the Scenario is crucial, since many of the
challenges the Hunters will face center on their opponent.

In Broken Tales, parts are switched.

The “bad guys” are now Hunters, while the “good ones”
become the Broken Tales at the center of the Scenarios.

92
What do they
Roll Who Why By what means
want
1 An ally of the protagonist. Redemption. To live a better life. Deception.
Someone the protagonist encounters during the
2 Power. To stop suffering. Magic.
story.
3 The protagonist of the story. Wealth. To receive recognition. Servants.

4 Someone connected to the story's protagonist. Expertise. To bask in success. Resources.


Someone the protagonist helps throughout the
5 Revenge. To teach a lesson. Determination.
story.
6 A neutral character who appears in the story. Control. To preserve themselves. Skill.

In the following paragraphs, we will show the step-by-step her trusted Servants. These followers are Vincent the Chief of
process of creating the Scenario of Red-Hood Iskra as an the Guards (inspired by the Hunter in the original fairytale)
example. Spoilers ahead: read only if you intend to play and little Anne.
the role of the Storyteller.

Example: Iskra’s main opponent. Each NPC in the Scenario must have an
We immediately decided that the little protagonist of ambiguous role.
Little Red Riding Hood would not be the real “villain” of
the Scenario. The following options remained among the
Keywords: Mother, Sick Grandmother, and Hunter. While we are discussing villains and switching roles, note
that it would be a mistake to think that all NPCs have to
By opting for Mother (a very marginal character in the be evil. Frequently, an opponent with logical motivations
original fairytale and therefore great for taking the Players off is more interesting and charismatic than those who are
guard), we rolled on the table to determine her motivations, evil just for the fun of it. Make sure that different NPCs
obtaining: 3 for What does she want, 1 for Why, and 3 for types are represented in the Scenario, ranging from those
By what means. As a result, Little Red Riding Hood’s Mother with noble purposes to those who are driven only by their
tried to get rid of her daughter in order to regain a comfortable own base instincts. The protagonist of the original fairytale
life (Wealth and To live a better life) as the wife of a naive should have a prominent role in the plot, even if they’re
noble. She also manipulates those around her with the help of not the main villain. They could be, for example, someone

93
the real villain uses against the Hunters. In general, a good
Example: Red-Hood Iskra’s other NPCs.
Scenario should contain at least three types of NPCs:
In Red Hooded Iskra we have Vincent, Former Huntsman
and Chief of Guards (inspired by the Hunter in Little Red
◆ NPC with an Agenda that is opposed to the Hunters’
Riding Hood) as an NPC opposed to the Hunters, Anastazia
purpose: if not a direct follower of the main villain,
the Sorrowful Spirit (inspired by Little Red Riding Hood’s
they could be someone who takes advantage of the
Grandmother) as an NPC ally, and Greskar the Big Black
current situation or who generally does not appreciate
Wolf (inspired by the Big Bad Wolf) as a neutral NPC. Iskra
the Hunters’ presence.
herself is an NPC with a neutral Agenda, since even if she
◆ NPC with an Agenda that supports the Hunters’
acts with the right motivations, she does it violently and
purpose, or that simply has a good reason to be angry
uncontrollably, which will ultimately lead to a confrontation
with the main opponent.
with the Hunters.
◆ NPC with a non-aligned Agenda: they can be both an
enemy or an ally, based on the choices that the Hunters
For inspiration regarding an NPC’s Agenda, you can roll
will make during the Scenario.
multiple times on the following table.

Roll Acts like this because... Opposed Agenda Favorable Agenda Non-aligned Agenda
Unaware of what they are Hates the Order and the Would give their life for the
1 Is looking for something.
doing. Hunters. one they love.
Feels deep, ingrained Is the trusted right hand of
2 Wants truth to triumph. Wants to get rich.
hatred. an opponent.
Is driven by greed and a Takes advantage of the Wants to ingratiate Wants to replace the
3 thirst for power. situation. themselves with the Order. antagonist.
Is seeking acceptance and
4 Shares a dark secret. Owes someone. Defends a place or a person.
understanding.
Wants to subvert a
5 Is forced. Enjoys manipulating others. Seeks redemption.
situation.
Is related to someone with a
6 Is deeply evil. Is pure of heart. Seeks revenge.
strong influence.

94
Step 4 – Give the Scenario a Step 5 – The story so far
backdrop Now that we have a starting point, some Main NPCs, and
a location where the Scenario is set, it’s time to write what
All the stories and events of Broken Tales are set in the late happened before the Hunters arrived. In this process, some
1700s of an alternative Europe. More precisely, the year Keywords will have to be flipped, to create the Breaking
1780 is used as a reference for events and places. This date Point of the Scenario.
is not binding and events may span a few decades forward
or backward to include a place or a historical event useful In the following example, you will find the Keywords that
to contextualize the Scenario. Doing a little research can we consider useful for the next Steps highlighted.
provide useful inspiration. The eighteenth-century is a
period full of events and changes that complement the
Example: Red-Hood Iskra’s background story.
rural and dark context of the Broken Tales.
Elizaveta of Volhynia (the main antagonist, inspired
by Little Red Riding Hood’s mother) has always been an
Example: The setting of Red-Hood Iskra and the legend attractive woman, accustomed to the rich salons of the gentry,
of Gévaudan. and the pomp of nobles and courtiers. Becoming pregnant
For the Scenario of Red-Hood Iskra, the historical connection with Iskra, her eldest daughter, was a curse for her.
is with the legend of the Gévaudan Beast, which in 1764
terrorized many small villages in that wooded area of France. Abandoned by her wealthy lover, Elizaveta was impoverished
This choice immediately provides a useful backdrop from for years, with few skills, little work, and only the help of her
which to draw references for locations and NPC names. As old mother Anastazia (inspired by the sick Grandmother
in the original legend, Iskra and her pack harass the village of Little Red Riding Hood). A chance encounter with
of Durfort, where Elizaveta (Iskra’s mother) took refuge after Gerard Dubois (Minor NPC), who is ignorant of her past,
abandoning her daughter in the woods at the mercy of wolves. has rekindled Elizaveta’s ambition for a life of comfort and
decadence as the future wife of a nobleman.

Elizaveta, determined not to miss such an opportunity,


sent her daughter Iskra alone to visit her grandmother.
Elizaveta knew that she was exposing her to the dangers
of the dense forest of Białowieża, a place full of beasts and
bandits, and deadly to the unwary. Ten-year-old Iskra trusted
her mother and disappeared forever into the darkness of the
forest. Anastazia had always treated Iskra with love and
kindness and, overwhelmed by the grief of her granddaughter’s
sad end, died soon after. Free and unattached, Elizaveta
fled to Gévaudan with her new husband, unaware of her

95
daughter’s real fate. In fact, Iskra did not die, but joined moment of happiness. Elizaveta, a cunning manipulator,
Greskar’s wolf pack (inspired by Little Red Riding Hood’s got rid of the token and did not panic or lose her temper. After
Wolf), becoming a wolf herself... convincing Gerard to turn to the Order, she will seek to move
the pieces on the chessboard, using them to rid herself of
her unwanted offspring once and for all...

Step 6 – The story when the


Step 7 – Define all the Scenario
Hunters arrive
The background details of the story will lead to the
Parts
intervention of the Hunters. The next step is to briefly Now that we have good foundations for the story and its
describe the situation that will unfold from the first actual main actors, it’s time to define the “stage” for the Hunter’s
game Scene. This is important to clarify the Storyteller’s investigation. This process is open-ended and does not
ideas and to detail the Main NPCs’ Agenda. The NPCs’ follow a strict list of instructions. In brief, this phase consists
Agendas are key to the Scenario, because they guide the of creating Places, Minor NPCs, and finally Events, which
Storyteller’s decisions, particularly when deciding how are particularly useful in managing the Session. You’ll often
NPCs react to the Hunters’ actions. go back and forth between all the various elements. This is
perfectly normal. Indeed, it is much easier to create hooks
As we compile the NPC statistics, this paragraph will help and connected situations as you add details to other things,
us define the Agenda of each one of them. In the example rather than planning everything in advance.
below, we have highlighted the Keywords that will come in
handy. When creating a Scenario, always keep in mind how much
you want to plan and how much of the story you want to
Example: The story when the Hunters arrive in Red- emerge from the Players’ choices. There are two main ways
Hood Iskra. to play Broken Tales.
Iskra didn’t die in the forest of Białowieża. Instead, she faced
every trial with a fierce tenacity and eventually prevailed,
defeating Greskar. A huge, ferocious werewolf, Greskar
infected Iskra with the wolf ’s curse. Becoming a member
of the pack and the favorite of the alpha Greskar, Iskra set
off for the Gévaudan, following the scent of her mother,
determined to get her revenge. Thanks to the fury of the wolf
pack, Iskra has thrown the city of Durfort into disarray. Now,
she waits in the shadows for the right opportunity to enter
the palace and devour her unworthy mother. Elizaveta has
realized what is happening, for Iskra left a pendant she had
once made for her on the windowsill, a memento of a rare

96
Emerging story Defining Places
a
In this mode, Broken Tales’ Scenarios don’t have Each Scenario should have at least five or six Places to set
or situat ions that are a “stage” for the different Scenes. The best way to select
pre-built plotline, nor Scenes
mandatory steps for the Hunters (with the exception Places to prepare is to think about the context in which the
the
of the First Scene). Writing the background, Main NPCs move. It is essential to always have a village
s’
story when the Hunters arrive, detailing the NPC or a city context to refer to. The Hunters may move their
g Infor matio n to investigation into the wilderness, but having a place to
Agenda, and eventually addin
Places, will create a network of intentions and return to is always useful in the course of a Scenario. One of
situations that will put obstacles in the Hunters’ the key themes of the game is how the Broken Tales move
of
way. A sandbox plot is key for a good game at the edges of society. An urban environment is useful
are indiv iduals out of in creating social connections and providing “ordinary
Broken Tales. The Hunters
break Scene s
the ordinary and their Gifts can easily people” who can experience the horror of the revealed
that are overplanned. The Scenario must therefore Broken Tales.
provide the Storyteller with all the Events and
to
Agendas necessary to allow the world to respond Keywords for an urban area: A small village on the
the Hunters’ actions. edge of the forest / A remote mountain community / A small
seaport / A village along a major road / A remote military
outpost.

You can get more granular for other types of Places, in


order to have more control over the range of action that
Scene Tree NPCs and Hunters will have in the Scenario.

If you and your table enjoy a more guided game, the


Keywords for locations: The mansion of a wealthy
last part of this chapter will cover how to create a
family / An old abandoned tower / A natural cave complex /
Scene Tree that gives you a more defined plotline
A mine / A clearing in the woods with a strange magical aura
to follow. If the storyline of the Scenario is heavily
/ A cemetery / A large stable / A farmhouse on the edge of the
focused on investigation, a good option is to detail
village / A secret tunnel / A small workshop / A deconsecrated
all obtainable Information found in a Place and be church / A hunting lodge / A craftsman’s shop / A warm and
very explicit about it while playing. The Storyteller welcoming tavern / The heart of a large forest / A small house
will then have a series of narrative hooks useful to in the woods / A treehouse.
connect the situations emerging at the table.

97
Each Place must have a Descriptor that outlines its 4-5: A pack is at the glade: Greskar + 8 Black Wolves.
characteristics. The Place may also feature one or more
6: Iskra is at the glade, alone if it is daytime or with the pack
Threats and a List of Related Situations. (4-5 result, but without Greskar) if it is nighttime.

We have seen how to define Descriptors and Gifts. Now,


let’s spend some words on the List of Related Situations, As a modifier: if it is night, add 2 to the roll.
which are a good method to give variety and depth to

Minor NPCs
the Places of a Scenario. This list features elements that
can enter the Scene randomly, giving the Storyteller new
ideas to reinvigorate the plot when Players are stuck or
undecided. Make a List of 3 or 6 items, then freely assign While Major NPCs emerged in the initial planning
each to the results of a d6. phase, when detailing Places and Situations it is good to
draw up some Minor NPCs connected in some way to
Using the List is never mandatory, but can often be a the plot. Minor NPCs will often be ordinary humans, but
valuable aid. The same result cannot be used more than nothing prevents you from using secondary characters
once in the course of a Scenario to avoid repetitions. Lists from the original fairytale that have not found space yet.
of Related Situations mainly serve two purposes: Each Minor NPC must be linked to a Main NPC or a
specific storyline situation. They should be considered
◆ Manage encounters: if a Place is occupied, or an area as a narrative hook that will be useful to give depth to
NPCs are likely to pass through, each option would what happens in the Scene. If you reach a dead end during
determine who will be present when the Hunters the Session, introducing a Minor NPC will open up new
arrive. avenues for the Hunters.
◆ Bringing clues into play: if the location contains
Information or areas to explore, a roll can determine Example: Red-Hood Iskra Minor NPCs.
what the Hunters discover when they arrive. There are seven Minor NPCs in the Scenario. Anne, the
Little Chatterer (linked to Elizaveta) who acts as an eye on
You can then consider +1 or -1 modifiers to make some the village for her mistress. Nicholas, the Hunter (related
results more likely or link them to external elements, such to the wolves in the forest) who can lead the Hunters, as he
as arrival during night or day. knows the forest. Geneviève, the Chemist (connected to
Iskra’s Grandmother) who can communicate with spirits and
Example: The Oaks Glade. contact Anastazia. Corinne, the Housekeeper (connected
In Red-Hood Iskra, the Oaks Glade is an area Iskra’s pack to the village) who can provide information and rumors of
may pass through. The List of Related Situations is: various kinds. Marcel, the Time-Waster (connected to Iskra)
who can make the Hunters aware of Iskra’s presence. Didier,
1-3: The glade is empty, but there are traces of wolves and
the Grumpy Old Man (linked to Elizaveta) who can provide
the bones of devoured prey. After ten minutes, 8 Black
information about Gerard’s new wife and her dubious past.
Wolves arrive and ambush the Hunters.

98
Finally, we have Gerard Dubois (linked to Elizaveta), the or, alternatively, to give them time to prepare for an Event
noble who requested the Hunter’s intervention and makes that they have intuited and for which they started investing
decisions for the village, but who is easily manipulated. time and resources.

Review the Agenda of the Example: The Events of Red-Hood Iskra.


There are six Events in the Scenario. Here are a couple of
Main NPCs examples highlighting the Activation Keyword, with the
linked Agenda in brackets.
Each Main NPC must have an Agenda which, in general, is
defined at the beginning of the Scenario’s creation process. If a Hunter finds Iskra’s pendant in the well, Anastazia
Now that the Scenario is almost complete, review all the will contact them, showing them a vision of Iskra as
Agendas of the Main NPCs to ensure they fit with all the a child drinking at the Oaks Glade. The spirit of Iskra’s
other elements. Minor NPCs may (but don’t have to) have grandmother, while unable to communicate directly, will try
an Agenda. Often, defining everyone’s relationship with a to make the Hunters understand that Iskra is not a monster.
Main NPC is enough to get started. (Agenda of Anastazia, Iskra’s Grandmother)

Events of the Scenario If Elizaveta goes out of town for any reason, Iskra will
immediately smell her scent and rush to eliminate her
regardless of any risk. Confronted with her mother, the
At this point, it is a good idea to come up with a list of
little girl will lose all restraint and refuse to listen to reason.
Events that “could happen” when a specific situation occurs.
(Agenda of Iskra)
Because Events are an extension of the NPCs’ Agendas,
managing the plot’s progress will be much easier if you
have a practical method of tracking when triggers occur, as
well as their associated Events. As with Minor NPCs, each
Event must be linked to one of the Main NPC’s Agenda,
to represent the effects of the NPC’s will on the Scenario.
Some Events may also be an inevitable occurrence (for
example, the eruption of a volcano).

To create an Event, you need to write a short sentence


containing an Activation Keyword, a trigger that will
communicate when the Event will occur. As soon as
this happens, the Storyteller can decide to bring the new
situation into play, possibly taking everyone by surprise. In
any case, it is good to leave clues along the course of the
Scenes to make the Hunters understand what could happen

99
Information: The following information/clues can be
Step 8 – The First Scene obtained from the interview with Gerard.
◆ The monsters that scourge the Gévaudan are ferocious
Now that all the elements of the Scenario are defined,
beasts, as can be seen from the state of the victims’ bodies.
all that remains to do is to detail the First Scene, which
◆ The first two victims were Guy and Ivette, two young
will introduce the situation to the Hunters and start the
lovers who used to meet secretly in the old cemetery just
investigation. As described in previous chapters, each
outside the city. It is there that what remains of their
Scene consists of 4 elements: a Place, a Time, an Initial
bodies are buried.
Situation, and Information. Make sure to draw up a list of
◆ It is strictly forbidden to leave the city after sunset. The
Information, which will be the basis for the Hunters’ choices
fall of night now brings with it the mournful song of
in the following Scenes. Opening an investigation without
howling wolves.
useful elements to start from would make little sense.

Example: The First Scene of Red-Hood Iskra.


The Scenario begins with the Hunters being invited for dinner
Step 9 – Scene Tree
by a tense Gerard Dubois, who can’t wait to put an end to the The rules presented so far are optimal for the management
beasts that plague the Gévaudan. of a game with an emerging narrative. If you intend to
create a 100% complete Scenario, even if only to make it
Place: The ceremonial hall of the Dubois family’s grand available to the Broken Tales’ community, it’s good to also
palace. A richly furnished room with an enormous painting detail a Scene Tree. This mode of play is not designed to
of Patrick Dubois, Gerard’s late father. Stern and sullen- cover every possible choice the Hunters might make, but
looking, Patrick seems to judge his son’s incompetence from provide Storytellers and novice players with a familiar way
beyond the grave with ill-concealed contempt. to play. The use of Information at the beginning and end
of each Scene will therefore be more explicit, so that the
Time: The sun set more than two hours ago and after a long Storyteller can present the choices available to the Hunters,
journey, it is now dinnertime. and will keep them on the “line” drawn by the Scene Tree.
It’s inevitable that the Hunters’ actions will stray from what
Initial Situation: Gerard is anxious for the Hunters to get the Scene Tree has foreseen. However, for the most part,
to work. Elizaveta studies the situation in silence, trying this mode will make it easier for the Storyteller to keep
to figure out how she can turn the Hunters’ arrival to her hold of the reins of the story. Playing in this way requires a
advantage, using them as tools for her own purposes. Choose conscious agreement between Storyteller and Players that
one of the villagers to be her dinner guest, or create one of the goal is experiencing a good story together, following the
your own. Vincent, her trusted head of the guards, will also flow of clues presented in each Scene.
be present, of course.

100
Time: It is early morning, the sun is high on a clear winter sky.
A Scene Tree consists of a series of Scenes linked
according to this basic structure: Information: In the cemetery, there are many wolf tracks.
The First Scene leads to the Second Scene, then there is a In the middle of them are the prints of two small bare feet,
choice between two options for the Third Scene, Option almost certainly a little girl. At the bottom of the old well
A and Option B. The Fourth Scene leads to a Fifth Scene can be found the pendant that Elizaveta tried to make
and then there will be either a new fork or the Epilogue, disappear. The wolves’ tracks lead deep into the forest, to
depending on the Scenario’s duration. Five Scenes with their den. Anastazia will contact the Hunter who recovered
a fork in the middle are optimal for playing a one-shot the pendant, sending them a vision of Elizaveta trying in vain
Session of about three hours. Additional forks and Scenes to wash her bloodstained hands.
will increase playtime by approximately thirty minutes per
addition. End of Scene: Hunters can decide whether to return to the
The First Scene must be structured exactly as we’ve already town to report (THIRD SCENE OPTION A), or follow
described, but with the addition of a new item: End of the trail to the wolves’ lair (THIRD SCENE OPTION B).
Scene, which roughly describes which new Scene the
action will switch to.
The new Scene structure is therefore: Step 10 – Scenario Gifts
◆ A Place where the Scene takes place.
◆ A Time, to know when it takes place with respect to As a final touch to the Scenario, you can create a list of
the previous Scene. Scenario Gifts. This step is not mandatory.
◆ An Initial Situation that defines what happens and
what to describe to the Hunters before starting the Exclusive Gifts can be of two types:
Scene.
◆ Information, which can be obtained from the Scene. Scenario Gifts: Can be acquired during an Interlude, if
Information will act as a “guide” to the Hunters’ choices, the Hunter has fulfilled certain storyline conditions. These
so it must be explicit. Don’t be afraid to railroad the Gifts represent knowledge and skills that persist only for
game too much, that’s exactly what we’re looking for! the duration of the Scenario itself and are an addition to
◆ End of Scene, which is a brief description of the the three Gifts the Hunter already possesses. The Gift must
consequences of the current Scene. The Storyteller will be built with the rules presented in the Hunter’s Creation
use it to direct NPC actions and bring other elements chapter and the narrative requirement for having it can be
to the attention of the Hunters. considered as an Archetypal Costs. It is not possible to have
more than one Scenario Gift at a time.
Example: The Second Scene of Red-Hood Iskra.

Place: The old cemetery of Durfort in the middle of the large


Gévaudan forest. It is reached by a narrow dirt path that
winds its way through the woods from the main road.

101
Example: A Scenario Gift from Red-Hood Iskra.
Wolf-killer
Requirement: Having faced the wolves in a fight at least once.
You know how to deal with the fiercest of wolves and are careful
not to be surrounded. When you obtain at least a Standard
Outcome on a Position or Defense Check against a pack of
beasts, you can immediately eliminate 1 Minor animal NPC
with 1 Wound.

Special Gift: This is a Gift reserved only for the Hunter who
is the villain of the original fairytale that inspired the Scenario
being played if present among the Hunters. As soon as the
requirement is met, the Hunter will automatically gain the
Gift for the duration of the Scenario, in addition to the ones
already owned and without having to spend XP. Whether they
like it or not! The Gift must be built with the rules presented
in the Hunter’s Creation chapter. Bear in mind that the Gift
needs to represent a connection between the Hunter and the
Scenario and not necessarily a mere advantage! When creating
can use a this Gift, don’t worry as much about balancing the Archetypal
During a game Campaign, a Hunter Effects and Costs. You can even have more Costs than usual.
ario Gift in another
previously acquired Scen
and events.
Scenario if this fits the context
If this occurs, the Player must brin
g this Example: A Special Gift from Red-Hood Iskra
yteller,
possibility to the attention of the Stor Where are you going all alone, sweetie?
the imp act on the Hunter: Garou the Old Wolf.
who will decide (evaluating
w the Hun ter Requirement: To meet Iskra alone in the forest.
current Scenario) whether to allo
r prev ious
to use what they have learned in thei You are attracted to the little girl who pretends to be a wolf and
in this case , how ever, the you dream of devouring her. Once per Scene, you can spend 1
adventures. Even
ario Gift per Hunter. Soma to know exactly where she is. If you anticipate her and
limitation remains 1 Scen
arrive somewhere before her, you get 1 Additional Success on
every Check you make to hurt or devour that little morsel.
You can’t wait to swallow that tidbit and it makes you let your
guard down. As long as she is present on the Scene, you receive
1 Penalty in all Defense Checks.

102
Broken Europe
1780’s Europe, a theater made up of small villages and large

Once upon a time… cities, where superstition and shadows move on the edges
of what the common man defines as “normality.”
Year 1780. There are strange, half-sensed presences moving
at the edge of our reality. Beings once relegated to the realms In this chapter, we will further illuminate facts and
of make-believe have assumed nightmare forms, no less real characteristics that are helpful for managing the environment
for being fantastic. Alarmed by the constant calls for help in around the Hunters during their investigations. The world
dealing with supernatural evil, Pope Clement approves the of Broken Tales is entirely an invention and this game makes
creation of the Order: a secret group consisting of the Hunters, no claim to historical accuracy. In fact, the fundamental
led by the mysterious Guardians. The Hunters accept into idea is to add as many fantastic elements as possible, while
their ranks anyone who has demonstrated qualities outside keeping them hidden in the shadows, at the edge of what
the norm, revealing a connection to the world beyond the humans can perceive. The Europe of Broken Tales is not
threshold of reality. The Hunters’ task is to seek out and defeat even a cohesive and “linear” world. Each Scenario is set in a
any supernatural threat. But aren’t the Hunters themselves different place, with unique rules and situations. What this
children of the twilight at the edge of reality? chapter tries to provide is a series of useful details for the
Storyteller to add color to the journeys and adventures of
the Hunters.
The world of Broken Tales
If you look at the Broken Europe Map, you’ll see many
Broken Tales is set in a fictional 18th century Europe, a places and cities. Anything that has a name on the Map
continent made up of a patchwork of small, rural locales. has a Scenario connected to it (either in this book or in
The exploits of the Order, to which the Hunters belong, The Broken Ones expansion) or is a starting point for new
happen in the shadows of everyday life. They investigate stories and situations. These elements are detailed in the
rumors and mysteries unimaginable to the common minds chapter Playing a Broken Tales Campaign on page 243.
of the time. While art and culture are discussed in drawing
rooms, the dark shadows of the Broken Tales lurk in small
villages, waiting to snatch unsuspecting victims. The world
of Broken Tales is but a darker and more fairytale version of

103
BR O K E N E
Overall mood
U
To better get into the mood of the Broken Tales setting,
Armors & Weapons
While bulky, full suits of armor are but relics of a bygone era,
steel breastplates are still in use among the cavalry corps of
keep these simple points in mind: the Ottoman army and knights in the service of the Papacy.
For ordinary people, wearing armor is a very strange thing.
◆ Rural life is the backdrop for the Hunters and the But despite this, many Paladins remain within the Order
Broken Tales they investigate. Hunters have to deal with who still wear their sacred armor.
small villages and simple-minded people. Superstition
and fear of the supernatural surround the Hunters. For those who follow the sword as a profession, padding
◆ When the horror of the Broken Tales is revealed, most prevents dangerous, deep wounds during training, but in
people cannot help but be terrified. everyday life, armor remains very impractical to use.
◆ Common people are poor, living on what little they
earn with back-breaking labor. The nobility lives safe, As far as sidearms are concerned, swords are still the overall
opulent lives in big cities. Social differences are clear. favorite. The most common examples have straight and
◆ Children see what the adults refuse to understand. thin blades. More practical and concealable blades such
The elderly have the wisdom of a lifetime and the as stilettos and daggers are common as well. Large two-
experience that darkness really exists. Adults are handed blades are a thing of the past, and only in remote
crushed by a world that rejects what is considered areas such as Scotland is the claymore still used, which is a
strange and unusual. kind of hand-and-a-half sword. Eastern influences in the
◆ Large ancient forests, shadowed labyrinths, lonely Balkan area favor the spread of curved and light blades
cottages in the woods, and all the abandoned places like sabers. Usually, only the rich, the nobility, or military
of the world. The Broken Tales live freely in places officers possess proper swords or sidearms (and the nobles
humanity has forsaken. In the midst of society, they often have them custom-made at very great expense). On
have to hide their true nature. the other hand, a good handcrafted dagger is extremely
simple to make and available to anyone.

Keywords Additionally, any pointed or heavy work tool carried by


a farmer can in fact be a weapon. Imagine a pitchfork, a
This section is entirely based on the use of Keywords, a scythe, or a blacksmith’s hammer being used with violent
series of terms that reveal information related to Broken intent.
Europe. For example, if the Hunters set out to reach the
next destination, the Storyteller, scrolling through this Putting aside cannons, which are used only on the battlefield,
section, could stop at the keyword TRAVEL to get useful the most popular firearms are pistols and flintlock rifles.
information about it. That way, you can expand on an Wheel locks and matchlocks have been out of use for about
aspect of the setting only when it is really necessary. seventy years. Despite being the most advanced technology

104
UROPE
of its time, various elements such as humidity, jamming,
and flint breakage mean that firearms aren’t particularly
reliable. Although powerful, firearms are inaccurate due
to the smooth bore inside the firing barrel. Beyond three
hundred feet, it’s challenging to shoot accurately. The
on battlefields. For the simplest tasks, local or city militias
are used, called up to help only when requested by the
authorities. If a serious crime occurs in a small village, it is
often necessary to contact the authority of the nearest city,
hoping that someone there has the time and willingness to
exceptions are dueling pistols and well-made shotguns intervene...
which, thanks to a rifled barrel, are incredibly accurate, but
also infinitely more expensive. The Broken Tales fear cities, but often the dark feelings
that animate them are strong enough to push them into
Magical weapons related to the Broken Tales are highly unreasonable risks.
sought after among senior army officers. They represent
trophies to show off and brag about in war councils. The
Order actively monitors new discoveries, replacing the real Countryside
weapon with a copy at an opportune time and taking the
original for safekeeping in the underground chambers of In almost all of Europe, the majority of people live off
Valea Viilor. agriculture, following the cycle of the seasons. In spring
and summer, the land is worked to care for the fields and
the crops. Winter months are dedicated to repairing homes,
Cities, towns and villages stables, granaries, and tools. Some peasants own the land
they work, but most are just laborers. In many regions,
Big cities are a safe place for the whole range of social agriculture as an industry has become highly developed,
classes. Nobles and wealthy people live in beautiful houses made up of wide pastures and all the buildings associated
and large palaces, artisans, and merchants of the petty with animal husbandry (such as stables, granaries, ovens,
bourgeoisie can afford a modest home in the suburbs, mills, fields). Laborers can also live by forming small
perhaps on the second floor of a terraced house. The further communities.
you go towards the slums, the harsher life is, down to the
poorest and most desperate, forced to sleep on the street. For the Broken Tales, the countryside is the best place to live
and thrive, safe from the crowds of big cities. Small houses
The law of the state is paramount everywhere, both in the in the woods, natural caves, and old abandoned mills are
countryside and in the main cities. The primary difference great places to live without completely losing contact with
is that, in a large city, the representatives of the law and of mankind.
the state are physically present, often in good numbers.
Meanwhile, small villages rely on the ruling of the elders
and religious authority. The most prominent and serious
crimes are usually tried in city courts. The cities can’t
afford to spread their men-at-arms thinly across both rich
and poor neighborhoods, and the rulers don’t intervene
to prevent unrest because soldiers are much more useful

105
Education Fire
Public education doesn’t exist, only private lessons and schools In every
home there is a fireplace, kept constantly lit in winter.
are available. Basic education is provided by the family and, in It is a vital
source of heating and in simpler homes serves as
fact, almost everyone outside the city is illiterate. For practical a place for
cooking food. In large residential homes, on the
reasons, almost everyone learns some basic mathematics. other hand, fireplaces are present in all rooms or in the most
Nobility and bourgeoisie may both vary widely in terms importa
nt rooms, including the bedrooms. In these buildings
of culture and education. Some may barely know how to the kitchen
s are in a dedicated space, often on the ground
read and write, while others possess significant academic floor where
the servants’ areas are located. There, the cooking
knowledge including history, philosophy, politics, classical fires are
almost always lit. The embers are kept warm to make
Latin and Greek culture, linguistics, and music. In many it easy to
start a fire.
countries, knowledge of the Holy Scriptures and the Bible is Candles
are the most common lightsource. The rich use
considered essential. wax, while tallow is sufficient for the poor (the latter being

106
much more smoky). Sparking devices using flintlocks have
become popular for lighting fires – they are so useful that Government
some have begun carrying them on their person.
Absolute monarchy, in its “enlightened” variant, is the
most widespread form of government. The most powerful
Food nations in the world such as France, England, the Austrian
Empire, Prussia, Spain, and Russia, are all ruled by
By 1780, naval voyages connected every continent and monarchs endowed with absolute power. Many allow
the most powerful nations had vast colonial empires. parliamentary assemblies or Councils of State
As a result, it’s possible to find goods from all over the but keep them mostly powerless, except for
world in Europe. Obviously, some are much more occasionally being consulted. Each monarch
exotic than others, such as the pineapples that can is convinced that it is essential for a sovereign
be found only at the tables of English nobles, to hold the ultimate authority, in order to
but nowhere else in Europe. American secure their people’s welfare, despite often
products (potatoes, tomatoes, corn) are now disastrous results.
available in markets and cultivated in crops.
Tobacco and cocoa (only imported and not The one exception to royal authority is the
cultivated), however, remain reserved for Church. It remains independent and held
the higher classes. Cocoa is consumed as a in the utmost esteem thanks to the work of
drink, while tea from India has long since the Order.
become a tradition for the English nobility. Usually, only the nobility are allowed to
The most popular products are grains and participate in politics, representing solely
bread forms the basis of every meal, from the ruling class, including also members
the richest to the poorest. Wine and oil are of the high clergy, such as the bishops.
very common products, as is beer (or cider in Immediately below them, however,
some regions). Butter or lard are used both for intellectuals or wealthy citizens (merchants,
cooking and as condiments. artisans, notaries, bureaucrats, students and
writers) are often actively involved in politics
as well. Peasants have no say in who rules them,
being mostly poor, humble, and illiterate.

Information
Some newspapers are published regularly, but they are
usually just a few sheets and are not released daily. In the
most important public squares there are always posting
poles or boards, where the government shares decrees or

107
information of great importance with the citizens. In many directly from the state coffers. Even the most prestigious
cities the doors of prominent churches are used for posting religious offices (cardinals, bishops of the largest cities,
notices. Even “town criers” (people who shout the most and abbots of the richest monasteries) are still largely
important news out in the street) are still widely used. the prerogative of aristocratic families. Even if treaties,
deals, and contracts are written and signed, the word of a
The Order controls information to the best of its ability, “gentleman” can often be a sufficient guarantee in itself.
casting news of monsters and magic as simple superstition. The life of a noble is made up of large palaces, servants,
It is a difficult and painstaking job, which requires them sumptuous clothes, balls and masquerades. Lazing around
to downplay the threat so as not to frighten the common at any time of the day is normal, because physical work
people. However, the Order does not stifle the stories is considered common and degrading. Extravagance is
completely, so that rumors still travel from one mouth to everywhere, depending on the actual wealth of the family.
next, until they reach the ears of the Hunters. It is easy for wizards and witches to dupe a noble and thus
obtain wealth and privileges. In the lounges and courtyards,
however, gossip makes the rounds quickly, with a risk that
Night the Order hears of it.
Only cities have walls and, consequently, gates that are
closed at night and controlled by the patrols of the city
militia. In small villages, you fort up at night, locking doors
Order (The)
and windows while anxiously waiting for the daylight... For The Order represents the most powerful and extensive secret
commoners, the night is a time of rest, to recover strength society of Broken Europe. Every member of the Church,
in anticipation of a new day of work. For the nobles, from the humblest country priest to the richest bishop of
however, the night is dedicated to parties and lust. For the Rome, is aware of the war that the Church has always fought
Broken Tales, night is the best time to act, safe from most with the Broken Tales. Although the Order is an established
prying eyes. truth to all of them, far fewer know of the Hunters and their
incredible abilities. The Order acts directly under the Pope’s
authority, but in reality, it is the different groups of Hunters
Nobility that make the difference. Depending on their choices and
the results of their investigations, the Broken Tales are
One is noble by birth, by investiture thanks to merit earned
eliminated or absorbed into the Order, expanding the ranks
by a particular family, or by pretending to be one. Since the
of the Hunters themselves or the hoard contained in the
use of documentation is not widespread, with enough spine
fortress of Valea Viilor.
and a lot of charisma it is possible to simply talk your way
into the nobility.
The Order has no ultimate purpose, other than to counter
Being noble grants many benefits including an active role
the Broken Tales that constantly come into being over
in politics, and the possibility of aspiring to the highest
time because of the One Who Plots in the Shadows. This
military and judicial posts. Often, as in France, the most
mysterious figure seems to be deeply connected to the
important noble families are entitled to an income paid
Broken Tales, but little is known about him except for

108
vague rumors and the few clues collected by the Hunters,
despite years of research.
Personalities
The Eighteenth century is the century of the Enlightenment,
The Order is not protected from palace intrigues and power which gave birth to a plethora of important historical
games. Many bishops and others in the Church’s hierarchy personalities. Below is a brief, and obviously not exhaustive,
yearn for its control or, simply put, to get their hands on roundup of historical personalities whom the Hunters
the many magical treasures it protects. For this reason, the could come across.
management of the Order changes constantly, with the
Pope himself as the only true constant. Hunters therefore
enjoy great freedom of action and, each having their own Artists
personal goals, they can take advantage of the protection of
Gotthold Ephraim Lessing (1729 - 1781) was the great
the Order to progress in their own quests.
father of the German literary Enlightenment. Johann
y Christoph Friedrick von Schiller (1759 - 1805), scholar,
The Order is a reality that many are aware of, but nobod
poet, philosopher. Donatien-Alphonse-François de Sade
really wants to talk about. It represents the dark side of
l (1740 - 1814), French writer, philosopher, poet, playwright,
the Church, which must be trusted to settle what norma
essayist, aristocrat and revolutionary politician, known
people cannot deal with. y
for his numerous libertine and gothic-themed literar
works, centered on a mixture of violen ce and sexual ity.

Ordinary people’s belongings Carlo Goldoni (1707 - 1793), the great father of modern
comedy. Giuseppe Parini (1729 - 1799), one of the leading
A pocket knife is always useful for many tasks, as is a pipe exponents of the Italian Enlightenment and Neoclassicism.
if you can afford to buy tobacco from time to time. A small Johann Wolfgang von Goethe (1749 - 1832), a man of all-
necklace with a cross made of humble materials such as around culture (philosopher, politician, writer, poet, art
,
wood and iron is commonly kept for moments of prayer critic, music critic, etc.), the original inventor of the concept
especially among women. Clothes and accessories are of Weltliteratur (world literature), due to his admiration
simple and suitable for work, such as aprons so as not to get and great knowledge of the national literatures of distant or
too dirty and handkerchiefs to clean your hands. In most foreign countries (English, French, Italian, Greek, Persian
houses, there are candlesticks for light, which are made of and Arabic). Christoph Willibald Gluck (1714 - 1787),
iron or wood, though the rich can afford silver. Families composer and opera player, one of the major initiators
also need tools for everyday life, such as looms for weaving of the Classicism movement. Franz Joseph Haydn
and kitchen utensils. (1732 - 1809), one of the greatest exponents of Viennese
Classicism, is still considered the “father” of the symphony
a
and the string quartet. Antonio Salieri (1750 - 1825),
great composer, who tutored many music ians who later
became famous including Beethoven, Schubert, and Liszt.
Wolfgang Amadeus Mozart (1756 - 1791), a true genius of

109
classical music. Francisco Goya (1746 - 1828), the greatest Great (1712 - 1786), enlightened ruler par excellence, was a
Spanish painter of the 1700s. Sir Joshua Reynolds (1723 philosopher (he was a friend of Voltaire, with whom it was
- 1792), founder of the Royal Academy of Arts. Antonio rumored he actually had a relationship), composer, jurist
Canova (1757 - 1822), the greatest European sculptor and and great political innovator. Maria Theresa of Austria
the greatest exponent of Neoclassicism. (1717 - 1780), the female Austrian equivalent of Frederick
II, and Edmund Burke (1729 - 1797), English politician
Scholars and scientists and statesman.

Henry Cavendish (1731 - 1810), scientist. Jean Baptiste


Le Rond D’Alembert (1717 - 1783), mathematician Religion
and physicist (writer of the Encyclopédie with Diderot). Broken Europe hosts various religions. Catholicism is
Leonard Euler (1707 - 1783), mathematician and present in Spain, France, Italy, Austria, Poland, Ireland
astronomer. Daniel Bernoulli (1700 - 1782), physicist. and in some Germanic areas. Protestantism is widespread
Alessandro Volta (1745 - 1827), physicist. Luigi Galvani in the Netherlands, in many areas of the Holy Roman
(1737 - 1798), physicist and anatomist. The Montgolfier Empire (Prussia, Palatinate, Saxony), Denmark, Sweden
brothers (1740 - 1810/1745 - 1799), inventors of the air and Norway. Anglicanism is in England, Calvinism in
balloon. Antoine-Laurent de Lavoisier (1743 - 1794), Switzerland, Orthodox Christianity in the whole Balkan
chemist. Georges-Louis Leclerc de Buffon (1707 - 1788), area and especially in Russia. Islamism can be found in
naturalist. Denis Diderot (1713 - 1784), author of the many parts of the Balkans, in Asia Minor, in the Middle
Encyclopédie together with D’Alembert. Adam Smith East, and throughout Mediterranean Africa. Many
(1723 - 1790), economist. Carl Linnaeus, also known as religious minorities, such as Judaism, are widespread, but
Linnaeus (1707 - 1778), physician, botanist and, above have always kept a low profile out of fear of retaliation
all else, naturalist. Carl Scheele (1742 - 1786), chemist, from the powers-that-be due to the great solidarity of their
discoverer of oxygen. Jan Ingenhousz (1730 - 1799), communities.
botanist and chemist. Frederick William Herschel (1738
- 1822), astronomer, physicist, and composer. James Watt Churchmen play a very important role in society, both the
(1736 - 1819), physicist, engineer and inventor of the steam high clergy (representing a branch of the aristocracy) and
engine. those who take care of the many villages.

Politicians Although the Enlightenment has begun to undermine the


dominance of religious beliefs, few dare to call themselves
Cesare Beccaria (1738 - 1794), jurist, author of the essay atheists. Almost everyone else, in any European or
“On Crimes and Punishments.” Leopold II of Habsburg- Mediterranean area, are fervent supporters of their faith.
Lorraine (1747 - 1792), Grand Duke of Tuscany, a true It is customary to regularly attend religious services and
enlightened ruler: the first monarch in the world to abolish receive the sacraments, and this applies to the nobles, the
the death penalty. Frederick II of Prussia, known as the rich, the poor, and the peasants, without distinction.

110
Rich people’s belongings Superstition
The best way to show off wealth is to wear it, including The Enlightenment is undermining many popular beliefs
elegant clothes, made by professional tailors, but also shoes and superstitions, but only among the upper social classes,
and boots. Even weapons can be a subject to fashion, such meaning those who can afford adequate education and are
as dueling pistols or very elaborate and engraved shotguns. genuinely literate. Among the common people, however,
Of course, jewels like rings (also used by men) and popular belief in legends and the existence of supernatural
necklaces (especially for women) can range from tasteful forces are well rooted, and often “Christianized” as being in
to opulent. Ladies desire expensive perfumes and highly service to the Devil.
coveted dressing tables. In wealthy homes works of art, fine
furniture, tapestries, and fine silverware are common. Every region, if not every single village, has its own folk
remedies. There are literally hundreds of different ways to
interpret a situation through superstition. The great witch
Sickness hunts have been over for years now, but in the countryside,
it is still easy to believe in dark forces and question any
Seasonal ailments such as flu and cold are omnipresent, person who deviates even slightly from what is considered
to the point of being deadly for those who cannot afford “normal”. Regarding the Church, the Order secretly deals
treatment. with every supernatural phenomenon, leaving the village
Smallpox epidemics break out continuously and syphilis, priests with the task of maintaining a fear of the unknown.
tuberculosis, and cholera are more or less widespread.
For the common people, it is natural to wait for the
Among the nobility, due to a diet featuring a great deal of intervention of the Church to resolve a mystery. For the
meat, gout is widespread, while scurvy is rampant among nobles and rulers of the cities, the Order is an established
sailors. Although not really a disease, septicaemia and truth not to be named in public, but on which one must
gangrene are a constant presence among the wounded on blindly rely in case of need against the forces of darkness.
the battlefield, often with lethal consequences. Tetanus is
also a common infection.
Traveling
In most cases, the ill are treated with home remedies and
according to popular wisdom. Only the affluent can afford Traveling is not easy. For farmers, survival is anchored to
the expensive care of a doctor. If a sick person can continue the land they cultivate. It is difficult to move around except
to work, they will be grateful to avoid ending up in a for a few rare exceptions, such as fairs and markets. Those
hospital or, worse, abandoned on the street... who travel often are nobles, scholars, merchants, and of
course ambassadors and political officials.

The horse is the most popular way to travel. The nobility


have their own horses, but scholars, notaries, or those who

111
live in the city must necessaril
y pay for a ride in a horse-dra
carriage or coach. Traveling wn
by ship is a good way to mo
the coasts, though there are no ve along
passenger ships, but only merch
ships which offer passage for ant
a few coins.

The borders between the var


ious states of Broken Europe
well defined and border con are not
trols are focused almost exc
on the main roads. It is also lusi vely
true that safe roads are few and
busy, and moving a heavy car very
t through inaccessible streets
the easiest of operations. is not

For Hunters, traveling is wh


at connects one investigation
next and accounts for a good to the
portion of the time they spend
mission each week. The Ord on a
er enjoys respect and esteem
everywhere, and it is commo alm ost
n practice to accommodate Hu
within the limits of one’s ability nte rs
. Even the humblest of peasan
open their home to them. ts will

Work
The industrial revolution is ups
etting Broken Europe. Talking
industries means talking abo about
ut extreme manpower requir
where the power of rivers and em ents,
coal play an important role. Exc
the nobles, who do not work ept for
(because it is considered hum
to perform hard work), all oth iliating
er social classes start working
childhood. Especially in the during
countryside, children regula
their parents with every task rly help
. Even in the cities, artisan
merchants are helped by their s and
children at least in the simple
even if only to pass on the fam st jobs,
ily profession.

Work is often a means of red


emption for Broken Tales tha
for a normal life. Although, t yearn
as you can imagine, a lifetim
restraint can be ruined by a sin e of
gle moment in which they ma
their special abilities. nife st

112
Spoiler
! Warning !
Go no further if you don’t want to lose your way...

This part of the book presents the complete rules for playing a Broken Tales Campaign, all the
Scenarios and the truth behind the tale of the Child Savior.

If you want to experience Broken Tales as a player, stop here. After all... would you peek at the
last page of a novel you are reading?

113
The Fairytale Of
The Child Savior
Reprise
up too fast and forgot
Once upon a time... the world of fairytales was on the verge of ending, forsaken by children who grew
by failing stories, darkness and oblivion blossomed . All the inhabitant s of fairytales
the value of old stories. Within the void left
it would take is one last reader. One single young heart willing to believe in us still,”
wept with fear at the long-dreaded end. “All
sighed the weary Fairytale King.

Once upon a time... A writer labored in obscurity, desperately trying to create new
fairytales that could find a place in the hearts of children. But every time his stories were
rejected. Too dark. Too dangerous. Drawn from old tales no one remembered anymore.
“People don’t want to hear about fairytales,” people teased him.

114
found shelter in those old stories.
But there was a Child who still believed in fairytales. Alone and abandoned by everyone, the Child
and too cruel. Lost among myths and tales, he forgot the pain of a family
Within was protection from the world outside, too real
all fairytales full of heroes and villains to defeat, ” said the Child. “Why doesn’t
unable to give him the childhood he deserved. “I love
anyone write new fairytales? If only I knew how, I would do it,” the little dreamer kept repeating.

The Writer drove himself harder and harder, giving birth to even darker and more painful
stories, resigned to the fact that nobody would appreciate them. Perhaps the fairytales were to
blame, stubborn things unwilling to change? After having devoted his entire life to writing, the
fairytales were refusing to help him, stubbornly unchanging for hundreds of years.
Weren’t the fairytales the first to bask in undeserved immortality?

the little
King noticed
The Fairytale reader was
even a single
dreamer, for if
in fairytales, th
e whole In the darkest
ready to believe . Thus the moment of his life,
ntinue to do so the Writer no on
world would co his dreams, e believed in was
e Savior. From lost in the memor
Child became th reward, the
new life. As a ies of a forgotten
fairytales drew ld Savior a childhood, when th
granted the Chi e magic of fairytales
Fairytale King embered. I
you we are rem ignited the passio
wish. “Thanks to the proper n in his heart.
d in your heart
trust you will fin Then he remem
reward to ask fo
r.” bered everything:
he remembered a
distant wish, he
remembered what
he saved, and saw
how ungrateful the
fairytales were.

115
However, hidden in
For a long time, the Child searched his heart for the most beautiful wish he could think of.

his heart’s innermost corner, he found his own shadow. The One Who mind a malicious intention.
Plots in the Shadows emerged from the future, driven by rejection, whispering in the Child Savior’s
The Child Savior truly believed that it was a good idea.
has been relegated to the
Innocent, he said, “I would give new life to the rogues, a chance at redemption for every character who
role of villain for centuries.”
But every light needs its shadow.

Hunched over in his studio, into the darkness of his soul, The
Writer no one believed in died, to rise again as
The One Who Plots in the Shadows.

e villains
So it was that th
e heroes
became good, th And all fairytales
became evil.
shattered.
116
Scenarios

117
R e d - h o o d
I s k r a a r i o ins p i r e d by Once upon a time…
A Sc e n g H o od The prosperous village of Du
rfort in
d R id i n Gévaudan, France is being terror
e R e ized by
Littl e r r a ult)
ferocious beasts. Gerard Dubois,
the local
s P lord of the manor, is recently marrie
(Charle
d to the
beautiful Elizaveta of Volhynia
but finds
ds: he cannot enjoy his honeymoon
a f e t y Keywor Revenge desperate subjects are constantly
when his
S e glect / pestering
Child n him for help. Finding that the
cause of
their fears are beyond his meager
ability to
manage, Gerard has written a lett
er to the
Papacy, quietly begging for help. The
letter,
written in Lord Gerard’s trembling
hand,
reads, “The beasts that menace the Gé
vaudan
are unnatural, fashioned by someth
ing other
than God.”

A group of the Order’s Hunters is sen


t to the
village of Durfort to find out what
is really
going on...

118
The story that led The story at the arrival of the
us here… Hunters…
Iskra didn’t die in the forest of Białowieża. Instead, she
faced every trial with fierce tenacity and eventually

E
prevailed, defeating Greskar. A huge, ferocious werewolf,
Greskar infected Iskra with the wolf ’s curse. Becoming a
member of the pack and the favorite of the alpha Greskar,
lizaveta of Volhynia has always been an attractive Iskra set off for the Gévaudan, following the scent of her
woman, accustomed to the rich salons of the gentry, and mother, determined to get her revenge. Thanks to the fury
the pomp of nobles and courtiers. Becoming pregnant with of the wolf pack, Iskra has thrown the village of Durfort
Iskra, her eldest daughter, was a curse for her. into disarray. Now, she waits in the shadows for the right
Abandoned by her wealthy lover, Elizaveta was opportunity to enter the palace and devour her unworthy
impoverished for years, with few skills, little work, and only mother.
the help of her old mother Anastazia. A chance encounter Elizaveta has realized what is happening, for Iskra left
with Gerard, who is ignorant of her past, rekindled a pendant she had once made for her on the windowsill,
Elizaveta’s ambition for a life of comfort and decadence as a memento of a rare moment of happiness. Elizaveta, a
the future wife of a nobleman. Elizaveta, determined not to cunning manipulator, got rid of the token and did not panic
miss such an opportunity, sent her daughter Iskra alone to or lose her temper. After convincing Gerard to turn to the
visit her grandmother. Elizaveta knew that she was exposing Order, she will seek to move the pieces on the chessboard,
her to the dangers of the dense forest of Białowieża, a place using them to rid herself of her unwanted offspring once
full of beasts and bandits, and deadly to the unwary. Ten- and for all...
year-old Iskra trusted her mother and disappeared forever
into the darkness of the forest. Anastazia had always treated
Iskra with love and kindness and, overwhelmed by the
grief of her granddaughter’s sad end, died soon after. Free
and unattached, Elizaveta fled to Gévaudan with her new
husband, unaware of her daughter’s real fate. In fact, Iskra
Play the official Red-Hood Iskra
did not die, but joined Greskar’s wolf pack, becoming a wolf
soundtrack during your game
herself... session!

119
1
First Scene
Read aloud to the Hunters: Our story opens as you are
being interviewed by a nervous Gerard Dubois, who, anxious
to get rid of the monsters infesting his lands, has organized a
dinner for his long-anticipated guests. A room has been booked
for you at the town’s finest inn, but even though it’s been a long
day’s journey, the urgency of the matter at hand demands that
no time be wasted. Next to the fireplace, a beautiful woman
is pouring wine from a goblet and smiling at you. She is Lady
Elizaveta, Gerard’s wife.
Information: The following information/clues can be
obtained from the interview with Gerard.
◆ The monsters that scourge the Gévaudan are ferocious
beasts, as can be seen from the state of the victims’ bodies.
◆ The first two victims were Guy and Ivette, two young
lovers who used to meet secretly in the old cemetery
just outside the city. It is there that what remains of their
bodies are buried.
◆ It is strictly forbidden to leave the city after sunset. The fall
of night now brings with it the mournful song of howling
wolves.

Place: The ceremonial hall of the Dubois family’s grand


palace. A richly furnished room with an enormous painting of
The Dubois Palace
Patrick Dubois, Gerard’s late father. Stern and sullen-looking,
Patrick seems to judge his son’s incompetence from beyond
Descriptor: A great palace with more than a hundred rooms,
rich and opulent.
the grave with ill-concealed contempt.

When the Hunters visit the palace, roll 1 die to determine a


Time: The sun set more than two hours ago and after a long special feature.
journey, it is now dinnertime.
1-2: The palace cellars are filled with excellent wine and fine
game meat.
Initial situation: Gerard is anxious for the Hunters to get to
work. Elizaveta studies the situation in silence, trying to figure 3-4: A secret passageway connects the large dining room to
out how she can turn the Hunters’ arrival to her advantage, the inner courtyard.
using them as tools for her own purposes. Choose one of the 5-6: Every room in the palace is filled with flattering paintings
villagers to be her dinner guest, or create one of your own. of Patrick Dubois, Gerard’s father.
Vincent, her trusted head of the guards, will also be present,
of course.

120
Gerard Dubois the Incapable Noble of his men, every action against him receives 1 Pena
lty
and Vincent can inflict 1 additional Wound.
OL Easy 3 – Minor NPC (1 Wound)
Descriptor: I am the noble baron of Durfort and my
word is law. I live in the shadow of my late father’s glory.
The Guards of Gerard Dubois
Agenda: Put an end to the menacing werewolves and OL Medium 5 – Minor NPC (1 Wound)
cover up any possible mischief.
Descriptor: We are duty-bound - as long as we get
paid.
Elizaveta – The cruel bride Agenda: Vincent is the boss. We’ll follow his lead.
OL Medium 5 – Main NPC (3 Wounds)
Descriptor: I am skillful and charming. I’ll do whatever
is needed to get what I want.

Agenda: To maintain the comforts and luxuries I have


earned. That means ridding myself of my annoying daughter
Iskra.

Vincent Arn – Former Huntsman and Chief of


the Guards
OL Medium 5 – Main NPC (3 Wounds)
Descriptor: I am a skilled hunter. I have no qualms
about doing whatever is needed. I want to enjoy a good life
without working so hard.

Agenda: I understand how the world works and who


really runs the Dubois household. Pleasing Elizaveta is the
best way to maintain my status.

Gift - Veteran: Vincent is skilled in taking advantage


of any situation. When he has the support of at least two

121
Durfort Village
Descriptor: A rich and prosperous place thanks largely to the
previous baron, Patrick Dubois. 4 Marcel the Time-Waster
When the Hunters roam Durfort, roll 1 die in each Scene to see OL Easy 3 – Minor NPC (1 Wound)
who they will meet:
Descriptor: I frequently wander the town and may be found
anywhere. Once, I saw a young girl at the Oak Glade, but no
1 Anne the Little Chatterer one believed my story because I am too young.

OL Medium 5 – Minor NPC (1 Wound)


5 Corinne the Housekeeper
Descriptor: Lady Elizaveta has instructed me to keep her
informed about what is being said in town. I do my job as a spy OL Easy 3 – Minor NPC (1 Wound)
because I don’t want her to stop giving me gifts.
Descriptor: I know all rumors in the village, partly because
I start most of them myself. I’m easily offended and I love
2 Nicholas the Huntsman receiving gifts.

OL Medium 5 – Minor NPC (1 Wound)


6 Didier the Grumpy Old Man
Descriptor: I know the ferocity of wolves and I can’t wait to
show off in front of Baron Gerard. OL Medium 5 – Minor NPC (1 Wound)
Descriptor: I hate all foreigners and I miss the old baron. He
3 Genevieve the Chemist knew how to stand up for himself. Not like that lax Gerard who
even married a foreigner!
OL Easy 3 – Minor NPC (1 Wound)
Descriptor: I escaped from a past full of witchcraft and deceit.
I know how to summon spirits and talk with them.

122
The Great Gévaudan Forest
Descriptor: A huge expanse of trees and natural ravines. Home to animals and fairy creatures.

The Oa:ks Glade A small green area just


over an hour from The Old Cemetery
Descriptor middle
ce of arcane power in the
Durfort. The glade is a pla
est.
of the great Gévaudan for Des criptor: A small cemetery with rusty gates and stone
tombs. A
that has to do with magic small, abandoned church lends a gloomy aura
Gift - Fairyland: Any action small glade. This place to the place.
hin the
receives 1 extra Success wit stay
things. For every hour you When Hunters wander through the cemetery
absorbs energy from living und. , roll a die:
ma or receive 1 fatigue Wo 1-2:
there you must spend 1 So A small hidden path leads to an aban
doned well, where
Elizaveta has thrown an old earthenware
see who pendant that Iskra once
at the glade, roll a die to made for her as a gift.
When the Hunters arrive
they will meet: d 3-4: Armand, an old, rich wine and spice merchant
re are traces of wolves an , arrives in a
1-3: The glade is empty, but the er ten minutes, 8 Black hurry at the cemetery. The wolves are follo
wing him. Roll a die:
prey. Aft
the bones of devoured
Wolves arrive and ambu
sh the Hunters. 1-3: 8 Black wolves.
ar + 8 Black Wolves. 4-5: 8 Black wolves + Greskar.
4-5: A pack is at the glade: Gresk
it is daytime or with the 6: 8 Black wolves + Iskra.
6: Iskra is at the glade, alone ifeskar) if it is nighttime.
ut Gr
pack (4-5 result, but witho 5-6: A group of bandits is traveling through Gévaudan
, carrying
As a modifier : if it is night, add 2 to the roll. illegal game. Jozef, their leader, is a form
er lover of Elizaveta and
knows the woman’s past. The bandits wan
t to stop in town to rest,
but without attracting attention from the
authorities.

123
Anastazia the
The Wolves’ Lair Sorrowful Spirit
e full of tunnels and
Descriptor: A large, natural cavhours from Durfort.
three
small chambers, less than at OL Hard 7 – Main NPC (3 Wounds)
full of resting wolves, but
During the day the den is
pty.
night it is almost always em
o the lair without Descriptor: I am a restless spirit, bound to the memory of
Gift - Defense Lair: Moving int beasts to quickly my granddaughter. My condition as a spirit does not allow
cause the
masking your scent will s me to communicate with the living except through dreams,
start of each Scene spent in thi
become alert. At the rol l. If you whispers, and visions.
dium OL Defense
place, you must pass a Me
e) black wolves arrive. Agenda: Preventing further harm to Iskra and find a way to
fail, 1d6 (2d6 if it is daytim
save my granddaughter’s soul.
lair, roll a die at each Scene
As the Hunters explore the Gift - Spirit: Anastazia is a spirit and can only be damaged
ter, or present the rooms in
to see what they will encoun by magic. She may appear in a dream to a target, who may
ascending order: resist with a Defense Check or accept contact voluntarily.
ar that this space is
1-2: Iskra’s personal den. It is cles on the walls depict The target suffers 1 Wound from stress but will receive from
awing
occupied by a little girl. Dr Anastazia a vision of a present or past event with a barely
ding hands. They are drawn
a mother and daughter hol whispered phrase.
in blood.
ly injured to move.
Gift - Loving Grandmother: Anastazia always follows
3-4: A prisoner that is too bad thus far, he may be Iskra and protects her from danger. Thanks to her strong
pened
Depending on what has hap will, she can interact with the material world by moving
rfo rt (see the Village table)
one of the inhabitants of Du objects and manipulating the environment, even inflicting
the Old Cemetery that hasn’t
or one of the encounters at a Wound on a target. If a subject is likely to help save her
already been triggered. granddaughter, Anastazia will simply fill their mind with
man corpses. memories of her.
5: A large cave full of bones and hu
ding from the Den to
6: A long underground tunnel lea .
in square
the old well in Dufort’s ma

124
Red-Hood Iskra
Greskar the OL Medium 5 – Main NPC (4 Wounds)

Big Black
Descriptor: I possess the strength and agility of a wolf. I
hide my face with a rudimentary wooden mask that I made
with my own hands. I wear a threadbare red cape, the

Wolf last gift from my mother.

Agenda: To unleash her animalistic fury


OL Medium 5 – Main NPC on Elizaveta and anyone who defends
(4 Wounds) her. Taking revenge on my mother has
become an obsession for me.
Descriptor: I am a huge, mighty
werewolf. I have to constantly prove my Gift - Wolf’s Blood: Iskra is
strength to stay the alpha of the pack. moved by an animalistic fury
that allows her to act twice in
Agenda: Protect Iskra and devour as
the course of an Exchange.
many humans as possible.
Gift - The Senses of a
Gift - Big Wolf: Greskar is an enormous
black wolf, as big as a horse. When he
Wolf: Iskra’s sense of smell
has become infallible. The
grabs someone with his jaws, in addition
little girl will always be able to
to inflicting a Wound, he can drag or
identify someone if she knows
hurl them away as if they were a rag doll.
their scent, ignoring all kinds
Once per Scene, Geskar’s bite can inflict
of disguises and even magic.
1 additional Wound.

Gift - The Wolf’s Smell: Greskar’s


sense of smell is infall ible. The big wolf
will always be able to identify some one if
he knows their scent, ignoring all kinds
of disguises and even magic.

125
Black Wolves of Story Events

Greskar’s Pack
In this Scenario, there are six main Events. As Storyteller, feel
free to create new ones in response to the actions of the Hunters.

OL Easy 3 – Minor NPC (1 Wound) If the raids of the wolves are not stopped in one day:
many of Gerard’s soldiers will be eliminated, victims of a much
Descriptor: We are fierce black wolves, we hate
more intense attack than those that have occurred so far, taking
humans and obey only our pack leader.
place at the gates of the palace. After the furious assault, the
Agenda: Follow without hesitation every order city’s defenses will be reduced to a minimum and it will be very
from the pack’s alpha. easy for Iskra to break into the Dubois palace under the cover of
darkness.
Gift - The Power of the Pack: Any action
more Wolves If a Hunter finds Iskra’s pendant in the well: Anastazia
taken while being engaged by two or
receives 1 Penalty. will contact them, showing them a vision of Iskra as a child
drinking at the Oaks Glade. The spirit of Iskra’s grandmother,
while unable to communicate directly, will try to make the
Hunters understand that Iskra is not a monster.

If Elizaveta goes out of town for any reason: Iskra will


immediately smell her scent and rush to eliminate her regardless
of any risk. Confronted with her mother, the little girl will lose all
restraint and refuse to listen to reason.

If Iskra is captured: the wolf pack led by a furious Greskar


will launch a tremendous attack on Durfort. Elizaveta will try to
eliminate her daughter with a powerful poison.

If Iskra is killed: Anastazia’s spirit will turn on her murderer,


sending visions of Elizaveta trying to wash the blood of a dead
child from her hands.

If someone accuses Elizaveta: Gerard will deny everything


out of fear and shame, invoking concrete and irrefutable
evidence. Elizaveta, for her part, will play the role of the victim,
always trying to highlight the danger posed by the wolves.

126
and you dream of devouring her. Once per Scene, you can
Scenario Gifts spend 1 Soma to know exactly where she is. If you anticipate
These Gifts represent special abilities related to the her and arrive somewhere before her, you get 1 Additional
Red-Hood Iskra Scenario and can be acquired once the Success on every Check you make to hurt or devour that
conditions are met. A Hunter can only acquire one Scenario little morsel. You can’t wait to swallow that tidbit and it
Gift. If they buy a new one during an Interlude, they will makes you let your guard down. As long as she is present
have to forgo the previous one. in the Scene, you receive 1 Penalty in all Defense Checks.

Voice of the Spirits The Scenario Red-Hood


Requirement: You have come into contact with the Gift
Spirit.
By calming your mind and concentrating, you can open
Iskra in Scenes
your mind to the spiritual world and communicate with

1
restless souls. Spend 1 Soma to contact a creature with the FIRST SCENE – Dinner with
Spirit Gift you’ve previously encountered. You do not suffer
the Wound caused by the stress of spiritual connection. Gerard Dubois
It’s the same one you find on page 120.
Wolf-killer
End of Scene: Gerard asks the Hunters to look for traces
Requirement: Having faced the wolves in a fight at least of the Wolves by sending them to the Old Cemetery,
once. where the first massacre took place. Continue to SECOND

2
You know how to deal with the fiercest of wolves and are SCENE - The old cemetery.
careful not to be surrounded. When you obtain at least a
Standard Outcome on a Position or Defense Check against
a pack of beasts, you can immediately eliminate 1 Minor
SECOND SCENE – The old
animal NPC with 1 Wound. cemetery
Read aloud to the Hunters: The old cemetery of Durfort
Where are you going all alone, lies just over ten minutes’ walk from the town. With the
sweetie? (Special Gift for Garou the constant threat of wolves, it is now totally abandoned. Beyond
the old rusty gate, you can see many weathered gravestones,
Old Wolf) a small church, and an old well whose wooden planks have
recently been dismantled.
Requirement: To meet Iskra alone in the forest.
Place: The old cemetery of Durfort in the middle of the
You are attracted to the little girl who pretends to be a wolf large Gévaudan forest. It is reached by a narrow, dirt path

127
that winds its way through the woods from the main road. inhabitants (see Durfort Village table) will approach the
Hunters to interact. At the palace, Vincent will greet the
Time: It is early morning, the sun is high on a clear winter characters by asking them how it went at the cemetery,
sky.
gathering information for a report to Elizaveta. Gerard,
Information: In the cemetery, there are many wolf once he hears the Hunters’ report, will hesitantly ask about
tracks. In the middle of them are the prints of two small their next move. Elizaveta will try to learn what the Hunters
bare feet, almost certainly a little girl. At the bottom of have discovered, showing excessive interest if the pendant
the old well can be found the pendant that Elizaveta tried is shown.
to make disappear. The wolves’ tracks lead deep into the
forest, to their den. Anastazia will contact the Hunter who End of Scene: Hunters can either look for the wolves’
recovered the pendant, sending them a vision of Elizaveta lair (THIRD SCENE OPTION B - On the Wolves’ Trail)
trying in vain to wash her bloodstained hands. or ambush Iskra while remaining in the city (FOURTH

3b
SCENE - Surprise Attack).
End of Scene: Hunters can decide whether to return
to the town to report (THIRD SCENE OPTION A - THIRD SCENE OPTION B –
Reporting) or follow the trail to the wolves’ den (THIRD
On the Wolves’ Trail

3a
SCENE OPTION B - On the Wolves’ Trail).

THIRD SCENE OPTION A – Read aloud to the Hunters: Following the tracks
in the forest is not easy and several times you risk getting
Reporting lost. Eventually, the tracks lead to a large natural cave that
disappears into the darkness underground.
Read aloud to the Hunters: Now that you see Durfort in Place: The lair of the Black Wolves. Traces of the pack are
broad daylight you realize how large the village is and how it
clearly visible outside.
is slowly expanding, so much so that it could almost be called
a city. Trade flourished in Dufort under the old baron’s rule, Time: Crossing the forest takes more than half a day.
but now all that is threatened by the savage beasts lurking in
the nearby forest.
Information: Depending on whether it is day or night,
consult The Wolves’ Lair to see who the Hunters will meet.
Place: Along the streets of the village, men and women go In the lair, it will be possible to discover traces of Iskra and
about their daily business. Their somber glances betray the information about her. If freed, the village prisoner will tell
fear that runs through the population. the Hunters, in great detail, of a little girl, masked and in
a threadbare red cloak, that is the leader of the wolf pack.
Time: It is late morning, just over an hour until noon, and
the whole village will stop to have a frugal lunch.
End of Scene: While the Hunters are in the lair, Iskra,
Information: Along the streets of the village, two of the Greskar, and the remaining wolves of the pack launch an

128
5
attack on Durfort, decimating Vincent’s men. The Hunters
may arrive in the middle of the battle or when the fight
FIFTH SCENE – Which Side
is almost over. Continue to FOURTH SCENE - Surprise
Attack.
Are You On?

4
Read aloud to the Hunters: The Dubois palace is a
FOURTH SCENE – Surprise veritable slaughterhouse. It seems that
a whole pack of wolves
Attack has run rampant, destroying as they
Elizaveta’s cry, you rush into the grea
went. When you hear
t hall where you had
dinner when you first arrived. In fron
Read aloud to the Hunters: The cries of the townspeople t of you, a terrified
Elizaveta is confronting a little girl
mingle with the howls of the wolves, while large feral figures covered in mud and
blood. The little girl bares her teeth like
dart through the alleyways in the moonlight. Using a secret a wolf, but she has the
crystal blue eyes of her mother.
passageway, the pack launched a furious attack on the
Dubois mansion. Place: The ceremonial hall of the Dubois fam
ily’s grand
palace.
Place: The village of Durfort, doors barred and terrified
villagers fleeing through the streets. Time: Time for a showdown.
Time: It is night, but a full moon high in the sky illuminates
the village with a gloomy white light. End of Scene: Elizaveta will ask the Hunters
for help.
Iskra, on the other hand, after a mom
Information: There’s no mercy in the wolves’ fury and newcomers, is ready to die in order
ent of surprise at the
many villagers will be devoured alive if the Hunters don’t to have her revenge. If
he is still alive, Greskar’s howling will
save them. At the head of his men, Vincent tries to repel will arrive any moment. If someone has
hint that the big wolf
Greskar and his wolves, but he will not fight to the death. with her, Anastazia will intervene with
made a connection
Iskra, meanwhile, has snuck into the palace in search of her Hunters realize who in the room is trul
a vision to help the
mother. y the monster.

End of Scene: However the battle goes, the Hunters arrive


at the palace to find a terrified Gerard fleeing the scene.
The nobleman tells them that a small, furious creature
has broken into the palace and is now hunting down his
beloved bride. It’s time for a showdown. Go to FIFTH
SCENE - Which Side Are You On?

129
Once upon a
time…
The Hunters arrive in Sinalunga, a small
town in the Grand Duchy of Tuscany where
a gruesome discovery has been made. Not
far from the town, the mutilated corpses of
ten people were found in an old well, solving
almost all of the many disappearances in
recent months that have made the area
the epicenter of macabre rumors and tales.

Of Flesh
The Papacy, determined to clarify what
happened, fears that there is an ancient
esoteric practice behind the killings, one

o d
that involves the sacrifice of innocent

W o
souls. Once before Sinalunga had been

a n d
the setting of a terrible story: the noble
Azzurra De Baciocchi was accused of
witchcraft for sacrificing young women
in search of eternal youth, and burned at

A Scenario inspired by
the stake in 1513. The task of the Hunters
will therefore be to understand what lies

Pinocchio (Carlo Collodi)


behind the many disappearances now
afflicting Sinalunga.

Safety Keywords: n / Body Horror


Blood sacrifices / Mutilatio

130
After the discovery of the well, Antonio and Geppetto fled

The story that led the old carpenter’s workshop they used as a laboratory and
took refuge in Villa Cilesterino, an old abandoned manor

us here… house not far from Sinalunga. Here the two alchemists met
the spirit of Azzurra, the ancient owner of the villa, who

T
wanders in this world longing for past glories. The gullible
pair did not hesitate to tell her the whole story. Azzurra
deceived them in turn, animating the mannequins with her
wo old alchemists, Antonio and Geppetto, have powers and convincing Geppetto and Antonio that their
worked on a magic oak tree, hoping to obtain the fantastic research was heading in the right direction. Azzura’s spirit
ingredients required to uncover the secret of eternal life. now needs to find Carlo and take advantage of the fairy
They were led to the supernatural discovery by an ancient magic that animates him, using it to bring herself back to
text in their possession, which revealed the alchemical life.
formula for unending life, the key component being a body
made of enchanted wood.
The mystical material would bestow immortality, but to live
among men without frightening them it must be covered in The story at the arrival of the
flesh. In the course of their experiments, the two alchemists
were astonished to discover that the magical oak had a life Hunters…
of its own. Animated by the power of fairy magic, whose Carlo escaped from the old carpenter’s shop and is now in
only purpose is to bedevil humans, this piece of wood Sinalunga. Every morning, thanks to the power of his lies,
could bring lies to life. he disguises himself as a real child. Carlo has even begun
attending school, where he met Lucino, a loyal and studious
To prove it, the enchanted oak turned into a living, wooden child who took a liking to the living puppet. At Villa
puppet named Carlo, who by his nature could not help but Cilesterino, Antonio continues his experiments, animating
deceive Geppetto and Antonio about the veracity of their more and more mannequins that he wraps in human flesh
theories. Carlo, unable to speak even a single word of truth to make them look like ordinary people. Azzurra’s magic
to the two alchemists, convinced them that the rite they completes the “miracle” by combining flesh and wood,
searched for required harnessing a person’s soul inside a thereby creating servants to do her will. Geppetto, tricked
wooden body. Antonio and Geppetto then began to kidnap by Azzurra, has instead returned to Sinalunga, where for
the poor and desperate around Sinalunga, torturing and days he has been desperately trying to track down Carlo
flaying them alive according to Carlo’s instructions. After a and take him back to his mistress.
few weeks, horrified by the situation he unwillingly created,
Carlo escaped to the city.

131
1
First Scene
Read aloud to the Hunters: You have recently arrived
in Sinalunga. The small town is bustling with activity and
no one seems to have noticed your presence. However, in
the eyes of the city’s inhabitants you clearly see a darkness,
reflecting the horror that has recently been discovered...
◆ The bodies found had their skin flayed off. It seems that
the killer wanted only the skin and muscles of their
victims, but not the organs and entrails.

Speaking with Vincenzo, the Hunters will discover that the


two farmers he was questioning are Lapo and Cino, the
ones who found the well. The two were reluctant to talk
because at the time of their discovery they were hiding at
the well to eat some bread they had stolen from the bakery.
The two know very little and Vincenzo will make it clear
You notice a man in military uniform, intent on talking to that they are not the sharpest knives in the drawer.
a couple of peasants who are dragging a large pig with an
injured leg. The two townspeople look puzzled at the officer,
and from their disinterested expressions, you understand that Vincenzo Carabiniere
they can’t wait to get back on the road and leave the insistent
OL Medium 5 - Main NPC (3 Wounds)
investigator behind. The Order is in close contact with the
Grand Duchy of Tuscany, so the officer should be aware that Descriptor: I am a loyal soldier and I always try to do my
a group of Hunters is arriving in town. Could he be an ally in best to help others. Given my integrity, my superiors keep me
your investigation? away from battlefields.

Place: The road that crosses the whole town of Sinalunga. Agenda: Find out what lies behind the disappearances in
Sinalunga.
The townspeople are hard at work, trying to finish all their
chores before dinner.

Time: It is less than an hour before sunset and the low, Sinalunga
intensely red sun illuminates the surrounding hills, full of Descriptor: A small town in the Tuscan hills. Thanks to its
vineyards. famously delicious wine, many in the town manage to have a
good standard of living.
Initial situation: The Hunters have arrived in the
town of Sinalunga. They already have various pieces of
information regarding the incident and they know where By wandering around town and talking to the inhabitants,
the old well, and makeshift morgue, is located. In front of the Hunters can get some information. The fear that
them, Vincenzo Carabiniere, the military officer, is also at an intervention by the Grand Duchy could upset life in
work to unravel the murder mystery. Sinalunga means the inhabitants are reluctant to speak to
anyone other than the authorities. Only Lapo and Cino,
Information: What the Hunters already know. who are not particularly bright, won’t hesitate to talk with
◆ The well is a ten-minute walk from the town and was the Hunters, though only with the promise of a reward.
part of an old manor estate called Villa Cilesterino.

132
◆ When going down into the well, however, there are still
some remains and traces of blood.
Threat - Distrustful Inhabitants ◆ On the bottom, it is possible to find a carpenter’s chisel
OL Medium 5 that Geppetto lost while moving the corpses.

Descriptor: We don’t want to attract too much attention


to Sinalunga, so we’re reluctant to talk to foreigners. Nobody The Gambero Rosso Inn
here wants to lose what they have gained through years of
Descriptor: A small and cozy tavern, full of bottles of good
hard work.
wine.
Information from the townspeople: Information:
Roll a die or pick from the list.
◆ Speaking with the innkeeper, a big fat man named
◆ 1-2: 10 people have been found, but 11 went missing. Duccio, the Hunters will learn that Villa Balocchi is a
Nino’s body is still missing. He is Mastro Antonio’s place steeped in sin, where men and women gamble
apprentice carpenter. Antonio is known as Mastro and entertain themselves in shady encounters.
“Cherry” Ciliegia because of his squat and red nose.
◆ 3-4: Villa Cilesterino is haunted by the ghost of the During the evening, Geppetto is at the Gambero Rosso and
old owner, Azzurra. She was burned at the stake for will not hesitate to play out his little rehearsed spectacle of
witchcraft. the worried father for whoever shows up. Geppetto will
◆ 5-6: The high standard of living in Sinalunga led to the describe Carlo as an annoying child with a pair of old,
opening of Villa Balocchi, a tavern on the edge of town elegant shoes that Geppetto gave him for his first day of
where one can find company as well as a comfortable school.
bed. The tavern is managed by Amabile Burromo and
is in open competition with the historic town inn, the
Gambero Rosso (meaning “the Red Prawn”).

The Old Well


Descriptor: An old abandoned well in the middle of a
dilapidated vineyard. A nauseating smell from the bottom of
the well reminds anyone who approaches of the horror that
it hides.

Information:
◆ The bodies have already been removed and burned to
avoid infection and disease.

133
Geppetto Gullible Alchemist
Apprentice
OL Medium 5 - Main NPC (3 Wounds)
Descriptor: I am a poor man who has always been looking
for a way to make a living. I learned the basics of alchemy
from master Antonio.

Agenda: Pretend to be Carlo’s father and find him / Obtain


the secret of eternal life, thanks to alchemy.

Gift - Improvised Alchemist: Geppetto can rely on


a series of alchemical compounds contained in vials that
he hides under a tacky yellow wig. When he throws a vial,
roll a die: 1-2 Explosive: The liquid explodes on contact
with the air, causing 1 Wound to everyone within thirty
feet. Thick black smoke will engulf the whole area; 3-4
Stench: A nauseating odor fills the air giving 1 Penalty to
all actions within the area for the rest of the Scene; 5-6 Air
Bomb: All subjects in an area of thirty feet are knocked
back and fall to the ground. If they hit an obstacle they can
suffer 1 Wound. Geppetto is immune to the effects of his
alchemical concoctions.

The Old Carpenter’s Shop


Descriptor: Once the alchemical laboratory of Mastro
Antonio, the carpenter’s shop was abandoned after the
discovery of the corpses.

Information:
◆ The place is a normal carpenter’s shop, abandoned for
some time. The only element that catches the Hunters’
attention is a series of chisels on the wall, with one

134
missing from the set. If the Hunters have recovered the
chisel in the well they will see that it is the missing tool.
Marionette
◆ Among other things of interest, the Hunters can find OL Easy 3 - Minor NPC (2 Wounds)
an old leather bag with some books for the local school.
Descriptor: We are souls cursed by Azzurra in the wooden
bodies of marionettes. We hate all living beings and want to
At the back of the carpenter’s shop are the remains of a be destroyed to be free again.
hastily packed alchemical laboratory. On the wall, there
are two human-sized wooden mannequins, skillfully Agenda: Attacking every human we meet.
made but stained with blood and decomposing skin. These
are Marionettes, the first two produced by Antonio and
Gift - Boundless Rage: Azzurra’s power animates and
forces the Marionettes to do evil acts. When a Marionette
Geppetto’s experiments, later animated by Azzurra’s magic.
suffers the last Wound it will immediately spring on the
The Marionettes will spring on the Hunters as soon as they
enemy with incredible momentum as Azzurra’s power
get close.
compels them one last time. The Marionette can take a
final action with OL Hard 7. This action must be aimed at
harming a living being.

The School
Descriptor: A small school for the studious children of
Sinalunga. Jolly voices and shouts cover the lamentation of
a dispirited teacher.

Information:
◆ The school is open in the morning and brings together
all the town’s children who want to learn something.
The situation is clearly out of control and the teacher,
a young academic from Florence, does not know what
to do.
◆ The school is attended by Carlo who, however, appears
as an ordinary child. In fact, he does not correspond
to the description that Geppetto may have given. The
old shoes on his feet are the only clue that the Hunters
may notice.

135
Carlo The Living Villa Balocchi
Descriptor: A beautiful and sumptuous inn, recently

Puppet
refurbished.

Information:
◆ Amabile hosts little Carlo, making him sleep in a small
OL Medium 5 - Main NPC (3 Wounds) back room.
◆ The Puppet pays the greedy innkeeper with stones
Descriptor: I am a puppet animated by fairy magic. The which he temporarily turns into gold coins with his
lies I tell become reality for a short time. powers. Throwing the coins into a safe in his room, the
innkeeper hasn’t yet noticed the Puppet’s trick.
Agenda: Living a carefree life without responsibility / I don’t
◆ During the afternoon and evening, Carlo is at Villa
want to abandon Sinalunga and my new friend Lucino, but
Balocchi and can be found playing with Lucino or
I’m always afraid that Geppetto and Antonio will catch me.
pretending to study.
Gift - Lies: Carlo can bring the lies he tells to life
by creating a Descriptor that allows him to
perform incredible feats. All lies must be Amabile Burromo
centered on him. For example: I can walk
OL Medium 5 - Minor NPC
through walls or I am invisible to the human
(1 Wound)
eye. The effects of the lies’ power are literal.
For this reason, Carlo would not be able to Descriptor: I am a skilled business owner
go through a closed door and he would be and I manage my inn without delegating
seen by animals. The effect of Lies lasts for 1 anything to anyone. I trust myself only.
Scene or until a new lie is told.
Agenda: To make profitable deals,
without worrying about scruples.
Lucino - The Good Friend
OL Medium 5 - Minor NPC
(1 Wound)
Descriptor: I am a dutiful and studious child
who can’t wait to learn a trade to help my family.

Agenda: Help Carlo become a responsible


child / Work to help adults who behave well
and follow the law.

136
Villa Medoro The Old Bear
OL Medium 5 - Minor NPC (4

Cilesterino
Wounds)
Descriptor: I am a deformed old bear that
has lost all its
fur. Azzurra treats me like her fait
hful dog and I am happy to
serve her. I have retained most of
Descriptor: An old abandoned manor hou my bestial strength, despite
se. Weeds and my age.
plants have covered everything,
while the large garden is
abandoned to the passing of time.

Information: The Villa


◆ Villa Cilesterino is divided into Descriptor: A large manor house, once
3 environments: the flamboyant, but
Garden, the Villa, and the Secret now covered in dust and mold.
Laboratory.
◆ Azzurra is connected to the who
le place and will always Information:
be aware of anyone who venture
s onto her property. ◆ Azzurra is wandering around
the Villa and will not
hesitate to appear and confront intr
uders.
The Garden ◆ In the dining room, there is
a huge painting on the
north wall depicting a whale
Descriptor: A large abandoned garden whe swallowing an entire
re flowers and ship. By looking behind the pain
plants of all kinds grow. ting, the Hunters can
activate the mechanism which ope
ns the secret door to
Information: access the Secret Laboratory.
◆ The Garden is guarded by ◆ The remaining 4 Marionettes
4 Marionettes and by covered in human skin
old Medoro, a sick bear that Azz roam around the Villa, but they
urra enslaved with only act on Azzurra’s
her powers. Wandering around orders.
the Garden will
immediately alert the guardians.

137
Azzurra The Spirit of the Witch who
Spurns Death
OL Hard 7 - Main NPC (3 Wounds)
Descriptor: I am the spirit of an old and powerful witch. My powers allow
me to summon the souls of the dead and bind them to my will.

Agenda: To come back to life thanks to Carlo’s power.


Gift - Ancient Spirit: Azzurra’s body is immaterial and can only be
damaged by magic. Azzurra can interact with the world by evoking the souls
of the dead, choosing between various effects. 1. Poltergeist: Throw up to
3 objects at once. The force with which the objects are thrown is such that
they can cause a Wound. 2. Cacophony of the Dead: Frighten everyone
with the agonized voices of the damned. Anyone who hears the cacophony
must pass a Defense Check or lose 2 Soma points. 3. Possession: Take
possession of a target’s body and cause them to perform a single action,
albeit not a self-destructive one. Azzurra must change the spirits’ effect with
each action and must use all three before she can use an effect again.

The Secret Laboratory


Descriptor: The cellar of Villa Cilesterino, converted into an alchemical
laboratory by Antonio. The smell of wine and mold is unbearable.

Information:
◆ Antonio continues his research under Azzurra’s guidance. This led him
to create a magical brazier in which Carlo is to be burned.
◆ Nino, the carpenter’s apprentice, is tied to a table, alive but with his legs
now ruined by Antonio’s slow flaying. Azzurra wants him kept alive, as
she needs innocent blood for the rite.

138
Antonio Ciliegia
Gullible Alchemist
unds)
OL Medium 5 - Main NPC (3 Wo
never discovered
Descriptor: I am an old alchemist who has experience, luck
ls and my
anything concrete. Despite my skil
is never on my side.
life thanks to
Agenda: Obtaining the secret of eternal
alchemy.
rely on a series
Gift - Unlucky Alchemist: Antonio can s that he hides
ed in vial
of alchemical compounds contain
usin g a vial he rolls 1 die. On a 5 or
in his tunic. When
onio suffers 1 Wound
6 something goes wrong and Ant
due to his proverbial bad luck. 1.
Fire: The target and the
targets involved suffer 1
surrounding area catch fire. All
ished, burning targets
Wound. If the fire is not extingu
suffer 1 Wound per action. 2.
Thunder: The target
and ends up on the
is knocked over thirty feet away
y will suffer 1
ground. If they hit something the
pound that
Wound. 3. Glue: an adhesive com
et will be
quickly solidifies in the air. The targ
removed.
paralyzed until the compound is
The Glue can take 2 Wound s.

139
Events of the Scenario Exclusive Scenario Gifts
These Gifts represent special abilities related to the Flesh and
In this Scenario, there are six Events. As a Storyteller, feel Wood Scenario and can be acquired once the conditions
free to create new ones in response to the actions of the are met. A Hunter can only acquire one Scenario Gift. If
Hunters. they buy a new one during an Interlude, they will have to
If the Hunters put pressure on Carlo: Lucino will forgo the previous one.
intervene to help his friend by giving him time to escape.

If the Hunters reveal their identity to Vincenzo: Marionettes’ Destroyer


the officer will be at their disposal, trying to help them
whenever possible.
Requirement: Defeat any Marionette or understand that
they are souls imprisoned against their will.
If the Hunters meet Geppetto: the man will attempt to You know how to calm restless spirits by giving them
play on their sympathies with the made-up story of the lost a proper greeting when their soul is freed. You are not
son. Geppetto is not a genius, but neither is he stupid. If affected by the Boundless Rage Gift. Receive 1 Additional
he understands who the Hunters really are, he will try to Success when defending against beings that are animated
follow them to see if they find Carlo. or controlled by spirits or magic.
If the Hunters gain Carlo’s trust: the Puppet will
reveal the truth. Geppetto and Antonio are to blame for A True Friend
everything. The Puppet ignores that it is now Azzurra who
runs things.
Requirement: Gain Carlo’s trust despite all his lies.
Carlo understands that he can trust you and will run to
If Geppetto is captured by the Hunters: he will lead your aid if you need it. You can spend 1 Soma to have Carlo
them to Villa Cilesterino, where his companion is. Geppetto appear in the Scene as your NPC ally. Carlo will use the
will pretend to know nothing, aware that once they arrive, power of his lies to help you to the best of his ability.
Azzurra will get rid of the Hunters.

When Azzurra meets the Hunters: she will try to The Field of Miracles (Special Gift for The Fox
deceive them by pretending to be a good spirit who tries
to watch over the inhabitants of Sinalunga. Azzurra will and the Cat)
ask the Hunters to help her recover a magical Puppet, Requirement: Arrive in Sinalunga.
animated by a dark force that is devouring the souls of the
You know Sinalunga well because it is where one of your
poor townsfolk.
secret shelters is located. Once per Scene you can spend 1
Soma so you or another subject can leave the Scene and
hide in the Field of Miracles. No one can find the exact
location of the shelter. When you are at the Field, once per
Session you can recover 1 Wound you have suffered.

140
The Scenario of
lingers in the air, still strong enough that it cannot be ignored.

Flesh and Wood in


Location: The old well on the edge of the Cilesterino estate.
Time: The sun is now setting and it won’t be light for much
longer.

Scenes Information:
◆ By descending into the well, the Hunters will find
FIRST SCENE - Arrival In Geppetto’s chisel.

1
◆ Around the well there are traces of people which then
Sinalunga lead towards the abandoned villa.

It’s the same one you find on page 132.


End of Scene: The Hunters can decide to investigate the
Old Carpenter’s Shop from which the chisel surely comes
(THIRD SCENE OPTION A - At The Old Carpenter’s Shop)
Information: or follow the tracks to Villa Cilesterino (THIRD SCENE
◆ Speaking with Vincenzo or the citizens, the Hunters OPTION B - Villa Cilesterino).
will discover that Villa Cilesterino is a place considered

3a
cursed.
◆ They’ll also discover that the well where the corpses THIRD SCENE OPTION A -
were found is located on the edge of the same estate as
the villa.
At The Old Carpenter’s Shop
End of Scene: The Hunters leave in the direction of the Read aloud to the Hunters: From the outside, the
old well to better understand what happened. If they want, workshop seems abandoned. A large sign outside sways, blown
Vincenzo will accompany them. Go to SECOND SCENE - by the wind. It reads “Mastro Antonio Ciliegia, Carpenter.”
Apparently what they told you in the town is true. It seems

2
The Old Well.
that Antonio has left and closed up his business.

SECOND SCENE - The Old Place: Mastro Antonio’s carpenter’s shop, a well-kept place
that, on the inside, does not seem abandoned at all.
Well
Time: It is night now and no inhabitants of Sinalunga
Read aloud to the Hunters: You find the old well after a wander the streets. The shutters in the windows flutter as
ten-minute walk from the town. On the nearby hill, the old, prying eyes stare at the Hunters.
shabby silhouette of Villa Cilesterino looms over you like a
dark shadow. The boards that closed the well are uprooted and
Information:
are now just laying across the top. The stench of death still ◆ Upon entering the Old Carpenter’s Shop, the Hunters
will come across the Marionettes on guard. Once the

141
clash is resolved, the Hunters will be able to verify that who hides among the townspeople pretending to be a
the chisel found in the well is just what is missing from real child named Carlo. Once captured and brought
the wall rack. before her, Azzurra will use her power to banish the
◆ A school bag full of old books attracts their attention. evil spirit that animates him.
Among other things, they find an unsent letter ◆ Azzurra’s intention is to deceive the Hunters, in the
requesting enrollment for a boy named Carlo. hope that they will bring her little Carlo.
End of Scene: Hunters can go to Villa Cilesterino End of Scene: Hunters can also go to the Old Carpenter’s
(THIRD SCENE OPTION B - Villa Cilesterino) or wait for Shop in search of clues (THIRD SCENE OPTION A - At
the morning to go to FOURTH SCENE - The School. The Old Carpenter’s Shop) or wait for the morning to go to

3b
FOURTH SCENE - The School if they have already obtained
THIRD SCENE OPTION B - the clues from the carpentry.

Villa Cilesterino
Read aloud to the Hunters: As soon as you step into the
large garden of the abandoned villa you realize that what was
once a magnificent garden is now nothing more than a thick
FOURTH SCENE - The School
Read aloud to the Hunters: The small school of
Sinalunga welcomes no more than thirty students. A young
4
mass of scrub and weathered stone statues. Your attention, teacher with the typical Florentine accent yells and gestures
however, is attracted by a bestial verse, which materializes in in a vain attempt to get the unruly young scholars to settle
the grotesque figure of a bear, but one without fur, the hairless down. But children run everywhere like ferrets, ignoring the
skin pocked by who knows what disease. The creature sniffs disconsolate man’s calls.
the air. After spotting you, it starts charging.

Time: It is night and a cloud-veiled moon illuminates the Information:


old marble statues in the garden with a gloomy glow. ◆ Watching the children play, the Hunters will notice
that one of them has no school bag or books with him.
Information: If asked about it, the teacher will say that the pupil is
◆ Medoro lashes out at the Hunters. Azzurra will called Carlo and that he is an orphan who comes to
intervene at the end of the battle to ask the Hunters to school but has never been officially enrolled. The man
spare the unfortunate creature she uses as a guardian. is not sure where he lives and what he does outside of
Then, she will show them the Marionettes in the school.
garden, saying that in the town someone is carrying out ◆ If a Hunter knows magic, they will sense that there is
atrocious experiments on the townsfolk. Azzurra will something strange about the child.
tell the Hunters that everything started with a small ◆ Carlo, sure of his disguise, plays with his friend Lucino,
puppet animated by dark magic. Azzurra will ask for but as soon as the Hunters corner him he will try to
the Hunters’ help. They should bring back the puppet escape using the power of his lies.

142
◆ Once captured, Carlo will reveal the whole truth to ◆ If the Hunters believe Carlo, Azzurra will try to kill
the Hunters. The Puppet doesn’t know about Azzurra them in order to capture the puppet but will not
but will speak of Geppetto and Antonio as two hesitate to flee if the situation turns for the worse.
unscrupulous killers. Antonio and Geppetto, abandoned by their mistress,
will take refuge in the Secret Laboratory, trying to put
up a last resistance to the Hunters.
End of Scene: The Hunters have managed to capture
Carlo. Whether they decide to believe him or not, it is clear
that Villa Cilesterino is hiding a secret. Go to the FIFTH End of Scene: However it goes, the Hunters will have
Carlo’s fate in their hands and somehow, they will shed light

5
SCENE - Return to the Villa.
on the disappearances that took place in Sinalunga.

FIFTH SCENE - Return to the


Villa
Read aloud to the Hunters: When you arrive at the
Villa you perceive a strange tension in the air. The weeds that
had swallowed the garden are uprooted as if displaced by a
supernatural force that has created a path for you. The door
of the mansion is wide open, while from the broken windows,
the dim light of the candelabra suggests that some kind of
welcome is awaiting you.

Location: Villa Cilesterino and the Secret Laboratory in


the basement, where Antonio and Geppetto carry out their
grim experiments.

Time: It is just past noon, but the sky is full of clouds,


giving a gloomy atmosphere to the abandoned villa.

Information: At this point, the story can go in two


distinct directions.
◆ If the Hunters trust Azzurra, the spirit will hand over
Carlo to Antonio and Geppetto. The two will take
refuge in the basement dragging the weeping puppet
with them. At this point, Azzurra will order the
Hunters to leave. If not listened to, she will try to get rid
of them with the help of the Marionettes and Medoro,
if it’s still alive.

143
The Smile in
the Darkness
A Scenario insp ir ed by Th e Li ttl e M at ch Girl (Hans Chri
rning Flesh
stian Andersen)
/ Revenge / Corpses / Religion / Bu
Safety Keywords: Murder

Once upon a
time…
The Hunters are sent to Paris, where someone
has been setting fires in the city’s slums for
weeks. At first, some assumed the radicals and
agitators opposing the monarchy were to blame.
However, many of the fires’ victims have been
the poor and desperate living beneath the city
in the catacombs, suggesting a different cause
and drawing the interest of the Order. Father
Adrien, a humble servant of the Church in the
city, has reported rumors that speak of the eerie
laughter of children and glimpses of strange,
dark presences. Hidden in the shadows, these
entities grab all those who have a soul to lose...

144
The story that led The story at the arrival of the
Hunters…
us here…
Y
Yvonne is carrying out her revenge with methodical
determination, killing one person every night. Only a
young man named Olivier has escaped her attention and
vonne was a ragged, little orphan who sold then she can pour out all her hatred on Adrien. If left
candles as a way of surviving on the streets. The girl was unchecked, Yvonne plans to burn all of Paris, igniting the
scorned by all, even by the poor of the city who had always Cemetery of the Innocents, full of rotting flesh and slime
considered her only to be a burden. Little Yvonne found from the corpses crammed inside. With the wisdom of the
compassion only in Father Adrien, a young priest who dead, Yvonne knows she will only be able to satisfy her need
had always offered her a helping hand and a warm shelter for revenge during the passage of a comet called Morituris.
from the cold Parisian winter. Unfortunately, one evening With the comet’s passage, the souls of the unquiet dead
Yvonne discovered the laboratory where Adrien distills will fill with mystical energy, which Yvonne will be able to
absinthe. The man, his sin discovered, strangled the girl channel into an inferno. The passage of the long-tailed star
into unconsciousness. To hide his deed, Adrien set the little is scheduled for December 31, coincidentally the day the
girl on fire and threw her remains in the catacombs. What Hunters arrive in Paris. Adrien understands that something
was found the following day was a small, charred body with fearsome and dark is pursuing his flock of followers, which
only one part left intact: the teeth, shining white and locked is why he wrote to the Order. The priest is sure that it all
in a deathly grin. Many poor people in the city who depend has to do with Yvonne’s death, as every night he dreams
on Adrien for a few pennies worth of work witnessed the and relives the moment he set the child on fire, before the
scene, but they kept quiet so as not to lose the priest’s favor. vision widens to reveal the whole of Paris burning. Olivier,
Thrown into a mass grave without ceremony, Yvonne was a barely eighteen-year-old boy in Adrien’s service, saw his
reborn the following night as a spirit. Her vengeful ghost companion Thierry be burnt alive after Yvonne’s spirit
now wanders in the darkness of The Catacombs of Paris, began to seek revenge. The young man confided in Adrien
where she torments those who were silent at her murder but quickly realized that the priest would do nothing for
with maddening laughter and vicious whispers. When him. He is now desperately trying to leave the city in a
her quarry sparks a light to discover who is hiding in the hurry. Olivier doesn’t know that he is the next one on
darkness, the spirit feeds the flame to set the victim afire. Yvonne’s list…
Yvonne is slowly burning alive all those who know her
murderer and yet say nothing, one by one, saving Adrien A historical note: The Catacombs of Paris were born as
for her grand finale. gypsum and clay quarries and only began to be used as a
sepulcher starting in 1788. In our story, the government of
Paris has already begun to work out future plans for the
catacombs and this name has already spread among the
citizens of Paris. It is worth noting also that, in reality, the
Cemetery of the Innocents was closed in 1780 and emptied
in 1786.

145
1
First Scene
Read aloud to the Hunters: Our story begins in the small
church of Saint Pierre, where Father Adrien welcomes you
tiredly. The young priest has been in the service of the city
of Paris for just over a year, but already wrinkles caused by
worry and stress are starting to show. Adrien has the swollen
to be able to speak with the dead. Lorenzo was hired
by the cemetery manager to investigate strange noises
coming from the mass graves.
◆ Adrien will be careful not to mention little Yvonne and
the fact that she was the first victim to be found.

The Church
Descriptor: One of the oldest churches in Paris. An old
passage directly connects the cellars where Adrien has his
eyes of someone who hasn’t slept for days and his fatigue is workshop to the catacombs.
obvious as he guides you into the small sacristy. “You have
finally arrived, Hunters. A hidden presence lurks beneath the
whole city and I fear there is no hope of salvation without the
Information: The church is not well maintained, but
welcoming. In the basement, there is a large cellar that
intervention of the Order...”
Adrien has adapted into his laboratory. The smell of
absinthe is clearly recognizable to anyone who has the
Place: The small church of Saint Pierre, one of the oldest slightest knowledge of distillation as soon as they set foot
in the city. in the laboratory. A heavy trap door connects the cellars to
the catacombs and from there Adrien passes his loads of
Time: It is late afternoon and the Hunters have arrived absinthe to his henchmen.
after a long journey.

Initial Situation: Adrien will tell the Hunters that he


fears an evil spirit is haunting the catacombs. Many beggars Father Adrien
have been found burned alive. And, while in the wealthier OL Medium 5 – Main NPC (3 Wounds)
parts of the city not a finger is raised for the lowest of society,
Adrien has always welcomed and cared for them, and he Descriptor: I am a young priest who chose to take holy
cannot allow this to go on. From interviewing the young vows to avoid a life of struggle. I am a scholar of alchemy and
priest, the Hunters will learn the following information: distillation, but I do not shy away from the pleasures of life.
◆ The denizens of the catacombs insist a spirit wanders Agenda: Accumulate wealth through absinthe smuggling
beneath the city, where many of the poor and desperate and then flee across the ocean to rebuild my life in the new
sleep in the absence of a roof over their heads. The world.
presence manifests itself only at night, first with a
childish laugh and then by whispering in the shadows.
◆ A certain Lorenzo Scannapecore settled in the city
cemetery. Lorenzo is an Italian doctor very famous for
his unorthodox practices on corpses and who is said

146
folks. Recently, several burned bodies have been found

The Catacombs
Descriptor: A series of tunnels and galleries that extends
in the catacombs and for this reason, those who feel
they are being followed by a strange presence prefer to
douse torches and other flames.
under most of Paris. Over time, they have become a refuge
for the poor and homeless.

Gift - A Tunnel for Everywhere: Using the


catacombs, it is possible to reach many places in
The poor people of Paris
the city through hidden openings or old buildings. OL Easy 3 – Minor NPC (1 Wound)
A Hunter who has a minimum of familiarity with Descriptor: We are the poor and desperate who have
the place (that is, who has visited at least 1 of the no other home but the catacombs.
6 places presented below) can make a Position
Check against an OL Medium 5 to arrive at a
When the Hunters interact with the poor, you can
specific place in the city.
decide or roll a die to learn their history and what
information they can give.
The catacombs are divided into environ-
ments that the Hunters can explore. You 1. Marie lost all her children and her husband to
can roll a die to see where they arrive or the war. She had grown fond of little Yvonne and
simply decide the place when needed. weeps for the end she met.

2. Claude is a soldier who lost a leg in the war.


1 - The Dormitories: A He wanted to go into business with the Ravens
series of tunnels and galleries that make who live in the east side of the catacombs, but
up an old gypsum and clay quarry. they are all young and arrogant and have
Connected to one of the city’s squares, turned down his offer.
poor and homeless people take refuge
here to have a roof over their heads. By 3. Brigitte is a little girl who lost her parents
exploring the dormitories it is possible during the most recent plague. She knew
to gather some information: Yvonne and occasionally went to sell candles
◆ In the catacombs, there are with her. She knows that Adrien had taken
many scoundrels who engage in Yvonne into his service to do small jobs in the
smuggling and illicit commerce. It sacristy.
is quite easy, especially at night, to
come across one of these groups. 4. Jerome is an old man who has almost
◆ Spirits roam the catacombs, though completely lost his sight. In the past, he was
by the grace of God and with a a skilled goldsmith, until his blindness left
little luck, they rarely trouble good him without a job. He will say that he heard

147
the Ravens boast about the profits they made thanks
to an important customer. Their mysterious employer
4 - The Ravens’ Hideout: This part of
the catacombs is only frequented by scoundrels who had
is someone who will never be suspected and who can
business with Adrien. A couple of broken bottles of absinthe
therefore provide goods in defiance of any authority.
are scattered among some makeshift beds. To those with a
5. Bernadette is a youth who witnessed a murder and sensitive sense of smell, the scent of alcohol is still strong.
is now wanted. She fears that the killer wants to make An old dagger and a wooden crucifix are the only other
her disappear and shut her mouth for good. The young noteworthy details.
woman will tell of having encountered a strange
presence in the catacombs. In terror, Bernadette threw Information: If the Hunters arrive here before sunset, they
her torch to the ground and fled into the darkness. will find Olivier preparing his escape. When night falls, they
will find his charred corpse.
6. Bruno is an arrogant street boy, but he knows the
catacombs like the back of his hand. He’ll boast that he
can get anywhere, but he wants to get paid for it. Olivier the Raven on the run
OL Easy 3 – Minor NPC (1 Wound)
2 - Yvonne’s Alcove: A small stone alcove with Descriptor: I’m a thug always looking to fill my pockets with
a bed of straw and rags. An old vase of withered flowers
indicates that no one has been using it for some time. If the coin, no matter how dirty the job.
Hunters ask around, a poor old woman will tell them that Agenda: Collect the money I have hidden in the catacombs
a foundling named Yvonne slept there. The girl hasn’t been and flee far from Paris before the fire spirit finds me.
back for more than a week.

3 - The Tunnels: It’s easy to get lost in 5 - The Burns: Scattered through various tunnels,
large patches of ash indicate where the bodies of the burned-
the maze of intricate tunnels.
alive victims were found. Under the ashes of Yvonne’s, it is
Threat OL Medium 5 possible to find a small candle, miraculously untouched by
the flames. During the day, Yvonne remains near the place
Descriptor: A dense network of tunnels where she burned, sadly absorbed in the memory of her
that all look alike.
death.
Getting lost in the Tunnels will force
the Hunters to waste several hours
before finding the exit.

148
Yvonne the Spirit who Longs for
Revenge
OL Medium 5 – Main NPC (3 Wounds)
Descriptor: I am a restless spirit who can manipulate fire.
Agenda: Get revenge on Adrien and all those who ignored
my death / Set Paris ablaze with the fires of the dead.

Gift - Spirit: Yvonne is in a spirit form and can only


truly be damaged by magic. The touch of a Spirit absorbs
life energy and inflicts 1 Wound. Physical protection
and barriers cannot help against this Gift. If the Spirit
is harmed by non-magical means, she still will suffer a
Wound. However, when Yvonne has no Wounds left, she
disappears and rematerializes immediately. In doing so, all
her Wounds are healed, except those inflicted by magical
means. Once per Scene, Yvonne can call 3 Restless Spirits
to her who will obey her will.

Gift - Soul of Fire: Yvonne can manipulate fire at will.


This Gift only affects a fire that is already lit. Manipulating
fire, for Yvonne, is considered an additional action. The fire
inflicts 1 Wound and if the Defense Check is an Outcome
with a Cost, the target will continue to burn. During the
following Exchange, if not put out, the fire will inflict
1 additional Wound. Thanks to her power, Yvonne can
multiply the width and size of a flame by up to ten times.

149
6 - The Halls of the Spirits:
The Cemetery
In the most
central part of the catacombs there is a great concentration
of restless souls, who will not hesitate to target the living.
Descriptor: The great cemetery of Paris, protected by
high walls and well-maintained thanks to the work of many
Restless spirits custodians. Strange noises and a strong smell of death come
from the mass graves.
OL Medium 5 – Minor NPC (1 Wound)
Information: The cemetery is currently under the control
Descriptor: We are restless souls and yearn for the essence of Lorenzo Scannapecore, an Italian doctor hired by the city
of the living.
of Paris to manage the excessive number of corpses inside
Agenda: We sense Yvonne’s wrath, driving us to prey on the the mass graves. Lorenzo has sent the cemetery keepers
living. away with the excuse of requiring quiet for his studies.
However, that was only a ruse to secretly host Alizée, a nun
Gift - Spirit: This NPC is in a spirit form and can only be he has fallen in love with and whom he keeps safe from the
damaged by magic. The touch of a Spirit absorbs life energy severe judgment of the Church. Lorenzo’s intent is to wait
and inflicts 1 Wound. Physical protection and barriers until the new year to embark with his beloved towards the
cannot help against this Gift. If the Spirit is harmed by New World.
non-magical means, it still will suffer a Wound. However,
◆ Speaking with Lorenzo, the Hunters can learn about
when the Spirit has no Wounds left, it disappears and
the dire state of the mass graves of the cemetery, which
rematerializes immediately. In doing so, all its Wounds are
in fact is about to explode due to the excessive number
healed, except those inflicted by magical means.
of decaying corpses. Lorenzo will appear strangely
nervous, looking wary. The man fears that the Hunters
Information: If a Hunter communicates with Spirits may discover Alizée hidden among the tombstones.
through the Gift Voice of the Spirits, they will be able to ◆ Lorenzo is also a good astrologer and will be able to tell
learn of Yvonne’s presence. the Hunters about the passage of Morituris and how,
according to the legend, this gives power to the spirits.
◆ Alizée will observe the Hunters from behind some
tombstones, trying not to be discovered. However, she
will always remain nearby, ready to intervene to help
her beloved.
◆ Alizée will try not to reveal her abilities. When cornered,
she may report that the spirits are very agitated, both
due to the presence of a very powerful and hateful
spirit among them, and due to the imminent passage
of the comet.
◆ Strange smells and noises come from the mass graves.
Lorenzo will say that it is the dead bodies generating

150
gas during decomposition. By opening one of the large
hatches, it is possible to access the underground pit. The Underground Pit
◆ Lorenzo has all the keys to open the hatches to access the Descriptor: A huge pit where the corpses of all those who
underground pit. cannot afford a burial are thrown. Crowds of restless spirits
throng among the inert bodies, invisible to mundane eyes.

Lorenzo Scannapecore the Gift - Mass of Restless Spirits: The pit accumulates
spiritual energy thanks to the passage of the comet Morituris.
Plague Doctor At the beginning of each Scene, there are 2 Grudge Tokens
in the pit. An NPC with the Gift Spirit, Alizée with the Gift
OL Medium 5 – Minor NPC (1 Wound)
Spiritualist, or a Hunter with a Descriptor associated with
Descriptor: I am a skilled plague doctor. My attention to magic or spirits, can use their action to add or remove 1
detail is obsessive. Token from the mass. If at midnight on December 31st there
are 3 Tokens in the pit, all the accumulated energy will cause
Agenda: Pretend to work in the cemetery to protect Alizée
a powerful explosion capable of wiping out half of Paris.
from prying eyes.
The passage of the comet will add 1 Token at the stroke of
midnight. There can never be more than 4 Grudge Tokens on

Alizée the Fugitive this Gift.

OL Medium 5 – Minor NPC (1 Wound)


Descriptor: I am a young nun who repudiated her vows out
Threat - Grudge of the Dead
of love. I have always been able to see spirits, though my ability
Descriptor: We are the spirits of those who are dead and
forgotten by all. We hate the living and their life energy, and we
sometimes scares me.
attack anyone who dares to approach the underground pit.
Agenda: Escape with Lorenzo to a place where we don’t need
to fear the Church’s punishment.
OL Hard 7

Gift - Spiritualist: Alizée can see and communicate with Gift - Chorus of the Dead: A powerful spirit cacophony that
only those who perceive spirits or understand magic can hear.
spirits. If anyone has been in contact with spirits in the past
For everyone else, the chorus is nothing more than a terrible,
twenty-four hours, Alizée will sense the remaining spirit
overwhelming feeling that prompts you to walk away. Anyone
energy. With each use of this Gift, the young woman can
wishing to act in the area where the choir can be heard will
obtain a single piece of information about the spirit aura she
lose 1 Soma for each minute staying under its influence. If
has perceived. The Spiritualist Gift can also be used to remove
they do not have Soma, a subject will suffer a Wound until
a Grudge Token from the Gift Mass of Restless Spirits.
they faint. A Defense Check can shelter a subject for 1 minute
from the effect of this Gift.

151
Scenario Gifts Scenario Events
These Gifts represent special abilities related to the Smile In this Scenario, there are eight Events. As a Storyteller, feel
in the Darkness Scenario and can be acquired once the free to create new ones in response to the actions of the
requirements are met. A Hunter can only have one Scenario Hunters.
Gift and if they acquire a new one, they will have to forgo
the previous one. If the Hunters encounter Olivier in the catacombs
before night falls: Yvonne will arrive before the
scoundrel opens his mouth to try and silence him by taking
Voice of the Spirits her revenge.
Requirement: You have been in contact with either the If the Hunters talk to more than two poor people
Spirit or Spiritualist Gifts.
in the catacombs: Yvonne will notice their presence and
With the right peace and focus, you can open your mind will come to spy on them, trying to stay hidden.
to the spirit world and communicate with restless souls.
Spend 1 Soma to contact any creature with the Spirit Gift If Olivier is not found before sunset: news of a new
that you’ve previously encountered. You can communicate charred body will spread in the catacombs shortly after 10
with the Spirit and understand what it says. pm.

If Olivier is saved by the Hunters: he will tell of a


Exorcist strange presence that has killed his companions. The
scoundrel won’t make mention of his connections with
Requirement: Have a Church or Magic-related Descriptor. Adrien and Yvonne unless put under pressure in some way.
Talk to Adrien or Alizée about practices used against Spirits.
If Adrien is confronted with his faults: he will
You have learned how to use your skills against the Spirits. collapse in tears and ask for forgiveness. At this point,
All your actions can affect a target who has the Spirit Gift he will reveal the recurring dream in which he sees Paris
and all Wounds you inflict cannot be ignored by the Spirit burning on New Year’s Eve.
Gift.
If the Hunters attempt to mediate with Yvonne: the
spirit will be willing to give up blowing up the graveyard,
but not her revenge on Adrien.

152
The Scenario
Information: Lorenzo will prove helpful to the Hunters,
while Alizée will keep watch from behind a noble’s large
tomb. Lorenzo will be visibly nervous, however, often

The Smile in the


looking over his shoulder at her. It’s simple to deduce that
someone is hiding nearby.
◆ Having discovered Alizée, the Hunters will know

Darkness in Scenes from her that the spirits are restless, due partly to the
passage of the comet, but above all from the presence

1
of a particularly angry spirit in the catacombs.
◆ Lorenzo will confirm the passage of the comet
FIRST SCENE – Father Adrien Morituris and how it charges the spiritual world with
energy.
It’s the same one you find on page 146. ◆ Towards the end of the interview, Father Adrien will
arrive to warn the Hunters that another charred corpse
End of Scene: Adrien will suggest to the Hunters to speak has been found in the catacombs.
to Lorenzo Scannapecore, as he is an expert on the dead
and ghosts. The doctor lives in the cemetery in Paris. Go to End of Scene: The Hunters rush to the
SECOND SCENE - The Cemetery.

3
catacombs to find out what happened. Go to

2
THIRD SCENE - The Catacombs.
SECOND SCENE – The
Cemetery THIRD SCENE – The
Read aloud to the Hunters: The Cemetery of the Catacombs
Innocents stretches as far as the eyes can see and is probably Read aloud to the Hunters: You go
one of the largest you have ever seen. As you wander through
down in The Catacombs of Paris and what
tombstones and family mausoleums, a black-cloaked figure
you see is a maze of narrow tunnels that
is busy fumbling among the tombs. The typical beak mask
open onto small chambers and dark alcoves.
identifies him as a plague doctor. The figure had been
The stale smell mixes with the stench of
occupied exhuming a grave, but now he puts down his shovel
unwashed, desperate people crowded into
and approaches you.
the narrow spaces. Apparently, those who
do not have a roof over their head can find a
Place: The great cemetery of Paris. shadow of comfort under the city, effectively
disappearing from the sight and conscience of
Time: It is late afternoon and the winter wind whistles
“respectable” people.
through the corridors of the cemetery.

153
Place: The Catacombs of Paris.
Time: The sun has set and in the streets, the last workers
hurry to return to their homes.

Information: The Hunters explore the catacombs until

4a
reaching the place where Olivier was found. The body is still
there, along with an intense burning smell. The expression FOURTH SCENE OPTION
of sheer terror is still discernible on his charred features. If
the Hunters have Alizée with them, the woman will sense A – The Confession
Yvonne’s presence. Either way, the spirit will attack the
Hunters with the support of 3 Restless Spirits. Yvonne’s goal Read aloud to the Hunters: You arrive at the church
is to drive the Hunters out of the catacombs. looking for answers when Adrien’s cry breaches the
stillness of the night. When you open the door, the priest is
◆ Regardless of how the fight ends, the Hunters will be
kneeling in the center of the aisle, his face covered in tears
approached by Marie, who witnessed the scene. The
as he whispers, “Forgive me, please forgive me for what I
woman will reveal that the spirit is little Yvonne, a
have done.” In front of him, the spirit of the little girl you
foundling who lived by selling candles Father Adrien
faced in the catacombs floats ominously, while behind her,
had given her. The little girl has been missing for more
the flames of the offering candles swell until they become
than a week and Marie was convinced she had gone to
tongues of fire.
stay with Adrien, given the charming, almost paternal
relationship that was forged between the two. It will Place: Father Adrien’s church.
be clear to the Hunters that Adrien has not told the
whole truth, but at the same moment, a roar from the Time: It is almost midnight on December 31st and it is
graveyard will cause the earth to shake. possible to observe the passing comet, Morituris, in the
sky outside the church.

End of Scene: The Hunters can go find Adrien at the Information: Yvonne intends to kill Adrien. If
church (FOURTH SCENE OPTION A - Confession) stopped by the Hunters, she will inform them that in
or head to the cemetery to find the source of the roar less than an hour the cemetery will explode thanks to
(FOURTH SCENE OPTION B - Return to the Cemetery). the anger of the spirits she has stirred up.
◆ Cornered, Adrien will confess to what he did to
Note: Given the obvious emergency of both situations, Yvonne and to his involvement in the absinthe
advise the Hunters to split up to deal with both Scenes. trade. The priest, however, will try to distract the
Hunters with the knowledge that now the little girl
is a spirit full of anger and, in fact, a hostile creature
of the sort that the Order would hunt down.

154
◆ Adrien will try to escape through the secret passage
in the cellar if he has the opportunity. The man is
absolutely not sorry for what he did.
◆ Yvonne will be willing to help the Hunters if they don’t
5 FIFTH SCENE – The Fire of
Revenge
interfere with her revenge and allow her to deal with Read aloud to the Hunters: A long and heart-breaking
Adrien. lament rises from the mass graves, deep enough to make your
skin crawl. Apparently, the dead have no intention of resting
End of Scene: The Hunters must run to the graveyard to forever.
avert the explosion. Go to the FIFTH SCENE - The Fire of
Revenge.
Place: The Cemetery of Paris.

4b
FOURTH SCENE OPTION B Time: The stroke of midnight on December 31st. In the
sky, the comet Morituris is as bright as a small sun.
– Return to the Cemetery Information: This Scene has two possible developments.
Read aloud to the Hunters: You hurry back to the
◆ If the Hunters haven’t faced the FOURTH SCENE
cemetery and find Lorenzo passed out on the ground. When OPTION A - Confession, Yvonne will appear in the
he wakes, the doctor tells you that the reinforced trap doors of center of the mass grave with Adrien. The spirit intends
the mass graves all exploded in unison, and now Alizée feels a to throw the priest to the spirits and thus activate
spirit force beyond comprehension. If something is not done, the explosion of the cemetery. Yvonne will face the
the consequences for the city will be catastrophic. Hunters backed by 4 Restless Spirits. If during the fight
the Grudge Tokens reach 3, there will be an explosion.
◆ If the Hunters have Yvonne’s support, the pit spirits will
Place: The Cemetery of the Innocents. rebel against their own mistress. 9 Restless Spirits will
Time: It is almost midnight on December 31st and it is appear in the graveyard to face off against the Hunters
possible to observe the passing comet Morituris in the sky. and Yvonne. During each Exchange, 1 Spirit will use its
action to add 1 Grudge Token.
Information: Hunters will have to approach the pit to
quell the Mass of Restless Spirits. After having retrieved
End of Scene: It will be time for the Hunters to judge
Adrien (if still alive) and decide what to do with little
at least 1 Token (with Alizée’s help, if they have no other
Yvonne, condemned to eternal unlife.
resources), the Hunters will be aware that, until the comet’s
passage is complete, the graveyard is a potential bomb.

End of Scene: When the Hunters reduce the Grudge


Tokens to zero, go to the FIFTH SCENE - The Fire of
Revenge.

155
A Soldie r ’ s D u t y
a d f a s t T in Soldier
i r e d by T h e S t e
n a r i o i n s p
A Sce r s en)
i s t i a n A n d e
(Hans Chr
ds:
Safety Keywor / Murder
Rape / Revenge

imploring them to help him and his former

Once upon a comrades. Six valiant soldiers were all that


remained of their company after the bloody

time…
war between Sweden and Russia. Now, they
are being killed one by one by a monster that
seems able to take a bullet without batting an
The Hunters arrive in Borgholm, on the eye. Two of the comrades have already fallen
beautiful island of Oland. The Hunters’ to the monster’s fury. Those that still live
intervention is ordered by the Papacy after have barricaded themselves in the mansion
a request from the Riksråd, the great council of their one-time commander, Andersen, who
of the kingdom of Sweden. A former soldier now leads them in defense of their own lives
and war hero named Nils, also called the and those of his family.
Poor Devil, has sent a letter to the council,

156
a long time while the fish slowly devoured his flesh. Of the

The story that led soldier’s body, only the heart was spared and, as it fell into
the abyss, it attracted the attention of a Sea Fairy. The Fairy

us here… took pity on him and, seeing that heart so wounded, infused
it with new life. Enar’s body slowly began to regenerate, but

S
the young soldier’s mind was now lost. All the accumulated
hatred and resentment had driven him insane. Worse, in
the process of his rebirth, the soldier’s body began to absorb
ix years earlier, a company of Carolean soldiers was everything it found. Algae, shells, and timbers from an old
stationed in Vaasa, a small town on the Finnish coast. Here wreck fused to his limbs, making him an immortal monster
Private Enar fell in love with Satu, a young and beautiful bound to the world only by an infinite grudge...
dancer. Enar deserted to remain near his beloved but was
discovered by his comrades. They judged him a sinner Six years have passed, and Andersen managed to get closer
according to the strict religious discipline of the Caroleans. to Satu, who is now at least accepting him. At the same
Led by Captain Andersen, the soldiers punished Enar by time, Enar’s heart has started beating again. Now that his
cutting off his leg and throwing him into the sea. But in greatest enemy, Andersen, has found something he truly
reality, the true reason for Andersen’s ferocity arose from loves and would not want to lose, Enar is ready to return to
the fact that the officer too had fallen in love with Satu and, take it away from him.
mad with jealousy, had punished Enar far beyond what the
rules dictated. After Enar’s execution, unknown even to his Appearing every day an hour after sunset, Enar began his
own men, the Captain tried to romance Satu, who rejected personal war by killing his fellow soldiers, one by one, in a
him. Unable to accept that refusal, Andersen raped her and heinous fashion. Six survived the war, and two have already
as a result of that terrible act, the girl became pregnant. been murdered, with one gutted and another burned alive
after being flayed. Andersen soon understood the nature of
Six years later, the company disbanded and Andersen, a the threat and brought Hans and Christian, his remaining
wealthy war hero, paid his underlings handsomely to keep former companions, to his mansion. Only Nils was not
the secret of Enar’s death. Having retired to private life, over called, being unable to move due to his war wounds. The
time, Andersen grew to regret his deplorable behavior. He Poor Devil has many friends, however, and has gathered
sought out the dancer and, after regaining contact with her, information from his home in Sundsvall.
discovered with great shame the existence of his son, Erik.
Ravaged by guilt for what he had done, Andersen managed
to earn Satu’s grudging forgiveness after months of effort.
He freed her from a life of hardship as an assistant cook and
took her with him to his mansion, together with his son.
But Enar’s fate did not end beneath the sea waves. Love for
Satu soon turned into blind hatred for Andersen and his
former comrades. Below the waves, Enar remained alive for

157
suggests some very violent force has acted there, knocking it
The story at the arrival of the down and warping its hinges. A rudimentary watchtower
Hunters… has been built in a large oak that rises beyond the makeshift
palisades and, from the top, a figure beckons to you with his
Enar is completely insane and fully intent on killing all his hand before descending to the ground and running to meet
former comrades, only to finally “merge” into one being you. He wears a soldier’s uniform, and with every step, a
with his beloved Satu. Nils in his heart sensed that the saber clatters in the scabbard at his side. The man arrives
killer is Enar and, seized by a sense of guilt, he summoned at the gate with a grim and serious expression, asking who
the Order to try and stop his former comrade in arms. goes there.
Andersen has found happiness with Satu and Erik, and
despite the shame he feels for what he has done in the past,
Place: Andersen’s large mansion just outside the town of
he is absolutely determined to destroy the revived Enar to
Borgholm.
secure a future with his new family.
Satu has guessed who the monstrous being that appears Time: It is late afternoon and the sun begins its slow
every night really is, but fear makes her hide from Enar’s descent. The salty air that comes from the sea teases the
gaze. The woman now wants nothing more than the best nostrils.

1
for her child, even to the detriment of her own happiness,
even if it means accepting a life alongside the one who took Initial Situation: The soldier who welcomes the Hunters
away her true love six years earlier. is Christian, who will not allow the Hunters to enter the
On this sad stage, all the actors have something to hide estate without first understanding who they are. As soon
while Enar represents the truth that, inescapably, will as it becomes clear they belong to the Order, Christian will
destroy the wall of lies built with care by Andersen and his call Andersen to let him handle the situation.
men.
Information: During the Scene, Andersen will make
no secret of his disappointment at seeing the Hunters. By

First Scene
talking to him you can learn the following information.
◆ Andersen disapproves of the fact that Nils sent a letter
to the Order. The creature attacking his property yearns
to take revenge on his men. The identities of the first
Read aloud to the Hunters: It is late afternoon when you two victims, his former comrades-in-arms Jacob and
finally see the mansion of Andersen Olsson, the war veteran Wilhelm, were enough to convince him of that.
who, according to the letters they’ve received, is the victim of ◆ Andersen has called the survivors to him to deal with
an attack by a monstrous creature. You notice immediately this new threat, which he is sure is connected to the
that the mansion has been fortified. A wrought iron fence many deaths his company caused during the war.
and main gate, reinforced and strengthened by barricades, Andersen will make no secret of the fact that he and
form an improvised wall around the grounds. A smaller gate his men had their souls soaked in so much blood they
that allows access to the garden has been bent in a way that were stained crimson. The monster is able to travel

158
great distances since the first two victims lived many
days’ travel from each other. That’s why Andersen has Scenario Events
gathered everyone on his estate to join forces.
In this Scenario, there are eight Events. As Storyteller feel
◆ Although Andersen despises Nils because he has
free to create new ones in response to the actions of the
always been a coward, he has sent Hans to keep him
Hunters.
safe, as the Poor Devil has lost his legs in battle and is
unable to travel. Nils lives a day’s drive from the estate Day 1: Enar will attack Andersen’s estate shortly after
in the village of Sundsvall and Hans left a few hours sunset. If the Hunters are not present, Christian will be
before the Hunters arrived. killed.
◆ Andersen is a soldier and if the Hunters insist, he will Day 1: Hans arrives in Sundsvall to interrogate Nils, who
reluctantly welcome them into his home, respecting will no longer be willing to keep quiet about Enar’s murder.
the authority of the Order. If the Hunters are not present, the soldier will kill the Poor
Devil.
Note: This Scenario uses Events as timers for story
Day 2: Enar will arrive after sunset in Sundsvall to punish
development. For this reason, the Storyteller must keep in
Nils. If the latter is already dead, then he will find Hans
mind some factors.
ready to ambush him. If the Hunters are not present,
◆ There are only 3 places (the Andersen Estate, the town Hans will die. If Nils is alive, however, Enar will attempt to
of Sundsvall, and the cliff) that make up an equilateral eliminate him unless the Hunters do something to prevent
“triangle”. Moving from one place to another always it.
takes 1 day of travel on foot.
◆ Some Events have an indicative day number in which Day 2: Erik will recognize the shells that have fallen from
they occur: 1st day, 2nd day, and so on. In this way, Enar’s body as those present on the cliff. If the Hunters
the Storyteller will always know where Enar will be and are present, Andersen will invite them to investigate.
who he will try to strike. Otherwise he will send Christian, who will be eliminated
◆ Since the action always occurs in two places at the same by the Sea Fairy.
time, the Storyteller must point out that all the former
Day 3: Enar will arrive at the estate after sunset to eliminate
soldiers are in danger, and that this mission requires
Andersen and possibly Christian. Once this is done, he will
action on multiple fronts. For this reason, splitting
try to reach Satu.
the Hunters into two groups is encouraged. However,
it is not an essential condition and the final decision If Erik is put in danger: Both Andersen and Satu will
regarding what to do will always be up to the Players. put their lives at risk for him. Both are willing to confess if
◆ For better management of Events, given their this can save the child from danger.
importance, they are shown below instead of at the end
of the Scenario as usual. If Enar discovers that Erik is Andersen’s son: The
child will become his new target, as killing him is the best
way to make Andersen feel the pain he has inflicted.

159
shells he collected when he lived with his mother in a small
If the Hunters convince the Sea Fairy of their good
cliffside village. According to some old stories, under the cliff
intentions: The Fairy will lead one of them to the bottom there is a dense network of caves where a Sea Fairy is said to
of the sea where Enar’s heart is. reside.

Andersen’s Estate
Descriptor: A large, lush estate ten minutes from the city
center.
Andersen
OL Medium 5 – Main NPC (3 Wounds)
Wandering around the estate, the Hunters may encounter
one or more of these NPCs. Roll a die:
Descriptor: I am a war veteran with strong leadership skills.
In addition to being a good leader, I am also a capable fighter.
1-2 Satu: With a sad and depressed air, the woman will try
to avoid any interaction with the Hunters. Her shy demeanor Agenda: Defend my new family from the danger that Enar
will make it clear that something is bothering her. represents / Redeem myself in the eyes of Satu and make her
understand that I am now a different man / Prevent anyone
3-4 Erik: Intrigued by the Hunters, he will approach them from discovering what I have done.
brimming with questions. He is a lively child, and it will soon
become clear to the Hunters that he is not fully aware of the Gift - Commander: Andersen is skilled at giving orders
danger he is in. and managing a battle. Up to 3 times per Scene, Andersen
can issue an order to an ally who will receive 1 Additional
5-6 Adam the Chatty Servant: A young man in his 20s Success (+1 to OL in the case of an NPC) while executing it.
who can’t escape to the city, as he works on the estate to
pay off a debt to Andersen. Adam will speak without much
hesitation about the fact that there is a complex relationship
between his master and Satu, and that the woman comes
from the past of the former commander. Adam will add that
Andersen is also very considerate of Erik and it becomes
clear that he regards the boy as a son.

Information: Over twenty servants work on the estate,


but few are capable of wielding a weapon. The whole defense
rests on the shoulders of Andersen and Christian. It will be
clear to the Hunters, however, that Andersen’s abilities as a
commander allow him to keep everything under control and
to bring out the best even from inexperienced servants.
After the first encounter with Enar, Erik will recognize the

160
Satu
OL Easy 3 – Main NPC (1 Wound)
Descriptor: I am a former dancer who has lost everything.
Enar OL Hard 7 – Main NPC (4 Wounds)
I am but a shadow of my former self. Descriptor: I am an immortal being, the result of all the
hatred I harbored in my exile into the abyss. I have the
Agenda: Defend my son Erik, the only reason that I keep
strength of five men and my body feels no pain.
going.
Agenda: Take revenge on Andersen, but not before I have
Erik eliminated all my former companions / After eliminating
Andersen and his people, I want to meld with Satu so that
OL Easy 3 – Minor NPC (1 Wound) our bodies and souls are united for eternity.

Descriptor: I am a lively child who can never sit still. Gift - The Eternal Soldier: Enar’s body is the result of
powerful magic tainted by hatred. When Enar suffers his
Agenda: Understand who Andersen really is, and why he final Wound, his body becomes seawater and soaks into
took my mom and me out of the misery we lived in. the ground. The following day, Enar completely regenerates
himself at the bottom of the sea, where his heart is, the very

Christian focus of his existence. Only by recovering the heart and


destroying it can Enar be permanently eliminated.
OL Medium 5 – Minor NPC (3 Wounds) Gift - Rage of the Sea: Thanks to the magic granted by
Descriptor: I am a former soldier, called the Relentless the Sea Fairy, Enar has gained powers. When he acts, he
by all because of my cold determination. I act without any can always choose an additional effect. 1. Algae Whip: A
qualms when it comes to executing an order. string of algae stretches from Enar’s body and can perform
a second independent action. 2. Wave: Enar’s body
Agenda: Help Andersen in memory of the old days and a becomes seawater for a few moments, allowing him to slip
military life I can’t forget / Eliminate Enar to prove I am the
away and cover a distance of 30 feet before regrouping.
better man.
3. Shells: 3 large seashells are shot from Enar’s body in
Gift - The Relentless: When he is carrying out an order, different directions, which should be considered 3 attacks
Christian is immune to any effect that affects his behavior, with OL Medium 5. The shells must be aimed at 3 different
such as fear or charm. The soldier increases his Opposition targets.
Level by 1 when he tries to eliminate an obstacle that stands
between him and the subject of an order he must carry out.

161
The Cliff 5-6 Hook’s Crew: A dozen pirates
Descriptor: A steep cliff overlooking died here after a shipwreck and now
the sea, riddled with many inlets. In their souls are demanding vengeance
the most inaccessible part, there are on the living.
entrances that lead to underground
caves.
Dead Pirates
Going down the cliff, it is possible to
OL Easy 3 – Minor NPC
arrive at the caves’ entrance. In the (1 Wound)
center of the tunnel network, there is a
pool where the Sea Fairy lives. Getting Descriptor: I am a lost soul who only
to the pool may require you to deal wishes for revenge on those who are still
with one or more of these Threats. alive. My body is a heap of swollen and
Roll a die: rotten flesh that moves slowly.

Special agenda (James the


1-2 Landslide: As they descend
along the cliffs, part of the rock path
Swordsman): We recognize James
as the one who killed our captain in
collapses under the Hunters’ feet.
a duel! It is his fault that our ship was
Descriptor: A sudden landslide. OL wrecked, and we will taste his flesh
Hard 7.
first!
In the landslide, a Hunter can suffer
1 Wound or lose some of their Gift - Walking Dead: The body
equipment to the sea. of the Dead Pirate is rotten and
putrescent, but it does not stop even if
dismembered. After suffering his only
3-4 Submerged tunnel: To get Wound, a Dead Pirate can still take his
to the central pool you need to swim action before being eliminated, if he
through a narrow tunnel. has not already done so in the course
Descriptor: A long, narrow of the Exchange. If a Dead Pirate acts
submerged tunnel. OL Medium 5. against an outnumbered enemy, his
Failing the Check means not being Opposition Level is increased by 1.
able to make it through the tunnel
successfully and returning to the
entrance.

162
the community by donating part of his wealth to the
Sea Fairy neediest, and he is well regarded by all in town. In Nils’
OL Medium 5 – Minor NPC (3 Wounds) house rests a diary where the former soldier wrote
down everything that happened six years earlier. From
Descriptor: I am a fairy of the sea and my magic allows me to the Poor Devil’s memories, it is possible to reconstruct
perform true miracles. My entire existence is tied to the sea and Enar’s identity and his relationship with Satu, but not
leaving it would destroy me. that Erik is Andersen’s son. The abuse perpetrated by
the officer was never discovered by his comrades in
Agenda: I am sad because Enar has forsaken the love that kept
arms. However, it will be clear from the writings that
him alive in favor of blind hatred. I would like to do something
the punishment reserved for Enar was beyond reason.
for him, but I cannot go to the mainland to stop his fury or find
his beloved.

Special Agenda (Marina the Sea Explorer): I have Nils the Poor Devil
heard of Marina and know her reputation. She uses her powers OL Medium 5 – Main NPC (3 Wounds)
only to enrich herself at the expense of others. I will never agree
to help her unless she first shows me that she is also capable of Descriptor: I am an old soldier who lost his legs
good deeds. in the war.

Gift – Sea Magic: The Sea Fairy can always use one of Agenda: The guilt for what we did to Enar
the following effects. 1. Water of Life: A target recovers 1 haunts me, I want to find a way to bring him
Wound and, if they have been dead for no more than a day, peace.
they can even come back to life. 2. The Fury of the Sea:
The water of the sea engulfs everything, sweeping away all
threats. Those who are within 30 feet must pass a Defense Hans
Check against OL Hard 7 to avoid being overwhelmed by OL Medium 5 – Minor NPC
the waves and being washed away, suffering 1 Wound. The (4 Wounds)
Sea Fairy can deliberately avoid hitting anyone in the area of
Descriptor: I am a former soldier, once one
effect. 3. The Waves of the Sea: The Sea Fairy can travel to
of the company’s best marksmen. I never miss
any point of the sea within 6 miles. This shift is instantaneous,
my mark and always have a loaded weapon
and if she wants, the Fairy can take up to 2 subjects with her.
hidden under my heavy overcoat.
Sundsvall Agenda: Convince Nils to keep our
Descriptor: A small coastal town, where the tranquillity of the secret or remove him.
sea provides peace and serenity.
Gift - Gunslinger: Hans owns a
Information: It’s easy to find old Nils just by wandering pair of prized experimental pistols,
around the town. The Poor Devil has invested himself in which he bought from an inventor

163
for more than half of his war earnings.
Hans’s guns can fire multiple shots Blessing of the Sea Coral of the Sea Fairy
at the same time and with one attack,
Requirement: Prove to the Sea Fairy (Special gift for Marina
the soldier can aim at 3 targets that are
within an area of 30 feet square. While
your intention to do something for poor
Enar.
the Sea Explorer)
firing one pistol, Hans can reload the
other as an additional action. When You are blessed by the mighty Sea Requirement: To kill the Sea Fairy.
he draws a pistol from under his coat, Fairy and therefore sea-related abilities You dispatched that hateful fairy and
Hans can make an attack with OL Hard have no effect on you. You receive 2 harnessed her soul in a lump of coral.
7. Additional Successes on each Defense Now her power is yours. You can use 1
Check you make to defend yourself Treasure Token to unlock this Gift for
Gift - Smoke Bombs: Hans has against a Gift, spell, or action made the duration of the Scenario. Spend
some smoke bombs, which he uses using a Descriptor that includes the 1 Soma to tap into the Coral’s power
to surprise the enemy. While firing word sea.
a pistol, Hans can drop a bomb as an and choose one of the following effects.
additional action. The thick smoke 1. Water of Life: A target recovers
will cover an area of 30 feet square and Art of Command 1 Wound. 2. The Fury of the Sea:
inside it, everyone receives 1 Penalty Requirement: Withstand an on- The water of the sea engulfs everything,
for every action that requires the use of slaught from Enar by fighting alongside sweeping away all threats. Those who
sight, except for Hans, who is immune Andersen. are within 30 feet must pass a Defense
to the effect. Additionally, he can always You’ve observed a good leader and Check against OL Hard 7 to avoid be-
get away from opponents who engage figured out how to hone your strategies. ing overwhelmed by the waves and be-
him without anyone preventing him. Once per Scene, you can give an ing thrown away, suffering 1 Wound.
order to one of your allies and if they 3. The Waves of the Sea: You can
try to carry it out, they will receive 2 travel to any point of the sea within 6
Scenario Gifts Additional Successes to any Check. miles. This shift is instantaneous and
you can take up to 2 subjects with you.
These Gifts represent special abilities
Sea creatures sense what you have done
related to the A Soldier’s Duty
and will attack you without hesitation
Scenario and can be acquired once the
to try to free the soul of the Fairy.
requirements are met. A Hunter can
only have one Scenario Gift and if they
acquire a new one, they will have to
forgo the previous one.

164
fish. A figure stands at the entrance to the garden, huge and

The Scenario
ungainly. It is a colossus of pale flesh, driftwood, rocks, shells,
and other debris from the sea. The being stares at the large
mansion for a moment, before roaring out its rage.

A Soldier’s Place: Andersen’s fortified mansion.

Duty in Scenes
Time: It is night, but a high moon and a cloudless sky
allow for good visibility.

1
Information:
FIRST SCENE – The Arrival at ◆ Enar will attack without hesitation, ignoring any
mediation attempts by the Hunters. However, it will be
the Estate clear that Enar understands what he is told but simply
ignores it.
It’s the same one you find on page 158. ◆ Andersen will give his best as a leader, using his
Commander Gift to lend a hand to the Hunters.
End of Scene: After talking to Andersen, the Hunters ◆ When Enar is left with 2 Wounds, little Erik will enter
have a rough understanding of the situation. Given the the scene. Sneaking out of the mansion to get a better
danger on several fronts, Andersen will ask half of the look, he will find himself in the middle of the battle.
Hunters to stay at the estate (SECOND SCENE OPTION Satu will arrive soon after and the Hunters will be able
A - The Defense) and the other half to travel to Sundsvall to to observe the reactions of Enar and Andersen.
help Hans protect Nils (SECOND SCENE OPTION B - The ◆ Enar will understand from their actions that Erik is the
Poor Devil).

2a
couple’s son. When he does, he will roar in anger and
try to unleash his rage on the child.
SECOND SCENE OPTION A ◆ When Enar is defeated, his body will fall apart, and
Erik will recognize some particular shells he has always
– The Defense seen at the cliff.

Read aloud to the Hunters: The sun has just set, while
servants are nailing a last few planks across the windows
End of Scene: Erik recognizes the cliff shells, which could
be a good clue to find out where Enar resides. Go to the
on the first floor. What should be a luxurious mansion
THIRD SCENE OPTION A - The Cliff.
increasingly resembles a fortress under siege. Andersen and
Christian take the last few puffs on a pipe while setting up
their rifles, a ritual that probably formed during the days
they fought side-by-side on real battlefields. Then the pungent
smell of burnt tobacco fades, covered by that of salt and rotten

165
SECOND SCENE OPTION B –
The Poor Devil
2b End of Scene: It is now clear that Andersen is hiding a
secret linked to Enar’s revenge. The Hunters must return
to the estate, go to SCENE THREE OPTION B - Return to
the Estate.
Read aloud to the Hunters:

3a
Sundsvall is a charming
seaside town, with colorful houses and smiling people. Here,
it really seems that war and suffering have never happened. It THIRD SCENE OPTION A –
is easy to find Nils’ house. Apparently, the former soldier has
donated a lot of money to the poor of the city and these, given The Cliff
his handicap, often give him a hand to thank him. When
Read aloud to the Hunters: Following the directions
you arrive at the small red brick house, you’re surprised to
of little Erik, you finally reach the coast. The sea is stormy
find the front door open. Did Hans get there before you? The
and crashes against a long cliff that acts as a promontory.
sudden sound of a gunshot does not bode well.
It doesn’t take long to find what looks like a natural path
Place: Nils the Poor Devil’s little house. between the rocks, exactly as Erik described to you.

Time: It is late afternoon. Place: The cliff on the stretch of sea from which Enar
emerges.
Information: When the Hunters arrive, Hans is trying
to execute Nils after the Poor Devil has expressed his Time: The setting sun is covered with rain clouds.
resolution to confess what happened six years ago. Hans
Information: Descending along the cliff will put the
is ready to fight to the death against the Hunters while
Hunters to the test. Select or present in order the Threats on
keeping the elimination of Nils as his main goal.
page 162. Once on the bottom, they will be able to meet
◆ If the Hunters kill Hans and Nils survives, the Poor the Sea Fairy and convince her to stop Enar. The Fairy will
Devil will tell them everything he knows. From the reveal that Enar’s heart is darkened by great pain for the
memories of the Poor Devil, it is possible to reconstruct injustice he has suffered and that it is safely laying on the
the identity of Enar and his relationship with Satu, bottom of the sea. The Fairy can bring it to the Hunters, but
but not that Erik is the son of Andersen. The abuse only if they first do justice to the memory of Enar, bringing
perpetrated by the officer was never discovered by his her Satu so that she can say a last goodbye to Enar’s heart.
comrades in arms. However, it will be clear that the The woman is Enar’s lost love and it is right that the
punishment reserved for Enar was beyond measure. unfortunate soldier should have a chance to rest in peace.
◆ If Nils dies, it will be possible to find out the truth
regarding Enar’s punishment by reading his diary.
◆ If Hans is captured, the soldier will not speak even End of Scene: The Hunters must return to the estate
under torture and will try to give the Hunters a hard to retrieve Satu and join their other companions. Go to
time. SCENE FOUR - Destinies.

166
THIRD SCENE OPTION B –
Return to the Estate 3b End of Scene: It will be clear to the Hunters that Satu will
try to meet Enar at the cliff. Andersen will want to leave
immediately and nothing can stop him. Go to SCENE

4
FOUR - Destinies.
Read aloud to the Hunters: Tired from the long journey,
you arrive at Andersen’s estate as the sun goes down. You
are determined to untangle this story, but all your intentions
collide with a monster’s insane howl. Like every night, the
FOURTH SCENE – Destinies
fearsome brute has come to carry out a massacre. Read aloud to the Hunters: By the time you get to the
Place: Andersen’s Estate, marred by the previous night’s cliff, night has fallen. The storm has passed, and a clear and
clash. gloomy moon illuminates two figures on the edge of the rocks.
One is the graceful silhouette of Satu, the other the huge,
Time: The sun is slowly setting, but the estate remains lit grotesque mass of Enar. The two observe each other for a
thanks to lanterns expertly positioned by Andersen. few moments. Then tentacles of seaweed emerge from Enar’s
body, reaching out to seize his lost love.
Information: As with the previous night, the clash with
Enar will be inevitable. With the monster down, the Hunters
will be able to ask Andersen why he tried to eliminate Nils. Place: The Cliff.
The man will fall to his knees as he tells his entire story,
Time: It is night, but a clear moonlight illuminates the
including his abuse of Satu. Wanting Erik to keep both a
epilogue of this sad story.
father and mother, Andersen will ask the Hunters to end
Enar’s persecution. Information: Stopping Enar is a priority or he will
◆ As the Hunters sent to the cliff arrive, Erik will come assimilate Satu by merging with her within the course of
out of the barricaded mansion crying. Satu fled during one Exchange. The Hunters know that the only way to
the fight, to head to the cliff. The woman reassured her permanently kill him is to call the Sea Fairy to bring the
son that the monster will not harm her and that only monster’s heart.
she can stop his fury.
End of Scene: Enar, Satu, and Andersen’s fate will be in
the hands of the Hunters

167
Wonderbedlam
tu re s in W onderland (Lewis Carroll)
rio inspired by A lic e’ s A dv en
A Scena nment / Abuse / Canniba
ess / Impriso
lism
Safety Keywords: Mental illn

Once upon a time… roached


No less than the Duke of Nor folk himself has app
et. Five
the Order with a request which must remain secr
Wonder,
months ago, his daughter Alissa was taken to
in all of
the bedlam of York, the most renowned asylum
ctor,
England. Under the guidance of a mysterious Dire
ghter,
the Duke hoped for the quick recovery of his dau
s and
who possessed an attitude that was too rebelliou
the first
unseemly for a young noblewoman. After
e and
month, Alissa’s letters to her family became mor
abruptly
more terrified and delusional, until they
hell on
ceased. According to Alissa’s words, Wonder is
rooms,
earth, where strange presences move in the dark
ters is
animated by an evil will. The Duke’s plea to the Hun
dealings
simple: save Alissa and shed a light on the dark
happening in the asylum of Wonder.

168
The story that led
to Alice’s will, and it has become a place from which it is
impossible to escape without the consent of its Director.

us here…
Thanks to her power, Alice controls a large, trained lynx
named Cheshire. By moving through the narrow conduits

A
of the asylum, she acts as the eyes of her mistress.

The story at the arrival of the


lice Liddell, daughter of an English aristocrat
in great favor with the Crown, developed a complex Hunters…
mental illness as a child. From an early age, she suffered
from visions and delusions about a fantasy world hidden The young Alissa of Norfolk proved incredibly resistant to
in her dreams. Alice’s “cures,” and for this reason the Director of Wonder
“Treated” in great secrecy by the family with drugs and imprisoned the girl in the Hall of the Mind, disregarding
experimental therapies, Alice has learned to control her normal procedure. Day after day, Alice invades
her madness enough to appear to be as sane as the next Alissa’s mind with nightmares in an attempt to quell her
person. At the age of twenty-seven, she graduated with rebellious spirit. Alice manages Wonder completely by
a degree in medicine, dedicating herself body and soul herself, taking advantage of her control over the building
to the treatment of mental illness. The culmination of and rooms, which can only be accessed with the right
this dazzling career is Wonder, a “hospital” meant to passwords. Hatta Carter is the only other person able
welcome children of wealthy families who want to avoid to solve the Wonder puzzle. For this reason, Alice has
patronizing one of the infamous asylums of England. imprisoned the mad inventor in the bedlam’s Basement,
Little do they suspect that inside Wonder, Alice has intending to keep him safe for use in future projects.
created a world of sheer madness, where unquestioning Meanwhile, Alicia, Alissa’s young lover, has infiltrated
patients must follow her every perverse idea to the letter, Wonder in an attempt to free her imprisoned partner.
in a physical and mental ordeal that she believes will bring In addition to their romantic bond, Alicia is driven by
them back to sanity. Alice’s lucid madness has wrung guilt, convinced that Alissa was sent to Wonder due to
more and more strength from the patients’ suffering, the two girls’ relationship. Alissa had even refused several
allowing her to shape reality itself. Wonder has become promising marriage proposals to remain with Alicia,
a building out of space and time, where a door might indifferent to her duty as the Duke of Norfolk’s heir.
lead you anywhere unless you know the right words. To Despite her courage and tenacity, Alicia soon became a
control Wonder and not fall victim to her own creation, prisoner of the deranged rooms of Wonder.
Alice has hired the most skilled inventor in all of England,
Hatta Carter, famous for his theories on automatons. The
man has thoroughly researched Wonder in an attempt to
make sense of the physics-defying nature of the asylum.
Thanks to Hatta’s hard work, the structure now responds

169
1
First Scene
Read aloud to the Hunters: You have finally arrived
at Wonder, the most famous and renowned bedlam in all
of England. What you see, however, is certainly not what
one might expect from a place where people are being cured
of mental illness. After crossing an immense garden full of
Initial Situation: Thirty minutes have passed since the
Hunters arrived and it is becoming clear that no one will
come to welcome them.

Information: Exploring the Entrance Hall and the


exterior of Wonder will yield the following information.
◆ Catching the rabbit will be easy. The animal seems
accustomed to the presence of humans and for this
reason, it will get close. The message it brings with it is
dead plants, you find yourself in the entrance hall before an clearly addressed to the Hunters: “You are not welcome
immense, mirrored wall that reflects your perplexed faces. at Wonder, as you are not here seeking something
A large, tree-shaped fountain gushes water into a pool full but someone. This place welcomes only those who
of colorful fish. Three doors on the east wall attract your need healing of the mind.” The paper is signed, “The
attention. The central one is of normal size, while the one Director”.
on the right is twice as large, and the one on the left is ◆ The exterior of the asylum looks quite bizarre.
barely half the normal size. On the west wall, a painted From the outside, all the windows on the walls, the
inscription dominates in large letters: “In this place, doors except the entrance door, and in general every
madness becomes reason, so that the sick can become possible entrance to the building, seem real but are
healthy again”. Finally, you notice a fourth door that just painted. There are therefore no real access points
initially escaped your gaze, painted on the floor with to the building, except the main door leading to the
such skill as to seem real. While you are wondering Entrance Hall.
who will come to welcome you, a small white rabbit ◆ To a Hunter who understands magic through
peeps out from behind the large fountain. Around his their Descriptors, it will be clear that all of the bedlam
neck, he wears a small message holder, in which you is under the influence of a powerful arcane force (see
can see a rolled-up note. the Place Wonderbedlam on page 171).
◆ The three doors in the east wall open smoothly,
Place: The Entrance Hall of Wonder. Hunters all three leading onto a long corridor that ends with
will have the strange feeling of not being able to another identical door.
estimate the exact size of the place.

Time: It is early in the morning and sunlight


filters through the large windows on the west
wall, the only ones in the room. Hunters
will feel like they can’t tell the exact time.

170
The Entrance Hall of Wonder Cheshire The Faithful Lynx
Gift - Beyond the Mirror: The large wall mirror hides OL Medium 5 – Minor NPC (3 Wounds)
the passage leading to the Hall of the Mind. Only by saying
the formula, “Beyond madness, beyond the basement,
Descriptor: I am a snappy and aggressive lynx. I roam the
halls of Wonder guided by the will of my mistress.
beyond the mirror,” is it possible to see the passage. The
complete formula is known by Hatta Carter, detained in the Gift - Elusive: Thanks to the power infused in Wonder,
Basement. Cheshire can disappear and reappear a short distance away,
and move through doors and walls. Cheshire can always
Gift - The Door to The Below: The door painted on
move without anyone being able to stop her. All actions to
the floor hides the passage to get to the Basement. Just
attack or capture Cheshire receive 1 Penalty because of the
by tapping a foot on the painting and saying the formula,
constant appearance and disappearance of the lynx. This
“Is anyone under the house?” or something in that vein
Gift is not affected by the Place of Pure Madness Gift.
you can see the passage. The instructions to open it are
contained in the message holders of the White Rabbits all

Wonder
across Wonder.

Gift - The Doors to Elsewhere: The three wall doors Bedlam


each lead to one of the Cure Rooms. When traversing the Descriptor: I am a building animated by sheer madness
connecting corridor, the senses are confused and clouded and no one can attempt to alter me without Alice Liddell’s
by the magic of Wonder. When you finally open the door permission.
at the end of the corridor, you realize you are in another
place. Attempting to take something out of the Cure Rooms Gift - Place of Pure Madness: When a subject
activates the Gift Place of Pure Madness (see this same attempts an action or uses a Gift to change Wonder’s insane
page). structure (such as breaking through walls or circumventing
passageways), the building’s inherent magic activates.
Before the action taken is resolved, roll a die to see where
the subject will end up being teleported.

1-2: The Rabbit Hole.


3-4: The Labyrinth of Doors.
5-6: The Caterpillars’ Greenhouse.
This magical shift causes a side effect that lasts throughout
the Scene; roll a die to determine what happens.
1-2 Shrunk: The subject receives the Descriptor I am half
the size I was, all my physical abilities are diminished as well.

171
3-4 Enlarged: The subject receives the Descriptor I am
twice as big as I was and I move awkwardly and slowly. Threat - The White Rabbit
5-6 Confused: The subject receives the Descriptor My OL Medium 5
mind is confused, I can’t concentrate, and I misunderstand
Descriptor: I’m a little white rabbit wandering around the
words when spoken to.
Cure Rooms and I have a message holder tied around my neck.
I fear those I do not know.
The three Cure Rooms Gift - Messenger: By capturing a White Rabbit it is
Descriptor: Magical places, out of space and time, where possible to take the message it carries. Roll a die.
patients are thrown to face whatever is troubling their mind.
1-2: It’s not always convenient to knock on a door with your
Information: The Rabbit Hole, the Labyrinth of Doors, hand.
and the Greenhouse are three places connected by magical
corridors to the Entrance Hall of Wonder. Within the various
3-4: Knocking on a door is the bare minimum to be
expected of a respectable person.
sections of the asylum, the pitiable patients are left to fend for
themselves. The main purpose of the rooms is to encourage 5-6: When you arrive at a door, it is polite to ask if anyone
patients to see “beyond” their madness and understand, is home.
through the clues of the White Rabbits, how to access the
Basement. Once there, Alice Liddell will pick them up to
take them to the Hall of the Mind. Every room will feature
the Threat The White Rabbit.

Alicia The Young Girl in Love


OL Medium 5 – Main NPC (3 Wounds)
Descriptor: I am a young rebel from the slums who knows
how to get by on her own. Thanks to my tenacity, I can
overcome every obstacle.

Agenda: I want to save Alissa from this cursed place and run
away with her to live out our love in peace.

172
The Patients of
Wonder
OL Easy 3 – Minor NPC (1 Wound)
Descriptor: We are mad and desperate, driven to Wonder
in the hope of curing our ailments. Madness guides our
actions and we no longer understand that there is a world
outside the bedlam.

Gift - Why I Am Here: Roll a die to see what problem led


them to Wonder.

1 Violence: The Patient struggles to contain their anger.


When they act violently increase their OL by 1.

2 Kleptomania: The Patient yearns for any object they


deem interesting and will do everything to have it. Once
per Scene, they can act 2 times consecutively, though the
additional Action must be used to attempt to escape and
hide with the stolen goods.

3 Abandoned: The Patient was interned at Wonder to


be forgotten. Hardened by loneliness, they gain 1 extra
Wound.

4 Split personality: The Patient changes personality in


the face of a specific event, such as a threat. When the new
personality acts, its OL becomes Hard 7.

5 Dementia: The Patient is not fully aware of what is


happening around them. They are immune to all attempts
at intimidation. Increase their OL by 1 when defending
against a violent action.

6 Illness: The Patient is ill or horribly disfigured. Each


action against them receives 1 Penalty.

173
Room 1 – The Rabbit Hole Room 3 – The Caterpillars’
Descriptor: A series of burrows and tunnels full of dirt Greenhouse
and vegetation. In the small rooms and crevices, naked and Descriptor: A huge greenhouse full of alien and unknown
emaciated patients move like animals, always looking for plants. A strong smell of pollen saturates the air, making
something to eat. it difficult to breathe. A dense yellow fog sharply reduces
visibility.
When the Hunters roam the Rabbit Hole, roll a die.
1-2: A group of 1d6 + 3 Patients will approach the Hunters When the Hunters are roaming the Caterpillars’
in search of food. Greenhouse, roll a die.
3-4: Alicia is busy fending off a group of aggressive 1-2: Two Patients are escaping from a Caterpillar of the
Patients. Wonderful Lands.

5-6: A White Rabbit passes a few meters from the Hunters. 3-4: Alicia is busy fending off 2 Caterpillars of the
Wonderful Lands.

5-6: A White Rabbit passes a few meters from the Hunters.


Room 2 – The Labyrinth of
Doors Caterpillar of the Wonderful
Descriptor: An infinite series of rooms, all with doors
leading into a long corridor. Each room is decorated in a Lands
different and macabre way, recreating situations of torture
and stress.
OL Medium 5 – Minor NPC (2 Wounds)
Descriptor: I am a huge carnivorous caterpillar over two
When the Hunters roam the Labyrinth of Doors, roll a die. meters long. I feed on fresh meat and then lay my eggs in the
1-2: A group of 1d6 + 3 Patients will approach the Hunters carcasses of creatures I’ve devoured.
to push them into a room shouting, “We must see what’s Gift - Hunter Caterpillar: When a Caterpillar moves, any
beyond!” human-sized subject in its path risks being overwhelmed.
3-4: Alicia is busy fending off a group of aggressive Whoever is in the Caterpillar’s way must perform a
Patients. Defense Check in order not to end up knocked down. The
Caterpillar inflicts 1 Additional Wound against people
5-6: A White Rabbit passes a few meters from the Hunters. prone on the ground.

174
The Basement Hatta Carter The
Descriptor: A huge underground hall filled with food and
comfortable cushions to sit on. Unnatural darkness surrounds
the room, making it difficult to distinguish the walls.
Mad Inventor
OL Medium 5 – Main NPC (3 Wounds)

Information: The Basement is the place where Patients


Descriptor: I am a skilled inventor, the most brilliant of my
time. My emotional fragility leads me to frequent mood swings
arrive when they have figured out how to open the door on
and aggressiveness.
the floor of the Entrance Hall. In Alice’s crazy theory, those
who arrive underground have understood how to leave Agenda: I want the company of witty people and not cold
behind their issues and psychoses, represented in the Cure automata. I long for the chats I had with Alice.
Rooms. In the Basement, a Patient can refresh themselves and
then be picked up in their sleep and taken to the Hall of the Gift - Time Clocks: Hatta can manipulate one of his clocks
Mind. Hatta Carter is a prisoner in the Basement, kept alive by to influence time. 1. Slow: Once per Scene, Hatta increases
Alice to be used for future bedlam expansion projects. Hatta his OL by 2 when defending against a threat. 2. Speed
has gone mad with loneliness and has built two Automata as Up: Once per Scene, Hatta and one of his Automata can
pretend tea companions. act, immediately stopping anyone’s action regardless of the
situation in the narrative. If an Automaton has already acted,
it can act again thanks to this Gift.

Rabbit Automaton
OL Medium 5 – Minor NPC
(2 Wounds)
Descriptor: I am an automaton in the service of Hatta
Carter. Thanks to my strong legs I can make incredible
jumps and crush everything when landing.

Gift - Leap: When it acts, the Automaton can free


itself from any engagement with ease by jumping away.
If it lands on a victim, it increases its OL by 1 for the
attack and if it inflicts 1 Wound, the target will also be
knocked to the ground.

175
Lizard Automaton Threat - Alice’s special tea
OL Medium 5 – Minor NPC (3 Wounds) OL Hard 7
Descriptor: I am an automaton in the service of Hatta Descriptor: A delicious tea mixed with a powerful
Carter. Thanks to my large tail I can perform several actions soporific.
at the same time.
Gift - Sleep: Those who drink the tea and fail their Defense
Gift - Tail: The Automaton always acts twice, once with its Check will fall into a deep sleep for over eight hours. Only
front legs and once with its long tail, but cannot focus both suffering severe pain (equivalent to receiving 1 Wound) or
its actions on the same target. the use of magic can awaken a sleeping subject.

Hall of the Mind Alice Liddell The


Director
Descriptor: A series of rooms painted entirely in white. The
doors themselves do not have handles and it takes a careful
look to distinguish them from the walls. A large central hall
gathers all the Patients, lying on rows of beds, asleep in a state OL Medium 5 – Main NPC (3 Wounds)
of trance. The distant ticking of a clock breaks an otherwise Descriptor: I am the director of Wonder and, thanks to the
unnatural silence, creating a hypnotic echo. power of madness, I can enter people’s minds to heal them.
Information: In the Hall of the Mind, it is possible to Agenda: Safeguard what I have built within Wonder and
find several Patients in a catatonic state, including Alissa all the incredible discoveries that the magic of madness can
of Norfolk. Alice Liddell will not seek a confrontation with give to mankind / Solve every problem by transforming it into
any intruders but will be friendly and willing to listen to the a Patient to be treated.
unexpected guests. Alice will offer a good tea in which
a powerful sleep drug is mixed. Gift - Alice from Other Worlds: As an action, Alice
can attempt to possess the body of a person or animal by
looking into their eyes. Hunters can make a Defense Check
to prevent this. Alice can both act through the body she
controls and continue to use her Gifts and Descriptors.
The possession ends when Alice’s body suffers 1 Wound.
Alice cannot control more than 3 common subjects or a
single Hunter at the same time.

176
Alissa of Norfolk
The Rebel
OL Easy 3 – Minor NPC (1 Wound)
Descriptor: I have been physically tested by my stay in
Wonder, but my mind is still strong. My love for Alicia kept
me in the real world.

Agenda: Escape from Wonder and my old life and make a


future with Alicia.

Scenario Events
In this Scenario, there are five Events. As a Storyteller, feel
free to create new ones in response to the actions of the
Hunters.

When the Hunters visit the third Cure Room


without first meeting Alicia: they will encounter
Alicia, who is lost. The young woman will be reluctant to
reveal her true identity but will give her name and introduce
herself as a patient.

On a regular basis, if the Hunters waste time in the


Entrance Hall of Wonder: one of the bedlam Patients
will walk out of one of the three doors into another. The
Patient will mumble disjointed words such as “see beyond”
or “go under”.

If the Hunters cause too much havoc in a Cure


Room: Alice will take control of Cheshire and order the
Hunters to leave, or try to surprise them by making it clear
that they are being watched.

177
out of proportion. The Storyteller will ask you for a Position
If the Hunters try to leave the Basement: a desperate
Check against an OL proportional to the madness of your
Hatta Carter will attack them with the help of his Automata
request. If you succeed, you get the Descriptor you declared
to keep his new guests with him.
for the rest of the Scene; if you fail, you have spent your
If the Hunters corner Alice Liddell: the Director will Soma in vain. The effect of this Gift also ends when someone
be ready to make deals, such as freeing Alissa or whatever makes clear that what you are doing is utter madness.
the Hunters ask. Alice’s real worry is that Wonder might be
destroyed.
The Forgotten Queen (Special Gift for Regina

Scenario Gifts the Thief of Hearts)

These Gifts represent special abilities related to the Requirement: Visit a Cure Room.
Wonderbedlam Scenario and can be acquired once the Confusing flashbacks and painful emotions grip your
conditions are met. A Hunter can only acquire one Scenario mind. You’ve been here as a patient before, but maybe
Gift. If they buy a new one during an Interlude, they will you’ve forgotten why. Are you sure you want to remember?
have to forgo the previous one. Once per Scene, you can try to remember something of
your experience in Wonder. Choose a place or a subject
from the bedlam, and the Storyteller will give you useful
Friend of the Rabbits information about a Descriptor, a Gift, or their Agenda.
Remembering is painful. For the rest of the Scene, when
Requirement: To have captured at least one White Rabbit. you use one of your Gifts, roll a die: on a 5 or
You are able to approach the little white rabbits without higher you lose 1 Soma and you
frightening them. Receive 2 Additional Successes when you are no longer so sure that you are
face the Threat The White Rabbit. Once picked up, your the Queen.
new little friends will be able to deliver a message for you to
any room in Wonder. This Gift allows you to send a White
Rabbit even through seemingly closed doors.

Lucid Madness
Requirement: Having suffered the Gift Place of Pure
Madness at least once.
You are slowly figuring out how to make the weirdest ideas
real. You can spend 1 Soma to try to activate the mad magic
of Wonder. State something crazy that you are capable of,
such as I want to walk on walls or I want my arm to stretch

178
The Scenario Wonderbedlam in Scenes

1 FIRST SCENE – Arrival in Wonder


It’s the same one you find on page 170.
End of Scene: It will be clear that each Cure Room holds
a clue to progress through Wonder. The Hunters must
move to another room. Go to THIRD SCENE – The Second
Room, the Encounter with Alicia.
End of Scene: For the Hunters, it will be clear that the

3
only way forward is through one of the three doors to the THIRD SCENE – The Second
Cure Rooms.
Room, the Encounter with Alicia
2 SECOND SCENE – The First Room
Read aloud to the Hunters: You walk through a long
Read aloud to the Hunters: You walk through a long
corridor that leads you in front of a door exactly the same
as the one you just went through. As in the Entrance Hall,
corridor that leads you in front of a door exactly the same time seems to flow differently in this place and you have the
as the one you just went through. As in the Entrance Hall, impression that the few steps necessary to cross between one
time seems to flow differently in this place. You have the door and the other takes hours rather than moments. You
impression that the few steps necessary to cross between one open the door and immediately you are alerted by the cry of
door and the other takes hours rather than moments. You a girl.
open the door and what is shown to you...
Note: As the Storyteller, continue the description based on
the room that was chosen by the Hunters and highlight the
Note: As the Storyteller, continue the description based on presence of Alicia engaged in an encounter, as a result of
the room that was chosen by the Hunters. 3-4 of the relevant room.
Place: One of the Cure Rooms. Place: One of the Cure Rooms.
Time: It is impossible to establish the exact time and, Time: It is impossible to establish the exact time and,
from one room to another, day changes to night in a totally from one room to another, day changes to night in a totally
random way. random way.
Information: The Hunters encounter the result 1-2 of Information: The Hunters are aware that without their
the relevant room. Once the encounter is resolved they will intervention the young woman will succumb.
notice a White Rabbit and, by capturing it, they will get the
◆ Once safe, Alicia will introduce herself, saying that
first part of the hint to enter the Basement.
she is in Wonder to save a friend from this place of
madness. Alicia has two clues with her, one from the

179
White Rabbit in this room and one from the one the
Information: Hatta Carter will be delighted to have new
Hunters have not yet visited.
guests and will invite the Hunters to join him for tea. By
◆ During the discussion with Alicia, Alice will
talking to him you can get the following information.
attack the girl by surprise via Cheshire, and then
make the lynx flee through a wall. ◆ Those who pass through the cycle of therapies in the
Cure Rooms can access the Basement where they
can refresh themselves, dress again, and wait for the
End of Scene: It should now be clear to the transfer to the Hall of the Mind. The Director keeps
Hunters how to access the Basement (Alicia can Hatta tucked away for future expansions.
help them if they haven’t quite figured out how to ◆ Hatta is a prisoner of the Director. He built Wonder
do it yet). Go to FOURTH SCENE - The Basement. and knows the formula for going beyond the mirror,

4
accessing the part of Wonder that is exclusive to the
FOURTH SCENE – Director.
◆ If the Hunters point out to Hatta that if he knows every
The Basement secret, he can escape whenever he wishes, the man will
nod in amazement, revealing the formula for going
Read aloud to the Hunters: When the door beyond the mirror to the Director’s sanctum. Once
opens, you see a large flight of stairs that descend this is done, however, he will return to his madness,
underground. A few minutes later you find yourself in complaining once more about his imprisonment.
a large room, richly furnished with colored cushions ◆ Hatta will say that he doesn’t know the Director’s real
and drapes. The Basement is hard to see across, so name, but he knows that she is a renowned doctor and
much so that you can’t make out the walls. Suddenly, that she is not really a bad person. As a scientist, he
a shrill voice calls for your attention. In front of you, understands well that indelicate acts must sometimes
a gentleman with a strange top hat on his head be done in the name of scientific progress.
converses amiably with two Automata, one in the ◆ The tablecloth on the table is actually the blueprint of
form of a large rabbit, the other of a lizard. In a Wonder drawn by Hatta during construction. It reveals
grotesque imitation of teatime, the man with the the formula for going beyond the mirror. The mad
top hat conducts a one-way conversation, where his inventor, however, will strongly object if the Hunters
words are left unanswered by the cold, unintelligent try to take the map, as this would ruin the table’s setting
gazes of the Automata. for tea.
Place: The Basement of Wonder, where those
who have passed the Cure Rooms can rest while When the Hunters attempt to leave the Basement, Hatta
waiting to be picked up. will beg them to stay with him, insisting until he becomes
aggressive and unleashes the Automata against the Hunters.
Time: It is not possible to distinguish between day
and night, but the atmosphere and the soft lighting
recall the time for evening tea.

180
End of Scene: After Hatta and his Automata are dealt Place: The aseptic Hall of the Mind of Wonder.
with, the Hunters know the formula to cross the mirror
and finally discover who is behind Wonder. Go to FIFTH Time: It is not possible to distinguish between day and
SCENE - The Director. night, but the atmosphere and the white lights recall a visit
to a hospital.

FIFTH SCENE –
The Director 5 Information: Alice will offer her guests a fine cup of tea,
trying to put them to sleep. Alternatively, she will try to take
control of Alicia and pass her off as Alissa. The Director will
Read aloud to the Hunters: In front of the large mirror claim that Alicia is a second personality Alissa has created
on the north wall, you say the formula “Beyond the madness, inside Wonder to escape from herself. Alice will try not to
beyond the basement, beyond the mirror,” and you see a give the real Alissa to the Hunters, but she won’t be willing
small door appear. Crossing through it, you find yourself in to lose Wonder to keep her.
a bare and aseptic environment with walls, furniture, and
doors, all in white. The doors themselves do not
have handles and only with a careful inspection is
it possible to distinguish them from the surrounding
walls. Finally, you arrive in a huge room, furnished
solely with an endless series of beds on which placid
patients are sleeping. The distant ticking of a clock
breaks an otherwise unnatural silence. Then, a door
opens and a distinguished-looking woman with
a cold gaze appears in front of you. “Welcome to
Wonder. I’m the Director.”

181
Tuvstarr’s
Reflection
A Scenario inspired by Tuvstarr
(Helge Kjellin) by Petter Nallo
Safety Keywords: Decay / Corruption of
body and
mind / Folk Horror

ge 100) and
is a spe cial Sce na rio bu ilt as a Scene Tree (see pa
Tuvstarr’s Reflection roduce Sherazade the We
aver
at for introd uctory Sessions, one-shots, or to int
is gre
of Tales to a Campaign. emissary of the One
es pla ce wit hin a sto ry told by Sherazade, an
This Scenario tak the world of
ad ow s (pa ge 19 6). Th e Hunters will awaken in
who Plots in the Sh disappearance in order
to
ss Tu vst arr an d mu st solve the mystery of her
Prince
awaken.

182
Once upon a
But stories don’t always go as they were originally
written... Appalled by the wickedness of the world,
Princess Tuvstarr learns from rumors around the court

time…
of the existence of a pond, deep in the woods, where
wishes can come true. Tuvstarr asks the trusty moose
Skutt to lead her through the woods. There, the Princess
trades her crown with the Fairies, to gain free access to
Good evening my dear hosts, my name is their lands.
Sherazade and I am a weaver of tales. My
words will take you to incredible worlds Tuvstarr then gives the Hulder her dress to continue
and follow the feats of brave Hunters… her search, and finally arrives at the heart of the forest.
There, in the black Pond that no human being has ever
however this story is not like the others seen, she plunges her heart and soul. Tuvstarr desires a
and these feats are not just imaginary. Will perfect world, where everything is bright and good. And
our heroes succeed in their quest? Or will that’s what she finds on the other side. A perfect dream
they perish, disappearing forever from the world. There she is happy, the fields are always green, and
memory of time? idealized constructs that resemble her mother and father
smile at her. But the Dream World needs to balance itself
out. And so reality, its mirror, becomes dark and twisted.

The story that led


The sun sets in eternal darkness, the forest is corrupted,
animals get sick, and the soil rots.

us here… Tuvstarr’s father and mother, the King and Queen, send

T
their knights to bring her back. None of them returns. The
lands are becoming increasingly corrupt and the people
are desperate. Eventually, the rulers turn to anyone who
he original fairy tale was written by Helge Kjellin can help them. This is where our story begins.
in 1913 and tells how Princess Tuvstarr left her home to
follow Skutt the moose into the forest.

Tuvstarr does not listen to Skutt’s advice, and so the


Fairies steal her crown, the Hulder (a forest spirit) steals
her dress and, finally, she loses a golden heart-shaped
necklace in a black pond in the depths of the woods. The
Princess will stay there staring at the black pond until she
turns into a blade of grass: Tuvstarr (Carex Cespitosa).

183
The story at the arrival of the Time: It is early morning on a gloomy autumn day.
Initial Situation: The Hunters are summoned by the
Hunters… King and Queen for an important mission. They are aware
The land is bewitched. The fields are sterile, the church that they are in another world or, perhaps, within a dream.

1
bells are silent, mothers forget to feed their children, and all
dreams are dark and full of pain. The sun now rests below
the horizon and the lands are covered by eternal twilight. Information:
Tuvstarr the Child Princess is gone, wandering into the ◆ The King and Queen sit on their thrones staring sternly
forest and the curse is believed to have something to do at the Hunters. They do not speak, but their butler, a
with her disappearance. The knights were sent to the forest, lean and hunched old man, will offer the Hunters gold
the wetlands, and the wilderness to find her, but none and honors to bring back Princess Tuvstarr. She has
have returned. The King and Queen now seek out new fled into the great forest that lies beyond the castle.
champions to retrieve their daughter from the wilds and ◆ Before departure, the old butler will join the Hunters
end this curse. to talk out of the King and Queen’s earshot. He will say
that there is a curse upon the land. The Hunters must

First Scene
prepare themselves for the necessity of an extreme act
to save the kingdom, perhaps even to kill the Princess
herself.
◆ As the Hunters set out for the wild forest, people in
Read aloud to the Hunters: Sherazade clears her throat,
the villages will report that many have seen Princess
then smiles at her guests before speaking. “Our story opens
Tuvstarr ride a moose and disappear into the woods.
with a rude awakening. You are in a strange inn which is
And from that moment, the world has changed.
certainly not the place where you fell asleep last night. The
bedroom door is thrown open violently and a tall, thin man
in a soldier’s uniform asks you to follow him out of the room.
Apparently, the King and Queen of this strange place await
End of Scene: The Hunters head into the great wild
forest in search of Princess Tuvstarr’s trail. Go to SECOND
you to give you an audience. In the midst of a field of withered
SCENE - The Wild Forest.
flowers and rotting crops stands a mighty castle. The walls are
covered with ivy and the roofs, once gilded, seem blackened
and burned by the rays of a dying, red and menacing sun.”

Place: The royal castle, in the center of a large city. The air
is gloomy, and the faces of the people are sad and dejected.
A black sky illuminated by a faint crimson light hangs over
everything like an eternal night.

184
death, he forgot his name. But he can’t forget Tuvstarr and

The moose and the the guilt he feels…”

moths
“He was once a majestic being, the King of the Woods and
Skutt the Moose
Wildlands. The name Skutt was given to him by the rocks, OL Hard 7 – Main NPC (3 Wounds)
torrents, and small streams, as he had the ability to make Descriptor: I am a majestic and magnificent moose,
great leaps through any obstacle. One day, when the sun was ravaged by the decay of death and Tuvstarr’s magic which
bright, he ventured into the fields and flowers near the castle keeps me alive.
that humans built. There, he met Tuvstarr and was fascinated
by the little creature with her white dress, long golden hair Agenda: I have to find someone to save Tuvstarr from the
and sparkling crown. When Tuvstarr asked him to see the black pond and the illusion she fell into, because I can’t get in
rest of the world, he couldn’t refuse and put her on his back to / Protect Tuvstarr above all else, even if it means having the
ride into the wilderness. world rot away.

Gift - Spectral Presence: Skutt cannot truly be


He told her about the pond in the middle of the woods where
eliminated as long as Tuvstarr’s wish keeps him alive.
all wishes can be fulfilled, but only if the wish is made by
The moose can move through fog, disappearing and
an innocent child. And so she asked to go there. During the
reappearing even many feet away. Within the fog, no one
journey the Princess traded both the crown and the dress for
can stop or impede Skutt’s movement. When he suffers
safe passage, and at the pond she disappeared into the black
his third Wound, Skutt falls apart, only to revive in the
water, leaving only her reflection. Then there was a crack in
following Scene.
the sky, which froze the sun in place forever.

Not knowing what to do, Skutt wandered the lands in shame. Information: Skutt is a Main NPC that Hunters can
He came across one of the knights sent by the King and Queen. encounter in any Scene. He will always appear accompanied
The noble warrior charged the moose with his spear couched by a thick fog, stinking of rot, and surrounded by pale
under his arm. The moose faced him head-on and killed the moths. From his horns, like a ghostly veil, hangs the torn
armored foe and his steed. But the spear had hit its mark and fabric of a knightly cloak, and a spear is half driven into
Skutt fell, dying. However, the power of Tuvstarr’s affection his body.
would not allow him to die. The Princess was so anxious that
If the Hunters fight: Skutt is not interested in the fight
she wished that Skutt could exist forever, even in death.
but is still a proud animal, so he will lash out at the enemy,
charging with his antlers.
The moose is now rotting. Large worms crawl into his flesh,
and in the moonlight, they hatch into ghostly moths that If the Hunters talk to Skutt: He can tell how he took
flutter around his horns. His stench is carried by the wind Tuvstarr to the sacred pond, deep in the woods. Whatever
and even carrion-eating birds avoid him. At the time of his Tuvstarr did by diving into the lake, it wreaked havoc on the

185
world. Skutt wants to save Tuvstarr, but without endangering The closer you get to the wilderness and the great forest, the
her. He cannot enter the pond himself, nor can any other more the atmosphere changes. The woods before you are
inhabitant of these woods. shrouded in perpetual darkness. Only the faintest light of the
The magic of the pond binds anyone seeking it to make the sun hanging just beyond the horizon reaches this place. But the
same journey as the Princess, crossing the places where she sun never really rises, leaving this land enclosed in a twilight
exchanged her treasures to continue forward. If the Hunters and ghostly hour. The creatures of the woods have gone mad.
bring those treasures to him, Skutt will lead them to the Corrupted by the whispers in the grass, mesmerized by the
pond where Tuvstarr has disappeared. moon’s reflections, they drink poisonous sap and foam that
smells of sulphur.”

2
SECOND SCENE – The Wild Place: The wood that separates the kingdom from the
deepest forest is basked in the faintest twilight glow.
Forest
Time: Time has stopped and no longer has any meaning.
Read aloud to the Hunters: Sherazade remains silent for
a moment, the audience motionless in ecstatic admiration. Information: When crossing the wood, the Hunters may
Then, the Weaver brings a glass of wine to her mouth, though have some encounters. Roll a die or choose.
she barely wets her lips. “You travel past the meadow covered
with withered flowers, small villages, hills, and streams. Note: During this Scene, the Hunters may encounter Skutt.
1: A fox is killing and eating its own pups while giving birth
to them.

2: Two ravens, Hugin and Munin, messengers of Father


Odin, approach the Hunters. Even the ancient gods want
to stop this disease. If a Hunter approaches the ravens, they
will realize they can mentally communicate with them. The
ravens want to follow the Hunters. Anyone who makes a
pact with them receives the Hugin and Munin Scenario Gift,
without the need to have an Interlude.

3: Black fumes fill the air, foamy and dense bubbles emerging
from a dark pond. A knight in rusty armor lies dead near one
of the springs. His eyes are white and puffy, like a sack of eggs
ready to burst. The corpse holds an ashwood spear with an
iron point. If a Hunter chooses to take the spear, he gains the
Lance of the Fallen Knight’ Scenario Gift without the need to
have an Interlude.

186
4: The Troll Stallo sleeps sitting under a tree, and a bird has
built a nest in his hair. If he is awakened by too much noise Angry Little Girl
or for any other reason, he will try to eat the Hunters.
OL Medium 5 – Minor NPC (2 Wounds)
Descriptor: I survived the adults’ madness and now I
Stallo struggle like a ferocious animal not to succumb to this
OL Medium 5 – Minor NPC (3 Wounds) cruel world.

Descriptor: I am an old troll and my appetite is Agenda: Find a safe place to stay or a group of people
matched only by my strength. A bird has made its nest on ready to accept and protect me.
my head and when it gets angry it starts to peck me in the
eye, which is incredibly annoying! End of Scene: after one or more encounters (at the
Gift – Troll: Stallo possesses enormous strength and discretion of the Storyteller) the Hunters come across
each Position Check for a physical action attempted the crown of the Fairies (THIRD SCENE OPTION A -
against him receives 1 Penalty. At the end of each of his The Crown of the Fairies) or the Hulder (THIRD SCENE
OPTION B - The Hulder and the white dress).

3a
actions, Stallo recovers 1 Wound he suffered. When he
reaches 0 Wounds, the troll will collapse to the ground,
only to regenerate within minutes. THIRD SCENE OPTION A –
5: A saddled warhorse, magnificent and white as fresh
snow, is grazing in the tall grass. This mount belonged to
The Crown of the Fairies
one of the knights who met a dire fate in the search for Read aloud to the Hunters: Sherazade smiles at a young
Tuvstarr. The steed will be reluctant to be approached, but nobleman among her audience who has risen from his chair
if the Hunters succeed (Threat OL Medium 5, Descriptor: to get a better look at her. She winks at him and says: “Sit
I am a fast, mighty, and frightened horse), it will take them down my little guest, now the best is coming.”
to the body of its old master, where the Hunters can retrieve
“The swamps are shrouded in thin veils of a ghostly mist. All
the knightly crest showing a fox with two tails. This crest
is silent. The moon appears to crack and bleed into the sky,
will be useful when meeting the Gallant Knight (page
and the faint stars die out one by one as you travel deeper
191).
into this nocturnal realm. There is a light in the distance, a
6: A ruined castle on a hill. The castle is the scene of a glow that is reflected in the swamps and still water. This light
massacre. The men and women who once lived within its comes from a small golden crown, and all around, many
walls have apparently killed each other. Only a ten-year-old silhouettes dance as if enthralled by its light. Fairies look like
girl remains alive, but she is angry and will try to attack the pale women with long hair. They glide, dance, and writhe in
Hunters with a hidden knife. the air as if adrift in an invisible current. They are dreamlike,
ethereal, but their bodies meet, touch and brush against each
other or, sometimes, through each other. Their eyes are shut

187
and they seem to moan with pleasure as they bask in the light will awaken from their trance. Screaming in pain, they
that shines from the golden crown. Not far away, sitting in will attack the culprits without hesitation. Around the
the damp mud, are the bodies of all those who have drowned crown there are always twelve fairies.
here over the centuries. They have emerged from the earth, ◆ Somehow blocking the light emanating from the
awakened from the dead, to watch the Fairies dance. They crown will awaken the Fairies from the spell. They will
sit, motionless, observing the show with dull eyes and empty look at the cracked moon, screaming in agony as they
eye sockets.” realize how much the lands around
them have been corrupted. Some will
suffer so much that they will become
Place: The swamp where the fairies have dew in the grass or a pale reflection in
carried the crown of Tuvstarr.
the pond. Others will ask the Hunters
Time: An eternal night, shrouded in fog and to do something to save their lands.
under the light of a faded moon.

Fairies
Information: The crown is sitting on a small
islet in an open swamp. It is possible to reach
it by jumping between the various stones that
emerge from the water. OL Easy 3 – Minor NPC
(1 Wound)
Threat OL Medium 5
Descriptor: We are Fairies, spirits of nature
Descriptor: A marshy swamp with a stone who move gracefully in a world of clumsy humans.
track as its only path.
Agenda: Defend the crown that Tuvstarr has given us and
The water is black, cold, and deep enough to slow a dance forever wrapped in its sweet light.
Hunter who falls into it.
Gift – Madness: Made mad by the light of the crown, the
Note: During this Scene, the Hunters may encounter Fairies rage at anyone who tries to touch it. Two or more
Skutt. Fairies can attack together to make a single action with a
bonus to the OL equal to the number of fairies involved. If
◆ The Fairies are corrupted by the splendor of the crown the action succeeds, in addition to inflicting 1 Wound, the
and will not allow anyone to touch it. It is possible to target will be thrown into the swamp to be drowned. Once
communicate with them by interrupting their dance. in the water, the target can attempt to break out of the flurry
The Fairies will tell the story of a human princess who of drowned, dead hands pulling from the bottom with a
gifted them with the crown, as bright as a small sun, Defense Check against OL Medium 5.
in order to cross the swamp. It is difficult to maintain
a conversation with dreamlike entities, and in a short End of Scene: After recovering the crown of the Fairies,
time they will slip back into their dreams and start the Hunters must also recover the dress from the Hulder
dancing again. (THIRD SCENE OPTION B - The Hulder and the White
◆ If the Hunters attempt to take the crown, the Fairies

188
Dress) or, if they already have it, go through the forest to the
Note: During this Scene, the Hunters may encounter Skutt.
black pond (FOURTH SCENE - The Black pond).
◆ It is easy to spot the tracks of the Hulder. A trail of blood

3b
and slime is left on the ground where the creature crawls.
THIRD SCENE OPTION B – Her sense of smell is almost non-existent, but if the
The Hulder and the White Dress Hunters make a noise entering her part of the forest, she
will charge furiously forward to devour them.
Read aloud to the Hunters: Sherazade takes out two paper ◆ The Hulder is powerful and killing her in a fight will be
shapes from a bag, the first is the silhouette of a graceful Fairy, difficult. The best way to defeat her is to lure her into a trap
the second that of a deformed creature. She places them in front so as to tear the dirty piece of cloth – the dress Tuvstarr
of the flame of a candle and on the wall, as if by magic, the gave her – from her eyes. If this happens near a reflective
projected shadows swap places. “This area of the forest is even surface (such as one of the many ponds that fill this area),
darker than any you have been through so far. The woods are she will see her reflection and what she has become. She
deep, dark, and full of evil shadows. You come across giant will scream in agony and crawl away into the ashes of the
boulders entirely covered in dense moss and bearded lichens night. There, she will throw up everything she ate before
hanging from tree branches, with the cold wind whipping returning to her original form, filled with shame and guilt.
through the foliage. On the ground you see a streak of blood and
slime, as if forming a gloomy path that guides your steps.”
The Hulder
Place: Among the trees of a dark forest, where not even the OL Hard 7 – Main NPC (3 Wounds)
light of the moon dares to show itself.
Descriptor: I am an ancient forest spirit. I have eaten so many
Time: It is night. Darkness envelops the forest, giving the living things that I have become fat and swollen, and the pieces
trees ghostly shapes. of the animals and people I have devoured are dripping from my
slobbering lips.
Information: This is the Hulder’s realm. A spiritual forest Agenda: Devour everything I meet.
entity with feminine traits that once lived in symbiosis with
trees but is now corrupt and repulsive. Tuvstarr traded her Gift – Corrupted Spirit: The Hulder has a feminine form,
dress for passage through the woods. The Hulder took the thin but her skin is spongy and slimy. Her breath smells of rot. She
fabric in her hands, and it immediately made her feel unlike doesn’t realize what a grotesque monster she has become, as in
anything she had felt before. With the dress, she felt strong her mind she is still beautiful and seductive. When she suffers
and beautiful, but also prey to a voracious hunger. Now the 1 Wound, the Hulder vomits a cloud of foul vapor that reeks
dress is nothing more than a dirty piece of cloth that the spirit of rot. All the subjects hit by the cloud suffer 1 Wound in turn.
has tied over her eyes like a blindfold. The Hulder obsessively The effect of this Gift can be avoided with a Defense Check.
repeats how beautiful, graceful and lovely she is. This can be a
hint to help the Hunters realize that with the blindfold on the Gift – Swollen with Flesh and Blood: If killed, the Hulder
monster is unaware of her true appearance. will emit a long, heart-breaking cry that will echo in the
woods, and all the dead she has eaten will scream in agony in a

189
cacophonous chorus. Anyone
Time: An indefinite hour, in a place out of the normal flow
who hears the cry loses 2 Soma
of time.
and receives 1 Penalty on any
action for the rest of the Scene.
Information: As Hunters approach the water, they can
discover two things.
End of Scene: After recovering
the dress, the Hunters must ◆ While the princess is gone, Tuvstarr’s reflection can
also recover the crown from still be seen in the black waters, showing an image of
the Fairies (THIRD SCENE a naked girl sitting on the shore and staring into the
OPTION A - The Crown of the abyss. Next to her is a knight’s plate armor. The shield
Fairies) or, if they already have it, has a fox with two tails as a heraldic symbol. There are
cross the forest to the black pond footsteps on the muddy shore leading into the black
(FOURTH SCENE - The Black water.
◆ To enter the mirror world, the Hunters will have to dive

4
Pond).
and swim to the bottom of the Pond, through the cold
and fatal darkness. When they are at the bottom, in
FOURTH SCENE the mud and slime, suddenly a light will appear from
– The Black Pond above. Sunlight in a clear sky. By swimming to the
surface, the Hunters will enter the Dream World that
Read aloud to the Hunters: Tuvstarr has built for herself.
“My dear guests, after a long journey
our heroes have finally reached
their destination... or have they?”
Sherazade winks at you and, for a
The Dream World
Read aloud to the Hunters: “What stretches out before
moment, you have the impression that your eyes is the Dream World that Tuvstarr created with
she has moved just a few steps away. her wish. It is a land of joy, happiness, and goodness. Here
“You arrive at the center of the forest. The the days are eternal, bees never sting, and nature provides
trees are tall and menacing, and they seem everything those who live there need. It is built on all that is
clustered around a pool of freezing, black good, siphoned out of the real world and remodelled according
water. Any light that penetrates here looks to the will of the Child Princess. The grass is emerald green,
thin and weak, as if it were an intruder in the sky is blue with perfect white clouds. A thousand and
this land consecrated to darkness. Everything a thousand more flowers. Butterflies and pollen in the air.
is still and silent.” Everything is lush and new. What was once a quagmire is
a field with rolling hills, what used to be a forbidding forest
Place: The center of the great forest, bathed is now a lush wood with flourishing trees and meadows
in an unnatural darkness. carpeted with flowers. In the distance, the high towers of the
castle reflect the sunlight.”

190
Place: The perfect dream world created by Tuvstarr.
The Gallant Knight
Time: Early morning, on a beautiful summer day. OL Medium 5 – Main NPC (3 Wounds)
Information: When they arrive, the Hunters will feel like Descriptor: I am a respected and experienced knight of the
they have been reborn. Their wounds will stop hurting (it is
kingdom. My skill is only matched by my honor.
considered a special rest that allows all Hunters to recover
1 Wound). Their garments and clothes will be mended, in Agenda: Respect my knightly duties and serve the young
fact looking better than ever before. The water they drink Princess Tuvstarr / Save the kingdom from what’s happening.
and the fruit they eat are the best meal they have ever eaten.
It is truly a paradise.
Gift - Gallant Knight: The Knight is incredibly skilled,
but he would never use his full abilities against anyone
◆ Encounter with the Gallant Knight: The Gallant Knight he doesn’t consider truly evil. When defending against
sits under a tree, eating an apple. His sword is beside an enemy attack, his mastery increases his OL by 1. The
him. He is an old man, but there is still strength in his Knight will never inflict the final Wound on a target if he
steps and voice. In fact, his hair isn’t as grey as it used doesn’t feel it truly deserves death.
to be. His pains have lessened. An old wound that once
grieved him is now merely a white scar. The Knight has
abandoned his quest. He found his way to the black
End of Scene: After finding out where Tuvstarr is, the
Hunters can proceed to the FIFTH SCENE - The Castle of
pond, entered the deep waters, and arrived in the
Dreams.
Dream World. He met Tuvstarr, tried to bring her back,
but she offered to let him stay here. He agreed, vowing
FIFTH SCENE – The Castle of
5
to continue to protect her from any threat. However, he
can be convinced to pick up his quest once more if he is
told that his brothers all died in the search and if he is Dreams
shown the two-tailed fox crest (page 187).
◆ If the Hunters possess the Lance of the Fallen Knight,
Read aloud to the Hunters: “Ahead, you see a castle
bigger than any other building in the country. The roof shines
the Gallant Knight will ask them to return it to him
with gold while the tallest tower is like another sun, shining
so that it can be brought back to the castle in the real
ever so bright. Looking around you, however, you notice that
world. Whether defeated or convinced, the Knight will
everything seems to be nothing more than a false reflection
reveal that Tuvstarr is in the Dream World.
of reality. Farmers at work, animals in the fields, the King
and Queen themselves you see at the gates of the castle, all do
nothing but smile and nod. They speak in a low voice and say
comforting things like: “Stay here, everything is fine, the lands
are fresh and full of life.” You realize that they are nothing
more than simple, idealized creations of Tuvstarr’s memories,
but full of joy and warmth.”

191
Place: The perfect dream world created by Tuvstarr. like the pond in the forest. There is something about it
that makes her uncomfortable or even scares her, but she
Time: Early morning, on a beautiful summer day. does not have the ability to “remove” it with her power,
as it is the gateway between worlds. Talking about Skutt’s
Information: The Hunters may encounter Tuvstarr in the painful existence will confuse her and could be a lever to
village, the forest, or the castle. She is simply a child who convince her to follow the Hunters’ advice. The Gallant
wanders, naked and full of life. Tuvstarr goes around creating Knight, if persuaded back to his mission, could also be of
things in her dream world. help in convincing Tuvstarr to trust the Hunters.
◆ Tuvstarr will ask the Hunters to remain in her kingdom, ◆ The Crown and the Dress: The Hunters will be able to
just like the Gallant Knight. If they agree, the Hunters will show Tuvstarr the crown that enchanted the fairies and
spend their lives in a dream and will soon forget about the the dress that she gave to Hulder in order to make her
world on the other side of the pond. recall memories of the real world. The Princess will have a
◆ Fighting Tuvstarr is a very difficult challenge. But if the vague memory of owning and trading them. Taking them
Hunters manage to imprison her or push her near the in her hand, she will recognize them. She will remember
lake, they may throw her in to make her the weight of the crown on her head and the warmth of
emerge on the other side. the dress’s fabric against her fingers. Wearing her items,
◆ Getting her to leave she will realize the difference between what is dream
her dream is difficult as and what is reality, and will begin to cry. At this point,
she only has vague however, she will be even more strongly opposed to the
memories of the real idea of returning to the real world.
world, as if that
were the dream
to her. She Princess
Tuvstarr
does not

OL Medium 5 – Main NPC (2 Wounds)


Descriptor: I am a pure and innocent soul, who just
wants a world without suffering.

Agenda: I want to stay forever in my perfect world. I


have been here for so long that I have forgotten what my
life was like before.

Gift – Creative Will: Tuvstarr has the power to create


anything she wants in the Dream World. She can make a

192
bird appear out of nowhere or make an apple tree grow
from nothing to bearing fruit in a couple of seconds. She Skutt the Moose
can deflect a river, make sunlight warmer, shape clouds, OL Hard 7 – Main NPC (3 Wounds)
and make small fish glow around her when swimming in
a river. Each new creation draws life from the real world, Descriptor: I am a majestic and magnificent moose who
making it more corrupt and darker. Tuvstarr can use her protects the sweet Princess Tuvstarr with all his might.
power to defend herself by literally manipulating the Agenda: Protect Tuvstarr from all threats and make her
whole world. If Tuvstarr is killed in this world, she will happy / Listen to a small part of my soul that cries out that
transform into colorful butterflies to regenerate herself at this perfect world is just a wishful illusion.
her castle. Although Tuvstarr has virtually infinite power,
her innocence means that even if threatened, she will never
try to kill a living being. Rather, the Princess will try to hurt
and scare any threats and, in the worst case, drive them
away.

Gift – Pure Innocence: Tuvstarr radiates innocence and


beauty. Whoever meets her will fall under her spell. She is
always friendly, and her voice is clear and beautiful, with
the sharpness of ice breaking on a winter pond. Those who
interact with Tuvstarr must make a Defense Check or be
fascinated by her. For the rest of the Scene, the bewitched
subject will not take any action that could harm Tuvstarr
and, furthermore, will defend her at the cost of their life
from any threats. Seeing how the world outside the pond
is rotting will make a bewitched subject instantly come to
their senses.

The other Skutt


Skutt is always near Tuvstarr and will appear as soon as
the Hunters encounter the Princess. For the Hunters it will
be clear that this is not the real Skutt, but another dream
created by Tuvstarr. Skutt follows the Princess and she rides
him through the kingdom. Since he is a dream, this Skutt
will have no recollection of the Hunters. In reality, a spark
of the original Skutt resides in his dream projection and
can be exploited by the Hunters to push him to remember
the real world.

193
A sad ending
Read aloud to the Hunters: “You take Tuvstarr back across
the pond as her Dream World dissolves. The sun returns to the
lands. The madness that has infested the animals is forgotten as
a passing nightmare. Skutt can finally let go, sighing in relief as
it is time to lay down his big head and forgive Tuvstarr for her
transgressions. Tuvstarr, after mourning the death of her dear
friend, returns to her parents’ arms filled with sadness.
An uncertain future awaits her. Perhaps she will become a wise
queen or maybe they will find her little body floating in a river,
drowned as she tries to return to a Dream World that no longer
exists.”
“We have come to the end of this story. My thanks to all those
who have had the patience to listen to the words of this humble
storyteller. But even the most enchanting places cannot delight
when you are there against your will, and at this point I think
it is time to say goodbye to our protagonists, knowing that the
tragic story of Princess Tuvstarr has also touched their hearts.
But let the sadness at our parting be tempered by anticipation,
for our heroes will be caught in another story before too long.

With gratitude, Sherazade the Weaver of Tales.”

194
Scenario Gifts
These Gifts represent special abilities related to the
Tuvstarr’s Reflection Scenario and can be acquired once
the requirements are met. A Hunter can only have one
Scenario Gift and if they acquire a new one, they will have
to forgo the previous one. Unlike with the normal rules, in
this case an Interlude it is not necessary to acquire the Gifts.

Hugin and Munin


Requirement: To meet Hugin and Munin and make a
pact with them.
Once per Scene, you can ask for advice from Hugin and
Munin. Ask the Storyteller a question, choosing from
among: “Where should I go?” “How can I defeat that
enemy?” “What is missing in my search?” The Storyteller
will answer with a cryptic sentence, which always includes
a useful hint. Get 1 Additional Success on all Defense
Checks against an attack from a non-human creature,
thanks to the blessing of Odin himself. At the beginning
of each Scene, you must spend 1 Soma to feed the spirits of
Hugin and Munin, or lose the use of this Gift for the rest of
the Scenario.

Lance of the Fallen Knight


Requirement: Collect the lance of the knight who died in
the search for Tuvstarr.
When you wield this spear and obtain an Outcome with
Increment on an attack, you can inflict 1 Additional
Wound. The tip of the lance can ignite at will, casting a light
and allowing you to have a burning fire always near at hand.

195
One T h o u s a n d a n d
One Nightmares

A special Scenario inspired by One Thousand and One


Nights
Safety Keywords: Mental manipulation / Malignant psyc
hological manipulation

196
Once upon a
How to use Sherazade
Sherazade can interfere in many ways during the adventures

time…
of the Hunters.

Summoning the Shadow of an


A beautiful storyteller from the mysterious
East seduces all the courts in which she enemy from the past
performs, telling dark stories about a group The Shadow is a unique opponent, a Dark Presence that
of Hunters of the Order. But where the story reminds the Hunters of an opponent they’ve already faced.
ends, a real nightmare begins, as some of the The Shadow sent by Sherazade will act in all respects as an
Opponent Dark Presence (in addition to all the normal
characters from the stories are brought to
content of the chosen Scenario).
life as monstrous shadows ready to steal the
souls of simple mortals...
Shadow of Sherazade
(Opponent Dark Presence)
The story at the arrival of the OL Medium 5 – (1 Wound)
Hunters…

O
Descriptor: That of the original NPC.
Agenda: Interfering with and impeding the path of the
ne Thousand and One Nightmares is a special Hunters of the Order, preventing them from achieving their
Scenario that can be used during the course of any mission.
Campaign or for a short game. In fact, once Sherazade is
Gift - Variable: The Shadow has all the Gifts of the
introduced as an opponent, this Dark Presence will have
original NPC.
several ways of putting a spoke in the wheel of the Hunters.
After each interference, the Hunters will be able to collect Gift - Shadow Body: A Shadow is a darker, sadder
a clue as to the whereabouts of Sherazade and set out in version of the original. They can speak and behave like
search of her to finally put an end to her work. the character they are modelled after, but on a careful
inspection they will appear cold and mechanical. Once per
Scene, a Shadow can appear or disappear from the darkness
by moving through walls and other solid obstacles. When
it spawns, it increases its OL by 1 because of the element

197
of surprise. When it suffers the Wound that would kill it, it is possible to explore mythology or stories that are not
the Shadow dissipates until its turn in the Exchange. At fairytale-related, focusing on the group of Hunters who,
that point, it will emerge from the darkness as if nothing experiencing Sherazade’s story as both audience-member
had happened. The Shadow will not reappear if the area and Hunter, must solve the mystery to be able to awaken.
the Hunters are in is fully illuminated with light sources Through a Scenario told by Sherazade, it is also possible
or magic. The only way to truly destroy the Shadow is to to replay a Scenario already faced, adding a completely
expose it to sunlight. different element and creating a “what-if ” version of what
the Hunters have already experienced.
Just think of a version of Red-Hood Iskra where Elizaveta
Telling a story starring the Hunters comes to Durfort to save her daughter Iskra, kidnapped by
the dangerous werewolf Gerard Dubois. Or an alternate
Another way to involve the Hunters in the plots of telling of The City of Pigs, where the three Browne brothers
Sherazade is to have them awaken within a story she’s have turned the whole city into a sect of The God Under the
telling. Tuvstarr’s Reflection on page 182 is a great example Mine and are preparing the rite for his awakening, which
of a Scenario involving Hunters in this way. obviously consists of sacrificing old Bardolf Greed.

The Scenarios imposed by the stories of Sherazade must be


created in the classic way presented on page 91, but the Defeating Sherazade
introduction must always be the following.
From the moment she comes into play, Sherazade should

Once upon a
become a constant presence in the adventures of the
Hunters, sending Shadows to get in their way or throwing
them in the middle of some absurd story. During the

time…
Scenario, however, the Hunters must be able to deduce the
influence of Sherazade and find a clue to her location.

Good evening my dear hosts, my name is Sherazade and I am


a weaver of tales. My words will take you to incredible worlds
How Shadows release clues:
and follow the feats of brave Hunters… however this story ◆ When it has an obvious advantage, the Shadow says
is not like the others and these feats are not just imaginary. something like: “My Lady Sherazade will be proud of
Will our heroes succeed in their quest? Or will they perish, me.”
disappearing forever from the memory of time? ◆ When defeated, the Shadow can exit the scene shouting,
“My Lady Sherazade will avenge me.”
The Scenarios brought into the game by Sherazade allow ◆ When defeated, alternatively, the Shadow can dissipate,
you to create stories with more fantasy elements, and if you leaving behind a small object typical of the area where
wish, even stories disconnected from the context of Broken Sherazade currently resides. This could be a coin, a
Europe in which the Hunters normally move. In this way garment, or a poem. Collecting these items, it will be

198
clear to the Hunters that they serve as focus to animate thus proving their powerlessness.
the Shadows and that, in fact, they all come from the ◆ The Hunters may find a way (using magic, with a
same area. Treasure of the Order, etc.) to drag Sherazade into one
of the stories in which she has imprisoned them. In this
case, the Weaver of Tales will be forced to collaborate
How the stories told by Sherazade with them so as not to remain a prisoner of what she
has created. At the end of the story, the Hunters will
reveal clues: meet once more with Sherazade, no longer allies, for
the final confrontation.
At the end of each story, when the Scenario is solved,
the Hunters will see a short scene of Sherazade with her
audience entranced by what has just been told. The first
time, the Hunters will be able to understand the region of
Sherazade in a Broken Tales
Europe in which the Weaver of Tales is located; the second
time, Sherazade herself will turn towards them smiling, as
Campaign
if to underline the mutual awareness of the bond that her Due to the recursive nature of her stories, Sherazade is a
story has created. great addition to any Broken Tales Campaign. In the list
of clues on page 246 there are also prompts to link her
to the story of the Child Savior and The One who Plots in
How to deal with Sherazade the Shadows. As written in her Agenda, Sherazade is not
a purely evil character, but more of a wounded soul who
At some point, it will become clear to the Hunters that
has lost everything she cared about and who could even
Sherazade is a problem that needs to be
become an ally of the Hunters.
addressed. The journey to find her can develop
in several ways:
Note: Sherazade is featured as a Hunter of the
◆ The Storyteller creates a Scenario to face Order in The Broken Ones expansion.
Sherazade. In the Scenario, the Weaver of
Tales will be protected by at least one of the
Main NPCs, fascinated by her Gift Words like
Honey.
◆ The Storyteller adds Sherazade to one of
the unplayed Scenarios. In this case, she
will act as an Opponent Dark Presence
that will arrive at the site of the
investigation at the same time as
the Hunters. Sherazade will work
to ensure the Hunters’ failure,

199
Sherazade
the Weaver of Tales
(Opponent Dark Presence)
Sherazade is a young storyteller who, together with her sister
Dinarzad, was captured and taken to the court of a wealthy Sultan.
The Sultan was a man with a dark soul who enjoyed inflicting
fear and pain on other people, and who invented trivial excuses
to torment poor innocents. The debauched, rich man decided to
play a game with Sherazade. Every night she had to tell him a
story. If he liked it, Dinarzad’s execution would be postponed for
a day. After thirty days of tales, the two sisters would earn their
freedom. Sherazade created a new story every night, always with
the threat of displeasing the Sultan and thus condemning her
beloved sister. But every evening, the Sultan was amazed by the
beauty of Sherazade’s tales and granted her another day. Thus
the fateful thirty days passed and on the morning of the thirty-
first, Sherazade was summoned by the Sultan. The man threw
himself at her feet, weeping, having had Dinarzad executed
the first night, certain of Sherazade’s failure and eager to
see her despair even should she succeed. But now, after
over thirty nights of beautiful stories, the Sultan’s heart was
filled with love and admiration for Sherazade. He wanted
her by his side as his bride. The Sultan offered Sherazade all
his wealth, power, and everything she might desire to forget
Dinarzad and her death. But Sherazade had her sister’s
smile etched in her mind as the last happy moment she could
recall, something not even the Sultan’s great wealth could erase.
And so all the stories told took shape, black shadows emerging
from the walls to seize the Sultan and hold him in terrible darkness

200
for eternity. Empty of any emotion, Sherazade wandered all
over the known world and finally met a tired and stooped The Shadows
man, a writer who, like her, had seen every happy memory The Shadows of Sherazade are but the dark reflection of
destroyed by the selfishness of others. The two forged a bitter what they were in the story they come from.
alliance to bring new life into the stories now broken by the
wish of the Child Savior. See page 197.

OL Medium 5 – (3 Wounds)

Descriptor: I am a storyteller who can bring the characters


I invent to life. My charm is so beguiling that it cannot be
ignored.

Agenda: Punish all those who believe they can change the
world for the better / Find peace and smile once again.

Gift - Words like Honey: Sherazade can tell one of


her stories to bring out a memory, an emotion, or a fear.
Highlight 1 Keyword from this brief story. If a Hunter or
NPC hears the story and is linked to the Keyword, the
related emotion will awaken, leading them to open up to
Sherazade and share something about themselves.

Gift - A Thousand and One Nights: One of


the characters from a Scenario already faced
by the Hunters comes to life as a Shadow.
Create a Descriptor to represent it. The
Shadow thus created will be at the service
of Sherazade and will do whatever they
are ordered. Shadows cannot speak
nor act in places where there is more
light than shadow. During a Scene,
Sherazade can create a number of
Shadows equal to the Hunters she
is facing plus one. For each Hunter
who has been affected by Words like
Honey, Sherazade can summon an
additional Shadow.

201
The City of Pigs
A Scenario inspired by The Three Little Pigs (Joseph Jacobs)
Safety Keywords: Body horror / Worker exploitation / Prostitution / Blasphemy

Once upon a
time…
The busy town of W
hitehaven is experien
a rebirth under th cing
e leadership of Ba
Greed. The rich indu rd olf
strialist has invested
considerable fortune hi s
in the extraction of
employing a large pa co al ,
rt of the population
large mine near th at th e
e town. Soon, there
inevitable accusatio came
ns of exploitation
starvation wages, gi and
ving rise to an anar
group called the Pi chist
g Heads, named fo
macabre masks with r the
which they cover thei
With his success da r faces.
rkened by disappea
bloody sacrifices, and ra nces,
mysterious figures m
in the night, Bardolf oving
turned to the Order to
the light of hope to th shine
e streets of Whitehave
n…

202
The story that led
Crazed with grief and a wild hope that Arthur wasn
’t dead,
Frank dug a long vertical tunnel, eventually mana
ging to

us here…
create a communication channel with Arthur.
United in
vengeance and endowed with the power of divin
e flesh,

B
the three brothers then began their personal war
against
Bardolf Greed.

ardolf Greed is a wealthy industrialist who made


his fortune thanks to shrewd deals and trade. Reac The story at the arrival of the
hing the
ripe old age of seventy without an heir, Bardolf has
to dedicate his life to the only true, great love
decided Hunters…
of his life:
money. Too old to travel, Bardolf has moved to Whit Whitehaven is devastated by acts of violence and
ehaven, sabotage,
an unremarkable town whose only resource which have interfered with its industrial produ
was the ctivity
rich mines beneath the city. Within a few years considerably. People are afraid to walk the street
, Bardolf s because
transformed Whitehaven into an industrial city by a criminal gang, called the Pig Heads, goes
trapping around
all its inhabitants into employment with starvation kidnapping the most skilled and capable work
wages. ers. From
But not all of Whitehaven’s citizens were willin under the Mine, Arthur leads the rebellion by
g to give passing
in to the wealthy magnate. The brothers Clarence, pieces of the quickly regenerating God’s flesh
Frank to Frank.
and Arthur Browne have always cared for the comm Frank has managed to get hired as a butcher at the
unity. big meat
Arthur, in particular, worked for years to make Whit factory in the city and secretly mixes the flesh of
ehaven the God
a quiet town where every resident could have a with common meat, infecting the unsuspecting mine
home and rs who
a job to get by. Bardolf, however, has bought eat it. When the mutation begins to take effect
the town’s , Clarence
favor, seizing property and leveling houses to build approaches the targets, offering them the oppo
both rtunity to
factories and dormitories for the now homeless join the gang. Bardolf senses that the city is unde
workers. r threat
By falsifying some official papers, Bardolf mana but does not imagine that his enemy is someone
ged to he already
throw the three brothers out on the street, forcin hates: Arthur, left for dead after the accident. With
g them over fifty
to accept a job as miners or starve. Clarence Pig Heads now working in the mines, Arthur
soon quit, counts the
choosing the life of a slacker over labor in the mine days before he can launch his personal revolution
s. Frank .
and Arthur’s time in the mines was ended by a majo
r mine
collapse, during which Frank lost an arm and
a leg, and
Arthur was trapped by falling rubble and left for
dead. The
collapse was caused by the awakening of The God
Under
the Mine, a huge pig-like creature embedded in
the rock
below the city. Alive and trapped underground,
Arthur
found the God’s head and after days of agony
he fed on
divine flesh, discovering that it confers incredible
powers.

203
1
First Scene
Read aloud to the Hunters: Our story starts with you
in conversation with the wealthy industrialist Bardolf Greed.
Mr. Greed is a man in his seventies, his face plump and
surrounded by thick, lupine sideburns, while a pair of shrewd
eyes peek out over small round glasses. Bardolf ’s mansion is a
perfect example of the changes that big industries are bringing
Initial Situation: Bardolf calmly explains the situation to
the Hunters, while the trusty William records everything in
a large black leather book.

Information: The following information / clues can be


obtained from the interview with Bardolf.
◆ A gang of criminals wanders through the backways of
the city. They kidnap or injure only the factory workers
to make them unable to work. Nobody recognizes
them, because they hide their faces under grotesque
to Europe and the rich magnate has spared no expense, nor
pig masks.
has he spared the wretched workers whose sweat built it.
◆ The city had been given new life thanks to Bardolf ’s
With a bottle of fine wine near at hand, Bardolf fumbles with
investments. Only one family (the Brownes) strongly
his box of tobacco. Behind him stands a dozen men from his
opposed the birth of the Factories, but in the end, they
personal guard, making it clear that the wealthy industrialist
too became Greed’s employees.
does not feel safe at all...
◆ The mine works at full capacity under the watchful
control of Edward Right, an honest and dutiful man.
Place: The dining room of Greed’s palace. Paintings and The textile factories also operate constantly, as does the
cutlery with gold lining highlight Bardolf ’s great wealth. large slaughterhouse run by Frank Browne.
Greed’s personal guards stand with their backs to the wall, ◆ For Greed, productivity is everything. If forced to
staring at the guests like silent statues. choose, Hunters should put the preservation of property
and machinery before the lives of the townspeople.
Time: It is early afternoon. Visible through the window is a
sky gray with rain and fumes from the factories, which are
constantly active.

204
Greed’s Mansion Bardolf’s personal
Descriptor: A small castle in the center of Whitehaven. The
pomp of each room underlines Greed’s incredible wealth. guard
OL Medium 5 – Minor NPC (1 Wound)

Bardolf Greed
Descriptor: We are long-time mercenaries, paid hand-
somely by Bardolf for our loyalty.

the Wealthy Industrialist


OL Hard 7 – Main NPC (1 Wound)
Descriptor: I am a wealthy and skilled businessman who
always knows how to find a good deal, the one that turns a
profit for me. My body is old, but my mind remains infallible.

Agenda: Own every business and aspect of trade in


Whitehaven, so that the whole city is under my total control.

Gift - Smell the deal: Bardolf is a master of negotiation


and reading others. After talking to a subject, Bardolf
can obtain one of the following pieces of information:
1. Discover a secret regarding the person he is speaking
with; 2. Obtain an object or piece of information valuable
to the other party in the negotiation, and which he can use
as leverage. A Hunter can make a Defense Check to prevent
Bardolf from using this Gift on them.

William the Man of Law


OL Medium 5 – Minor NPC (1 Wound)
Descriptor: I am a prominent lawyer and I know all of
Bardolf ’s secrets. I manage the accounts of both the Factories
and mine with zealous attention.

205
The Factories s used as textile factories and
Descriptor: A series of shoddy, stone building
s.
foundries. Access is forbidden to outsider
tion.
, they can get the following informa
If the Hunters talk to some workers
Roll a die or pick from the list:
rhouse where the shifts are less
1-2: Everyone aspires to work at the slaughte cts the staff. Frank ignores even
ne sele
pressing, but the unpleasant Frank Brow k
erstands how he chooses who can wor
the most piteous plea and no one und
alongside him.
ard that once employed many
3-4: Just outside the city there is an apple orche where slackers like Clarence
is just a plac
inhabitants of Whitehaven. Now it mine,
ble to work in the factories or in the
Browne, as well as those who are una
take refuge.
es that injured or killed many
5-6: Not long ago, there was a collapse in the min did much for the city before
t citizen who
miners. Arthur Browne, a prominen
.
Greed’s arrival, was one of the victims

Whitehaven a large coal mine. The noise and


Descriptor: An industrial city growing aroundof the day, while groups of workers
every hour
fumes from the factories fill the air at
.
go back and forth waiting for their shift

When the Hunters roam the city, roll 1 die.


p the Hunters for information by
1-2: They meet Clarence, who will try to pum
pretending to be well connected.
and is curious to talk to foreigners.
3-4: They meet Emma, who offers her services
the number of Hunters set up an
5-6: A group of Pig Heads equal to double
ambush.

206
The Pig Heads Emma the Childhood Friend
OL Medium 5 – Minor NPC (1 Wound)
OL Easy 3 – Minor NPC (1 Wound) Descriptor: I am a childhood friend of Clarence and have
Descriptor: We are a band of revolutionaries in the service a special relationship with him. He has always promised that
of the three brothers. The God’s flesh gives us power and fills he will take me away from this place, but I know that he will
us with the anger we need to wage our war. never abandon his brothers. I understand that he has a big
secret, but tries to protect me by keeping me in the dark.
Gift – Pigs’ Gang: When they act, each member of the
gang changes to become stronger. Their head becomes
that of a pig and only another Pig Head will be able to
communicate with them. Their mutation grants a random
power, roll 1 die. 1. Strength, able to inflict 1 additional
The Orchard
Descriptor: A large apple orchard which, before the arrival
Wound once per Scene; 2. Speed, once per Scene acts of the factories, was one of the main sources of work in the
2 times consecutively; 3. Resistance, +1 Wound; city. Now, however, it is abandoned and represents a home for
4. Abomination, +1 to Opposition Level; 5. Grunt, all those who cannot get a job.
once per Scene can emit a loud squeal, enemies who hear it
receive 1 Penalty on their next action; 6. Out of control, When the Hunters roam the orchard, roll 1 die, or present
the OL rises to Hard 7 but, at the end of their action, the the encounters in sequence.
NPC explodes into a cloud of flesh and blood. 1-2 The orchard: The trees have been neglected and on
the ground there are still abandoned tools and baskets for
harvesting apples. A sign next to a tool shed reads “Gift
Martha Browne the Mother courtesy of the Browne family”.
OL Easy 3 – Minor NPC (1 Wound) 3-4 Clarence’s shack: A rickety rundown house with a
thatched roof. Inside, it is possible to find a rusty key that
Descriptor: I am the mother of three brothers, and I am
says “slaughterhouse” and a sketched map of the mines that
so old that I have almost completely lost my sight. My son
says “well”. Around the hut there are always 1d6 + 2 Pig
Frank takes care of me, but he doesn’t tell me anything. I
Heads.
am convinced that Arthur is not dead, for my instinct as a
mother tells me so. 5-6 Clarence: The youngest of the Browne brothers is
lying on the ground, visibly drunk, under an apple tree.
Clarence always pretends to be drunk with strangers to take
them off guard.

207
Clarence Browne the
Younger Brother The
OL Medium 5 – Main NPC (3 Wounds)
Descriptor: I am the youngest of the Pig Heads and, despite
Slaughterhouse
Descriptor: A huge gray building inside which cattle from
believing in our fight, I am not going to waste much time on coastal pastures are slaughtered. Entry is forbidden to non-
it. From hanging around, I know Whitehaven like the back workers.
of my hand.

Agenda: Having fun and lazing around all day, carrying on When the Hunters wander around the slaughterhouse, roll
the Pig Head’s cause in my spare time. 1 die to see how far they go without attracting attention, or
present the environments in sequence.
Gift - Slacker: Clarence is a master of the art of
1-2 The outdoor garden: It is more an open-air barn
disappearing when things get tough. In the presence of
than a garden patch. Bloodstains and excrement suggest
even a small crowd, Clarence can leave a Scene when it
that the slaughter starts here. Several signs reading “No
is his turn to act, without anything or anyone being able
Trespassing” suggest that the area is very controlled.
to stop him. When using this Gift, Clarence hides in the
orchard, passing the entire following Scene there. 3-4 The slaughterhouse: Composed of a series of large
spaces, several stairs lead to underground chambers where
the meat is preserved. Around ten workers are present day
Gift - Gang Leader: Eating the flesh of The God Under and night, all members of the Pig Heads.
the Mine gives the Browne brothers the ability to transform
5-6 The salting room: A small room at the back of the
into monstrous beings. Once per Scene, the NPC can
building, where Frank prepares the meat that will be served
mutate, gaining the following benefits: 1. Recover a Wound in the cafeterias throughout the city. During the day Frank
once they reach 0. Though apparently dead, the NPC will is always present, intent on hiding the flesh of the God
revive within minutes of falling; 2. Once per Scene, act a within freshly butchered beef.
second time during the Exchange, even consecutively;
3. Once per Scene, increase the Opposition Level by 2 for
a single action where they can harness their superhuman
strength.

208
Frank Browne the Middle
Brother
The Mine
Descriptor: A gigantic coal mine where miners work day
OL Medium 5 – Main NPC (4 Wounds) and night. Many areas are abandoned in favor of more
profitable veins.
Descriptor: I am the middleman of the Pig Heads and act
as the strongarm of the gang. I have control over all cultists, Gift - Maze of Galleries: Whitehaven’s Mine is gigantic
and the power of The God Under the Mine has given me and without a guide it’s not easy to get to a specific location.
strength and endurance equal to that of five men. With each exploration roll, you can get 1 or more Map
Tokens which represent progress in learning the layout of
Agenda: Take revenge on Bardolf for what he did to me and the mine. Upon reaching 3 Map Tokens, you can go directly
find a remedy for the wounds that have marred me since the to the Special result.
day of the accident / Mix the flesh of The God Under the Mine
with beef from the slaughterhouse and feed it to the miners to
When the Hunters explore the mine, roll 1 die or choose
add to the ranks of the gang.
directly based on the narrative.
Gift - The Pincer: Frank replaced his left arm with a 1-2 Work zone A: Threading through the tunnels,
home-made mechanic al arm with many functions. During deafened by the sound of steam engines and digging, the
a Scene, Frank can use each of the following one time: Hunters encounter a group of miners (2d6 + 6 Minor
1. Crush, a hit with the pincer inflicts 1 additional Wound; NPCs). If the Hunters do something weird, one of the
2. Pulley, the pincer can launch from the arm and raise workers will alert Edward. Exploration will yield 1 Map
or lower Frank about thirty feet. Frank can carry 2 other Token.
subjects with him. 3-4 Work zone B: Threading through the tunnels,
Gift - Gang Leader: Eating the flesh of The God Under deafened by the sound of steam engines and digging, the
the Mine gives the Browne brothers the ability to transform Hunters encounter a group of miners (2d6 + 6 Minor
into monstrous beings. Once per Scene, the NPC can NPCs). If the Hunters do something weird, 1d6 + 6 miners
will reveal themselves as Pig Heads and attack. Exploration
mutate, gaining the following benefits: 1. Recover a Wound
will yield 2 Map Tokens.
once they reach 0. Though apparently dead, the NPC will
revive within minutes of falling; 2. Once per Scene, act a 5-6 Abandoned lodging: In an area close to the collapse,
second time during the Exchange, even consecutively; 3. recent traces of passage can be found. The Hunters meet
Once per Scene, increase the Opposition Level by 2 for a Frank and 5 Pig Heads who are going to the well to meet up
single action where they can harness their superhuman with Arthur. Exploration will yield 2 Map Tokens.
strength.
Special (3 Map Tokens): By moving a heavy stone,
the Hunters will find the mouth of the well that leads to
Arthur’s chamber. The shaft is narrow and thirty feet deep,

209
but with a little attention a person can descend it. Climbing
down the pit can alert Arthur (see the Cave of The God
Under the Mine location on page 210).

Edward the Miners’ Chief


OL Medium 5 – Minor NPC (1 Wound)
Descriptor: I am a long-time friend of Arthur and mourn
his death. Everyone in the mine does what I say, and I hate
foreigners who want to poke their nose into my work. I allow
Frank into the mine often to visit the place where Arthur died.

The Cave of the


God Under the
Mine
Descriptor: A large natural cave, which Arthur has made
into a home. You can enter only by descending from a narrow
well. In the north wall, the enormous pig head of the God
gasps and groans as it waits to wake up.

Gift - Arthur’s House: The mastermind behind the Pig


Heads worked hard to make the Cave an intruder-proof
haven. If someone drops from the well, Arthur will be
alerted (a Position Check can avoid this). At the bottom of
the well is a large tub that Arthur can fill with boiling water.
Whoever arrives through the well suffers 1 Wound if they
have no way of avoiding the hot water. Inside the room,
Arthur can turn the lights on and off thanks to a system
he has invented, throwing the chamber into either light or
darkness. While intruders wander blindly, Arthur can use
his knowledge of the place to move freely.

210
Arthur Browne the Big
Brother
OL Medium 5 – Main NPC (2 Wounds) The Under God
Descriptor: I am the eldest of the Pig Heads and act as
the mastermind of the gang. Living in my natural prison has
taught me how to see even in total darkness.
the Mine
OL Medium 5 – Minor NPC (6 Wounds)
Agenda: Take revenge on Bardolf for corrupting everything Descriptor: I am a creature as old as the world, trapped
I built in Whitehaven and regain control of the city / beneath the bedrock. Millennia of inactivity have made me
Transforming all the inhabitants of Whitehaven into Pig catatonic and there is nothing that can really wake me up.
Heads. Only pain can stir me even slightly.
Gift - The Flesh of The God Under the Mine: Arthur Gift - The Head of the God: Only the enormous head of
can tear pieces of flesh from the God’s head to harness its the God emerges from the rock, and pieces of meat can be
powers. When he spends an action, the piece becomes obtained from it. When he suffers 1 Wound, the God emits
a Spawn of the God and begins to grow disgustingly, a loud grunt that sends everyone flying (a Defense Check
engaging all nearby enemies. Arthur can tear one piece of can avoid this). As an additional effect of the grunt, the
meat off per action, up to a maximum of 3. God’s fetid breath taints the air, granting 1 Penalty to the
Gift - Gang Leader: Eating the flesh of The God Under next action of all affected subjects, excluding Arthur. When
the Mine gives the Browne brothers the ability to transform reduced to 0 Wounds, the God falls into a deep sleep to
into monstrous beings. Once per Scene, the NPC can fully regenerate in the following Scene.
mutate, gaining the following benefits: 1. Recover a Wound
once they reach 0. Though apparently dead, the NPC will
revive within minutes of falling; 2. Once per Scene, act
Spawn of The God Under the
a second time during the Exchange, even consecutively; Mine
3. Once per Scene, increase the Opposition Level by 2 for OL Medium 5 – Minor NPC (2 Wounds)
a single action where they can harness their superhuman
strength. Descriptor: An abomination of flesh and tentacles, obeying
Arthur’s will.

Gift – Flesh Abomination: A Spawn can perform its


action with a flesh tentacle up to a range of 6 feet, and at the
end of each Exchange it will grow as indicated in the table.
If not engaged in a conflict, the Spawn will grow 1 step per

211
Scene. When the Spawn acts, roll 1 die: from 1 to 5 it will
rage against one of Arthur’s enemies chosen at random. On
a 6, it will act against an ally or Arthur himself. If the Spawn
has more actions, roll the die for each single action.

Step Wounds Actions OL Special


1 +1 / +1 Range of 12 feet.

If a target fails a Defense Check, in addition to suffering 1 Wound it will


2 / +1 +1
be dragged towards the Spawn or thrown away.

3 +1 / +1 Mass growth to a size of 18 cubic feet.

Scenario Events brother, passing him pieces of meat to create several Spawn
of the God.
In this Scenario, there are eight Events. As a Storyteller, feel After Arthur creates the third Spawn in the same
free to create new ones in response to the actions of the
Scene: The God Under the Mine goes mad with pain
Hunters.
and tries to move, causing a new earthquake. The mine
If the supply of infected meat is not stopped: after collapses, overwhelming everyone inside, though the
two days from the arrival of the Hunters the Pig Heads will Hunters may find a quick way to escape.
number over one hundred and Arthur will give the order
to attack the city. If the Hunters talk to Bardolf about the three
brothers and express any doubts about them: the
If the Hunters discover that Arthur is still alive: shrewd moneymaker will ask for time, and after 1 Scene he
Bardolf will give full access to the mine and its maps. With
will bring to the Hunters either Emma, Edward, or Martha.
them, it will be possible to calculate the exact location of
The God Under the Mine. If the Hunters commit to more than one Scenes
If the Hunters make their way to the mine and outside the city: Clarence will attempt to assassinate
Bardolf in his palace, but will fail and end up on the run,
Clarence or Frank know about it: Frank will set up chased by the guards after being injured. Bardolf will
a defense with a dozen Pig Heads, and Arthur will help his

212
call the Hunters in to report, describing a Pig Head who
was acting alone and who is now wounded and therefore There Is No House That Can Stop
recognizable.
Me (Special Gift for Garou the Old
Scenario Gifts Wolf)
These Gifts represent special abilities related to the The City
Requirement: Clash with one of the brothers who has
made use of the Leader of the Gang of Pigs Gift.
of Pigs Scenario and can be acquired once the requirements
are met. A Hunter can only have one Scenario Gift and if Those damned pigs get on your nerves and you can’t stand
they acquire a new one, they will have to forgo the previous them running away from your wrath. You get 2 Additional
one. Successes when you take action to destroy or overcome an
environmental obstacle that stands between you and one
of the three Pigs at the head of the gang. You hate to lose
The Meat of The God Under the Mine to them. If you have to leave or flee from a place without
eliminating them, you lose 1 Soma.
Requirement: Obtain a piece of the flesh of the God at the

The Scenario The


slaughterhouse or defeat a Spawn.
You can consume the flesh of the God to temporarily gain

City of Pigs in
power. Once per Scene, you can heal 1 Wound and gain
1 Additional Success for all physical actions you take. You

Scenes
have to wait an entire Scene for the remaining flesh to
regenerate. If you use this Gift in 2 consecutive Scenes, the

1
flesh is consumed and you won’t be able to use it anymore.

The Brand of Greed


FIRST SCENE – The interview
Requirement: To gain the trust and respect of Bardolf
with Bardolf Greed
Greed. It’s the same one you find on page 204.
Bardolf trusts only those who demonstrate cunning and
ability, granting such people a special pass called The Brand End of Scene: Bardolf asks the Hunters to gather
of Greed. With the Brand you get free access to any place in information in the city and its factories, go to the SECOND
the city, without the person in charge being able to object to SCENE - Visit to the city.
your entrance. Get 1 Additional Success when you exploit
the Mark’s importance against a city dweller.

213
2 SECOND SCENE – Visit to the city
Read aloud to the Hunters: Whitehaven is the ultimate
representation of what intellectuals in drawing rooms call
seen, and from the smell of blood that saturates the air it
seems that it works at full capacity day and night. A rusty, old
gate is all that separates you from the main door, but the bars
on the windows and the many “No Trespassing” signs suggest
that it is not a place where outsiders are welcome.
the “industrial revolution.” The small brick houses fade
in the presence of the large factories which, in a few years, Place: The great slaughterhouse of Whitehaven.
have completely changed the appearance of what was once
little more than a peasant village. Busy workers run like
Time: It is now night even if, from the lights in the
windows, the slaughterhouse does not seem to have ceased
industrious ants, among them old people and children.
its activities.
Whitehaven no longer has anything to offer to those unable
to work. Information: The Hunters explore the place following
the list in ascending order (page 208). Once they arrive at
Place: The alleys of the city of Whitehaven, amongst
the salting room, they will find Frank intent on mixing the
workers and people who live for the day.
flesh of the God with the meat for the miners’ meals. Frank
Time: It is late afternoon, and a faint rain begins to fall. In will fight to the death. Having knocked out the middle
just over an hour, night will fall. brother, and upon searching the room, the Hunters will
find the flesh of the God and a map representing a specific
Information: Between the back alleys of the city and area of the mine.
the factory workers, the Hunters receive all 3 pieces of
information found at the factories location (page 206). End of Scene: Hunters can also go to the orchard (THIRD
After gathering these, it will be dark, and a group of Pig SCENE OPTION B - The Orchard) or go to the mine,
Heads equal to twice the number of Hunters will ambush where it is clear that something is happening to the miners
them. Once the fight is resolved, the Hunters will see that (FOURTH SCENE - The Mine).

3b
one of the attackers is wearing a butcher’s coat and another
is dressed as a beggar. THIRD SCENE OPTION B –
End of Scene: The Hunters can decide to investigate
the slaughterhouse (THIRD SCENE OPTION A - The
The Orchard
Slaughterhouse) or the orchard (THIRD SCENE OPTION Read aloud to the Hunters: You walk for about ten
B - The Orchard). minutes before you reach a large apple orchard, clearly

3a
abandoned. Old wooden sheds and rusty tools left out in the
THIRD SCENE OPTION A – rain confirm your suspicions. Among the shadows you can
see the silhouettes of the beggars and other poor people who
The Slaughterhouse rest in the only place in the city where money is not required
to live.
Read aloud to the Hunters: The city’s slaughterhouse is
perhaps one of the largest buildings the Hunters have ever

214
Hunters somehow reveal themselves, the
Place: The orchard, a few minutes’ walk from Whitehaven.
threatened family member will activate
Time: It is night and has stopped raining. A timid full the power of the God’s flesh to create a
moon appears among the open clouds. Spawn.

Information: Clarence will approach the Hunters End of Scene: The Hunters have
trying to figure out who they are and, once he realizes discovered Arthur’s hideout, go to the
that they pose a danger to the gang, will seek to mislead FIFTH SCENE - The God Under the
them. He will attempt to highlight Greed’s shady business Mine.

5
and that his loyal lawyer William has all the evidence of
the industrialist’s illicit trafficking. If cornered, Clarence
will fight with the support of the Pig Heads, but not to the FIFTH SCENE – The
death. Clarence will reveal everything that happens at the
mine if that can save his life. In his shack, it is possible to
God Under the Mine
find a map of the mine with a mark on a specific point. Read aloud to the Hunters: From the
narrow well you see a light and hear a man
End of Scene: Hunters can also go to the slaughterhouse
talking to himself. A long, low, prolonged moan
(THIRD SCENE OPTION A - The Slaughterhouse) or go to
seems to come from who-knows-what strange
the mine, where it is clear that something is happening to
creature.
the miners (FOURTH SCENE - The Mine).
Place: The cave where Arthur is trapped.
FOURTH SCENE – The Mine

4
Time: The time of reckoning.

Read aloud to the Hunters: When you arrive at the


End of Scene: At this point, it will be up to the
Hunters to decide which path to take, but it will soon
mine, you avoid the main entrance and, following the map,
become clear to them that Arthur is now insane and
you come to a played-out vein of coal. Following the railroad
cannot control his obsession with Bardolf Greed’s ruin.
tracks, now in disuse, you enter the darkness.
If the Hunters waste too much time Frank, Clarence, or
Place: The abandoned area of the Whitehaven Mine. other Pig Heads could arrive, depending on how much of
a challenge you want.
Time: It is night and the mine is completely dark.
Information: The Hunters will find Frank or Clarence
(determined by which location they haven’t visited yet)
heading for a meeting with Arthur. If both brothers have
been eliminated, old Martha will be the one to visit her son.
If not discovered, the Hunters will see the family member
receive a piece of meat by pulling it up from the well. If the

215
Saint George
the Dragon Slayer

A special Scenario inspired by St. George


and the Dragon
Safety Keywords: Religious zeal / Persecution

216
Once upon a How to use Saint George

time…
Saint George will join the group of Hunters as soon
as they
have solved a few Scenarios and earned a bit of fame
. As an
Ally Dark Presence, Saint George will support the
Hunters
on their travels. However, it will soon become
clear that
There was a brave and devoted fighter who his zeal for everything Broken Tales-related will
make him
made the fight against monsters his reason difficult to manage.
for living. Saint George is perhaps the most
Saint George possesses a Gift called The Judgm
important and powerful member of the ent of
the Saint. When enough Suspicion Tokens have
Order, but his zeal in punishing the Broken accumulated, the Saint will become an Oppo
been
nent Dark
Tales can be a threat to the Hunters too... Presence and will try to arrest the Hunters as he
sees them
Perhaps the real enemy does not hide in the as representing the darkness that the Church fights
.
shadows, but walks beside them...

The story that led Saint George


us here… (Ally Dark Presence)

S
Once upon a time there was a cheerful child name
d George
who often wandered away from home to run and
play in the
woods. One day, George fell into the river and in
aint George the Dragon Slayer is a special Scena the blink
rio of an eye, he was drowning. On the verge of death
that can be used during any Campaign or for a short , the child
game. felt an incredible force pushing him to the surface
In fact, once Saint George has been included as a and soon
support to found himself on the bank of the river, soaked to
the Hunters, he will have several methods of foilin the bones
g plans, but still alive. His savior was a strange, lizard-like
whether laid by friends or foes. Saint George creature
will fight with incredibly human eyes. A Dragon! thought
alongside the Hunters, but his stern gaze and inqui the child,
sitorial throwing himself on the creature’s neck, and a deep
spirit must be kept at bay so that the Saint does not friendship
unleash was born between the two. In the following years
the fury of the Church against its own agents. , George
took every opportunity to meet his secret friend
and learn
from him the wonders of magic, and what is hidde
n from
the eyes of ordinary people. Then, a plague struck
the village
where George lived, killing his parents. The lad’s
appeals for
the Dragon’s help fell on deaf ears, despite the creatu
re being

217
capable of healing any disease. The Dragon, out of fear of being discovered
and killed, refused to heal the people of the village. Twenty years passed
and George took his vows, becoming a Holy fighter in the service of the
Papacy. He led more than one battle against the forces of evil. When the
Saint returned to his old village, he walked into the forest in search of
his old friend. The Dragon was happy to see George again after such
a long time and came out... only to realize that he had come before his
executioner.

OL Medium 5 – (4 Wounds)

Descriptor: I am a Holy knight in the service of the Church. I am skilled


at hunting and defeating any monster. Nothing escapes my inquisitive gaze.

Agenda: Find every creature linked to the Broken Tales and exterminate
them so that they can do no harm / Truly understand the nature of the Broken
Tales.

Gift - The Holy Dragon Slayer: Saint George starts the Scenario with 1 Fervor
Token. When facing an enemy that is visibly monstrous, he can spend 1 Fervor Token
to allow an allied Hunter to inflict 1 additional Wound. When such an enemy unveils one
of their Gifts, Saint George can spend 1 Fervor Token to grant 2 Additional Successes on
a Defense Check to any allied Hunter. Whenever he suffers 1 Wound, Saint George
receives 1 Fervor Token.

Gift - The Judgment of the Saint: Saint George keeps everyone under
observation, even the Hunters he accompanies. During a Scene, if a Hunter
activates their Dark Ego or uses any Gift that allows them to employ
magic or terrorize ordinary people in the presence of Saint George, add
1 Suspicion Token on this Gift. During a Scene, Saint George can keep a
Hunter under observation, making them uncomfortable. When
he does, the Storyteller may spend 1 Suspicion Token to
impose 1 Penalty to a Hunter Check. Suspicion Tokens
carry over from one Scenario to another. When there
are Suspicion Tokens equal to twice the number of
Hunters, Saint George engages in a Witch Hunt
and becomes an Opponent Dark Presence.

218
How to manage Saint George arrive driven by a premonition that there is a monster
to hunt down and smite. The Saint will be open and
Once introduced in the Campaign or in the single Scenario, supportive towards the Hunters, at least until he has
Saint George will be a recurring presence to whom the accumulated the first Suspicion Token. This is a good
Hunters must be accountable. As the highest representative way to introduce Saint George to a Campaign for the
of the Papacy, the Saint has full authority over all members first time.
of the Order. ◆ Once the Suspicion Tokens accrued are twice the
number of Hunters, Saint George will launch a
For the Hunters, it will be clear that Saint George could be Witch Hunt, and will become an Opponent Dark
a good ally, but that under his stern gaze not everything is Presence with the corresponding profile. From that
permitted. moment on, like any Opponent, the Storyteller will be
able to use him to impede the Hunters and to create a
◆ The Storyteller can add Saint George to the party special Scenario leading to the final confrontation with
throughout the Scenario. Even if he has the authority Saint George.
to make all the decisions, it wouldn’t be fun to play the

Saint George
Session with an NPC leading the Hunters by a leash. The
Saint will therefore remain in the background, curious
to observe the Hunters and their work as members of
the Order. The Storyteller must immediately make it
clear that the Saint is at their disposal with his Gifts,
but that The Judgment of the Saint can quickly turn
(Opponent Dark Presence)
him into an enemy. The Holy Fighter who eradicates darkness in all its forms.
◆ The Storyteller can add Saint George to the party, There are skilled Paladins in his service, ready to carry out
but the Saint will act independently and appear his every command.
only in some Scenes. In this way, the Saint will apply
more pressure on the Hunters, judging behaviors that
he considers unbecoming for a member of the Order. OL Medium 5 – (4 Wounds)
He will always give support with his Gifts, but the
Storyteller will be able to use him more as a nuisance Descriptor: I am a devout knight in the service of
than anything else. the Church. I am adept at hunting and capturing any
◆ The Storyteller will only let Saint George step in manifestation of darkness. I know every Hunter in the Order
when it is clear that a monstrous creature is featured and I know how to defeat them.
in the Scenario. For example, in Red-Hood Iskra he
could come after the appearance of Greskar (page Agenda: Find the Hunters who have shown to be linked to
125) or due to the presence of The Ancient Enemy the Broken Tales and lock them up in the Church’s prisons.
as a Dark Presence (page 49). Saint George will Whoever opposes my sentence will perish, suffering the
judgment of God himself.

219
Gift - Witch Hunt: When he becomes an Opponent
Dark Presence, Saint George acquires a number of Fervor
Paladins of the Church
Tokens equal to the number of Hunters. When facing a A group of faithful Paladins in the service of Saint George.
Hunter he’s been tracking down, he can spend 1 Fervor
Token to inflict 1 additional Wound on top of the normal OL Medium 5 – Minor NPC (2 Wounds)
one, or just 1 Wound if the Hunter succeeds on their
Defense Check. The only way to avoid this Wound is to
have an Outcome with Increment and spend it to nullify Descriptor: I am a Paladin in the service of the great Saint
the Gift’s effect. Saint George can spend 1 Fervor Token to George himself and his word, for me, is law. Years of training
transform any Position Check’s result for an action against have made me adept at fighting the Broken Tales.
him into a Failure so long as the Hunter performing it has
Note: Each Paladin has a different Downside, indicated in
at least one Descriptor related to magic or a monstrous
the Paladin Gift.
characteristic. Saint George regenerates Fervor Tokens
equal to the number of Hunters at the beginning of each Gift - Paladins: Each Paladin has a name and a dedicated
Scenario. Gift, and a Downside to add to the standard Descriptor.
The Storyteller rolls 1 die to decide which Paladin follows
Gift - The Judgment of the Saint: Saint George keeps Saint George in the Witch Hunt. Saint Geoge has a number
everyone under observation, even when hunting down
of Paladins equal to that of the Hunters he hunts.
Hunters. During a Scene, if a Hunter activates their Dark
Ego to perform a good deed or uses any Gift that allows
them to use magic or manipulate ordinary people to do
a good deed in the presence of Saint George, he adds 1
Judgment Token on this Gift. Judgment Tokens carry over
from one Scenario to the next. When a number of Judgment
Tokens equal to the number of Hunters are staked on this
Gift, Saint George will make amends, declaring that he was
wrong in his judgment, putting an end to the Witch Hunt.

220
Roll First Name Downside Paladin Gift
From a Far Country: Trebizond can make use of weapons and exotic
Sometimes, I am seized
Trebizond, the objects with which to surprise opponents. Once per Scene, she can create a
by an unshakeable
1 princess of a Descriptor that represents a special belonging, such as Magic-Finding Dust or
curiosity about new
Distant Country. A Whip as Sharp as a Blade. When using her special equipment, Trebizond
things.
increases her Opposition Level by 1.

I put the defense of my Guardian: Once per Exchange, Demetrius can take 1 Wound in place of one
2 Saint Demetrius companions before my of his allies. When he does, he increases his Opposition Level by 1 for the rest
own life. of the Scene.
Furious: Theodore always inflicts 1 Additional Wound when raging against
The ecstasy of battle is
an enemy. He still inflicts 1 Wound even if the Defense Check is a successful
3 Saint Theodore for me the sweetest of
Outcome. The only way to avoid the effect of this Gift is to spend an
pleasures.
Increment to cancel the Wound.

I do not think that the


Broken Tales should Friendly: Any Hunter who acts against Martha when there are other Paladins
4 Saint Martha
be eradicated, but only as potential targets will receive 2 Penalties on their action.
understood.
I am the oldest of the Veteran: Once per Scene, Syrus can negate the effect of a Gift activated by a
5 Saint Syrus Paladins and I only trust Hunter. The Saint will find a method to counter Gifts, drawn from his great
my own judgment. experience.

I want to affirm my
Ambition: Margaret increases her Opposition Level by 1 for each Wound
role in the Church and
6 Saint Margaret that Saint George has suffered. Once per Scene, when Saint George suffers 1
overthrow that arrogant
Wound, Margaret can immediately perform 1 additional action.
Saint George.

Savior and of the One Who Plots in the Shadows. As written

Saint George in a Broken in his Agenda, Saint George is torn between his duty to the
Church and the memory of when, as a child, he formed a
Tales Campaign
By his very recursive nature, Saint George is a great addition
sincere bond with The Ancient Enemy.

to a Broken Tales Campaign. In the list of clues on page 246


there are also indications to link him to the story of the Child

221
OZena d D e s p e r a te
th e S u ffe r in g a n

A Scenario inspired by
rf ul W iz ar d of OZ (L ym an Frank Baum)
the Wonde

n e – T h e Y e ll o w V il la g e
Part O g Illness / Mental Illness / Deformity / Plagia
rism
Safety Keywords: Disfigurin

222
OZena the Suffering and Desperate is a special Scenario
The story that led us here…

D
divided into three parts, which when played consecutively
completes the story of the unfortunate Dorothea. All
Scenarios are built as a Scene Tree (see page 89) and
are great for introductory Sessions or a mini-Campaign.
orothea is a young American girl from the
A Storyteller who prefers an emerging storytelling style
1900s who suffers from a very acute form of ozena. Under
will still find Events and information useful for managing
the care of the charlatan “Dr.” Norman Henkle, she took
a freer playstyle for the Hunters.
part in a strange magical rite, and both were catapulted

Once upon a
into the Black Forest of 1780. Here, under the guidance
of Henkle, Dorothea took the name of OZena (a name
that has not yet been made official for her disease). She’s

time…
hunting witches to procure ingredients and potions for
her master, with the doctor promising to find a cure for
the disease. Dorothea brought the Doctor other lost,
ill people found along the way: Lowe, a scoundrel with
Freiburg, West of the great Black Forest, Leontiasis; Dose, a thug suffering from leprosy who
Germany. The regent of the city, Nils Schulz, covers his skin with metal; and Hirnloser, a mental
has invited the Order to investigate the patient who believes he has no brain.
activities of Margareta Westen, a renowned
After eliminating the witch Johanne in Schiltach (east of
“witch” who is said to carry out strange the Black Forest) from which she got her magic shoes,
experiments in a small village nearby. Dorothea arrived in Gelb with her companions. Here,
Although there is no apparent evidence of pursuing the promise of her cure, she sent Lowe and
any heresy, the village of Gelb is shunned Hirnloser to the village as spies to observe Margareta’s
by all. Its inhabitants are deemed “strange” activities. The old witch is actually both learned and
benevolent. She uses her magical knowledge to provide a
and it has, over the years, welcomed all home and support to many sick or deformed people who
manner of freaks and sick people looking would otherwise have no place to live.
for a safe place to live. Thus, the Hunters
must go to Gelb and find out if Margareta Note: Nasal ozena (also known as chronic atrophic
is really the terrible witch that Nils fears. rhinitis) is a particular form of chronic rhinitis,
characterized specifically by a marked and widespread
atrophy of the nasal mucosa, so that the structure of
the nose wastes away. The disease disfigures the face
in a permanent way, affecting the appearance of those
affected with devastating effects.

223
The story at the arrival of the Hunters
Margareta Westen is a capable and experienced witch,
who served at many noble courts as a fortune teller and
counselor from a young age. Affected by a very serious form
FIRST SCENE – Approaching
the village of Gelb
Read aloud to the Hunters:
1
Before your eyes you see
of deforming osteitis, which has ruined her legs and arms, the great Black Forest in all its splendor, a refuge for animals
Margareta has experienced the unreasoning prejudice of and supernatural beings from the slow expansion of civilized
society herself. She was marginalized and abandoned by life. A wide beaten path leads through the trees. Near a sign
everyone. The witch has thus decided to found a small with directions to the village of Gelb, you see two motionless
community, where all those like her would be welcome. In figures, as if they’re awaiting your arrival. One is a man, old
Gelb, Margareta cares for those unfortunate enough not to and hunched over by who-knows-what disease, while the
have a place in society, and most of the villagers would give other is a child with a disfigured face. The two hold hands
their lives for her. like father and son. The man nods to you and you understand
that he is a villager sent to guide you.
Margareta is part of a coven of witches called the Compass
Rose. Johanne, the witch of Schiltach (east of the Black Place: The road that winds its way from the west into the
Forest), was also part of the same coven. The death of her great Black Forest.
companion has put Margareta on alert, aware that it must Time: It is early in the morning. A cart has brought the
have been someone who knew the secrets of the coven Hunters from Freiburg to the edge of the forest and the
who killed Johanne. Dorothea has long since crept into driver is now anxious to leave.
Gelb, hiding at the edge of the small village. Hirnloser has
instead openly joined the community, though everyone is Initial Situation: Henrich and Klaus approach the
wary of his mental illness. Lowe serves as eyes and arms for Hunters and introduce themselves as emissaries on
Dorothea around town, while Dose, hidden in the swamp Margareta’s behalf. The witch was formally notified by
to the east, awaits a signal from Dorothea to spring into Nils that he was sending some of his agents to check on
action. Gelb’s activities, but the regent took great care not to reveal
the true nature of the Hunters. Henrich offers to lead the
Hunters along the road to the village.

Information: Walking towards Gelb with Henrich and


Klaus you can get the following clues and information.
◆ The village of Gelb is a safe place for anyone with a
disease or a deformity that makes them an outcast in
usual society. Margareta welcomes anyone without
asking questions about their past and with the aid of her
potions, she soothes the suffering of all the inhabitants.
Although Henrich is a poorly educated farmer, he will

224
do nothing but praise Margareta’s goodness throughout
the journey with sincere conviction. Klaus, the Ozena-
Afflicted Son
◆ Little Klaus is affected by Ozena and his nose is nothing
more than a clump of rotten meat. Despite the disease,
he has the lively and curious eyes of a child, and he will
OL Easy 3 – Minor NPC
ask the Hunters a thousand questions.
(1 Wound)
◆ The road the group is traveling on was created to
facilitate commercial trips to Gelb. However, Henrich Descriptor: I am a curious child. I
will regretfully inform the Hunters that once merchants love foreigners because they always have
arrive in the village, they are so frightened by the interesting stories to tell. I know I have a
sight of the inhabitants, they hurriedly leave without dreadful disease, but I have learned to live
conducting any business. with it.
◆ Halfway to the village, the Hunters will realize that

Lowe the Coward


someone is following them. It’s Lowe, who hides among
the foliage and tries to figure out who the newcomers
are.
Henchman
End of Scene: The Hunters arrive at the village of Gelb. OL Medium 5 – Main NPC
Go to SECOND SCENE - The Village of Gelb. (2 Wounds)
Descriptor: I’m an eternal coward

Henrich the Father who has been given a monstrous aspect


by fate. I can adapt to any situation
OL Easy 3 – Minor NPC (1 Wound) and am quick to jump to the winning
side.
Descriptor: I am one of the many people Margareta
saved from the miserable life of an outcast. My son Klaus is Agenda: To help Dorothea in her
everything to me, which is why I don’t want the village of mission, with the hope of recovering
Gelb to be suspected of witchcraft. from my condition / Save my life, no
matter who I have to betray.

225
2 SECOND SCENE – The Village ◆ Margareta will speak to the Hunters, saying she fears for
her life. A week ago, she received news of the murder
of Gelb of the witch Johanne who lived in Schiltach, in the
eastern part of the Black Forest. Margareta is convinced
Read aloud to the Hunters: When you arrive at the that someone is trying to eliminate all 4 witches of the
entrance to the village, the spectacle that appears before you Black Forest, each of which holds part of a powerful
is incredible. People with all kinds of diseases and deformities artifact. She believes someone is gathering the pieces to
walk in the streets, occupied performing a variety of tasks. In reassemble the artifact, no matter the cost.
reality, what you see is nothing more than an ordinary village ◆ The conversation will be interrupted by Lowe who
in Bavaria, inhabited solely by people who, in any other place, screams desperately: Hirnloser has kidnapped Klaus
would be considered monsters. and is taking him to the great swamp near the village!
Margareta will ask the Hunters to save the child. In
exchange, she will reveal to the Hunters what she knows
Place: The small village of Gelb.
of the artifact. In the woman’s eyes, the Hunters will see
Time: It is morning, and all the inhabitants are busy with only a sincere concern for the fate of little Klaus.
their work activities.

Information: Henrich will tell the Hunters that Margareta


will soon arrive in the town square to dispense her medicines.
Margareta the Good Witch
While waiting for the witch, several things will happen. OL Hard 7 – Main NPC (1 Wound)
◆ Hirnloser will appear, dancing and chanting of distant Descriptor: I am a capable witch who has devoted her life to
worlds that overlap each other. Adults look at him with caring for the unfortunate. My body is wracked with disease,
pity, children walk around him amused. If the Hunters but that doesn’t make me any less fearsome.
get close, he will try to interact with them. If the Hunters
ignore him, he will be the one to approach. Whatever Agenda: Keep Gelb and everyone who lives there safe.
happens, when Margareta arrives in the square,
Gift - Witch: Margareta can draw on her witch power
Hirnloser will leave.
to create a Descriptor to represent the effect of her magic.
◆ When Margareta arrives all the inhabitants will stop
Her abilities are related to manipulating emotions, such as
working to run to her. The witch dispenses strange vials
instilling fear or bestowing calm. The Descriptor thus created
among happy and grateful faces. After the distribution
remains for the entire duration of a Scene. Alternatively,
of the medicines, Henrich will lead the Hunters to
Margareta can move objects with the power of thought. These
Margareta.
abilities can be used to hit someone from a distance, knock
◆ In the crowd you can spot Lowe, who gazes at the potions
objects out of someone’s hand, and generally manipulate the
with dreamy eyes.
environment.
◆ Dorothea is in the crowd too, her face covered with
a heavy green hood, the smell of her illness clearly
distinguishable. The girl will disappear using her shoes
at the slightest hint of a problem.

226
Hirnloser the Scarecrow Place: A clearing in the swamp twenty minutes’ walk from
Gelb.
OL Medium 5 – Main NPC (3 Wounds) Time: It is late morning and the sun filters through the
Descriptor: Everyone thinks I’m crazy and maybe they’re trees.
right. I don’t feel any fear and I can see beneath the surface of
Information: Hirnloser and Dose want to engage the
those who pretend they are normal.
Hunters to give Dorothea time to kill Margareta.
Agenda: I follow OZena because I can see past her pain. ◆ Hirnloser is insane but he doesn’t really want to kill
There is another world, the one where she comes from and Klaus. It will soon become clear that he uses the child
where I want to go too. as a shield and lever to keep the Hunters busy.
◆ If Lowe is present, he will try to surprise the Hunters
End of Scene: Margareta asks the Hunters to save little from behind but will flee at the slightest sign of danger.
Klaus, offering to reveal all her secrets in exchange for the
little one’s safety. If the Hunters set out to save Klaus go
to SCENE THREE - In the Swamp. If, on the other hand, Dose The Tin Man
they decide to stay in the village or split up, for those who OL Medium 5 – Main NPC (3 Wounds)
remain, go to the FOURTH SCENE - OZena’s Attack.
Descriptor: Leprosy has destroyed my appearance, but

3
my body is still that of the Mountain, the name by which
THIRD SCENE – In the Swamp I performed as a street artist in shows of strength and
endurance. Under my heavy armor I fear nothing.
Read aloud to the Hunters: You don’t have to go too
far into the swamp before you hear little Klaus scream. You
Agenda: I am in love with OZena, disfigured by the disease
just like me. I am aware that she will never return my feelings
run to a small clearing where Hirnloser puts a sickle to the
and that is why the only thing I can do is serve her, even to
child’s throat. He is near an old, abandoned shed from which
my death.
suddenly emerges a huge figure covered in grotesque armor
made of debris. Hirnloser stares at you, his eyes pools of pure Gift - The Tin Man: Dose is completely covered in thick
madness. “And while we dance here in our little puppet show, armor made of metal and other salvaged materials, such as
the real performance unfolds in the village,” the madman a large stove and the hull of a boat. The only unarmored spot
cries and smiles maliciously, as you realize that you have is a small door in the stove that was once used to remove
been lured into a trap. embers, which is located above his heart. It is not possible
to hurt Dose unless one first finds a way to penetrate his
armor or uses an attack that can clearly overcome his
defenses.

227
Gift - Giant: Dose stands nearly seven feet tall and Time: It is late morning and the village of Gelb has resumed
possesses extraordinary strength. The disease consumed its activity. Many inhabitants remain waiting tensely in the
his nerves making him immune to pain. Once per Scene he Town Square to discover the fate of little Klaus.
can inflict 1 additional Wound with one hit of his mighty
ax.
Information:
◆ During the fight, Dorothea’s hood will slide back and
reveal her face. She is a young blonde girl, eyes of an
End of Scene: After the fight, Klaus will tell the Hunters intense blue and a suppurating chasm in place of her
that the real leader of the scoundrels is a girl with a green
nose.
cape they called OZena. She told her accomplices to buy
◆ When Dorothea escapes and disappears, it will be clear
her time, while she would take care of the witch. Klaus did
to the Hunters that her slippers are magical.
not see the girl’s face, but by the smell he recognized his
◆ After the battle, if still alive, Margareta will reveal
own illness. Go to FOURTH SCENE - OZena’s Attack.

4
details on the Compass Rose. If she was killed by
Dorothea, the Hunters will be able to obtain some of
FOURTH SCENE – OZena’s the information by examining the witch’s house.

Attack
This Scene concludes the first part of the Scenario
OZena (Dorothea)
and will change based on whether the Hunters OL Medium 5 – Main NPC (3 Wounds)
choose to leave someone in the village while they
go to rescue little Klaus. Dorothea will attempt
Descriptor: I am a young girl who wants to return to
her world. The disease that afflicts me has ruined my face
to kill Margareta in her house. If no Hunter
and with it all the hopes of a normal life. I am willing to do
is present, the witch will succumb to
anything to heal, which is why I became a witch killer.
the blows of the young assassin. If
any or all the Hunters are present, Agenda: Kill every witch Henkle points out to me and
Dorothea will flee as soon as it retrieve all four pieces of the Compass Rose.
becomes clear that she is at a
distinct disadvantage. Gift - The Silver Slippers: The wearer of this magical
artifact can move through folds in space, disappearing and
reappearing in a flash. Dorothea can move freely up to a
Place: Margareta’s house.
maximum distance of thirty feet without anyone preventing
A large circular house built
her, but she must be able to see the point of arrival. Once
around a centuries-old oak.
per Scene, Dorothea can take a longer journey and reappear
in any place she has seen at least once.

228
Epilogue Scenario Events
The Hunters will discover that OZena’s goal is the Compass In this Scenario, there are five Events. As a Storyteller, feel
Rose, a powerful artifact capable of summoning storms that free to create new ones in response to the actions of the
are said to be able to throw people and objects into other Hunters.
worlds. The four Black Forest witches - Johanne (East), When the Hunters are in conversation with
Margareta (West), Helga (South) and Karina (North) - split
Margareta: Hirnloser will take the opportunity to
the artifact into four parts so that no one could abuse its
kidnap Klaus and take him to the nearby swamp, creating a
power. Karina possessed the first piece of the Rose. Johanne
diversion to get the Hunters away from the village.
had the second, as well as being famous for her magic
slippers. For this reason, it is quite clear that OZena has If the Hunters head to the swamps to save Klaus:
already attacked and killed the first two witches. The next Lowe will offer to “guide them” to try to waste more time
target will then be Helga, who lives in the village of Rot and give Dorothea more leeway to kill Margareta.
south of the Forest.
If someone has wasted time interacting and
If Margareta is still alive, she will reveal some additional getting to know Hirnloser in the village: when the
information. Helga is the cruelest and most powerful of the madman has Klaus with him, he will try to use the child
coven. Her magic is based on blood and, for this reason, as a lever to talk to his new friend again, forgetting about
the Hunters will have to be careful not to be injured in her the plan.
presence. There is a potion that can break Helga’s blood
If Dorothea is cornered: she will flee thanks to her
curse, but Margareta doesn’t know its ingredients, apart
silver slippers. Dorothea cannot afford to risk being
from knowing it contains Burdock.
captured. This event occurs as soon as the situation turns
in favor of the Hunters.
Note to the Storyteller: OZena’s story continues with
the Second Part, The Red Village. Keep track of who among If Dorothea manages to kill Margareta: she
Hirnloser, Dose and Lowe survived the Scenario. They will will recover the piece of the Compass Rose and then
return in the third part, The Emerald Village. immediately escape thanks to her magical shoes.

229
Hunters received a special invitation...

Part Two – The


Principality of Transylvania, fortified church of
Valea Viilor. Since the young OZena can move
in space and time simply by clicking her magic

Red Village
shoes, the Hunters need an asset that allows them
to anticipate the movements of the enemy. And
the Order’s Treasury will surely have something
Safety Keywords: Rituals / Nudity / Blood / Body suitable...
horror
For this Scenario the Hunters will receive the support of
the Order in the form of one of the many treasures kept in

Once upon a
Valea Viilor.

The Mirror of a Thousand Wishes

time…
(Inspired by Snow White)
Gift - Mirror Mirror on the Wall: Those who use the
Mirror of a Thousand Wishes can ask to see the near past
Rot, South of the great Black Forest, Germany. or the imminent future of a subject they have met at least
After investigating Margareta Westen’s activities once. After spending 1 Soma, the Mirror will show a few
and discovering the secret of Gelb’s village, the
moments of the target by displaying them on its surface.

Hunters are now aware of the threat from OZena,


The observer will not know if what they see is the past or the
future. The Storyteller secretly rolls a die: with 1-3 they will
a young witch killer who is trying to rebuild a
see the past, with 4-6 the future. The same subject cannot
powerful magical artifact called the Compass Rose.
be observed more than once during a Scene. Alternatively,
As described by Margareta herself, whoever owns before attempting a specific task, the owner of the mirror
the Rose can invoke a storm so powerful, it can can look into it and spend 1 Soma. Roll a die. If it’s a 4+ they
throw those who are swept up into other worlds and will see a few moments of their imminent future. Thanks to
dimensions. OZena’s next target is Helga, a powerful this premonition they will receive 3 Additional Successes
witch who lives south of the great forest. Helga for the first action attempting to perform the task.
founded the cult of the Crimson Kiss, surrounded
Note to the Storyteller: The Order’s Treasure is an extra
by faithful and devoted servants. The village of Rot,
Gift that can be taken by one of the Hunters. The Broken
where Helga has made her home, is shunned even Ones expansion book features complete rules for managing
by state officials, who fear they won’t be able to the Order’s Treasures and a long list of Treasures to choose
leave that cursed place. But before going to Rot, the from.

230
The story that led us here…
After the events in Gelb, Dorothea moved to Rot as the
first step in eliminating Helga. The Red Witch, however,
FIRST SCENE – Towards the
Village of Rot 1
took the young woman by surprise. Thanks to the witches’ Read aloud to the Hunters: You have finally arrived in
faithful servants, Helga captured the girl, holding her in the deep south of the Black Forest. Along the way, there are
her fortified villa. On the first night of the full moon, Helga numerous signs warning that the village of Rot is a cursed
intends to sacrifice Dorothea by performing a blasphemous place. Dolls of wood and rag, crosses and mounds of salt, all
rite which consists of drinking the victim’s blood to bear witness to the pointless, superstitious spells of protection
assimilate her memories. By doing so, Helga would learn attempted by the inhabitants of the area. As you follow the
of Henkle’s hiding place, where the other pieces of the small path to the village, the forest thickens more and more,
Compass Rose are already located. while the branches of the trees lower as if to grab you.
Of course, the Hunters arrive only hours before the sun sets
and a full moon rises, setting the stage for the ritual. Place: The small path that leads to Rot.
Time: It is late afternoon and the last rays of sunlight are
The story at the arrival of the Hunters… struggling to pass between the branches of the trees.
Helga is a powerful witch who has never had any qualms Initial Situation: The branches seem to stretch lower and
about using dark magic. Through blood magic, she kept her lower, until it becomes clear to the Hunters that something
appearance young (despite her eighty-eight years) and over is wrong. Shortly after, the animated trees will try to catch
time she built a true cult, whose foolish devotees would the Hunters and imprison them.
do anything for her. Through her blood Helga can control
plants and people, moving them like puppets. Although the Information: If a Hunter has some understanding of
village of Rot has acquired a grim reputation, Helga knows magic, they will quickly understand that what animates the
it is only a matter of time before some obsessed clergyman trees is an arcane power. Observing the branches’ motions
decides to attack her to eradicate the evil she represents. for a while, it will be possible to see a figure not far away
The witch aims to obtain the Compass Rose to escape to a bathing the trees in a liquid which apparently animates
safe place, where she can rebuild her kingdom of fanatical them.
servants.

231
he knows to the Hunters. In the greenhouse, other poor
If the mirror is used to understand where people like him work incessantly under Helga’s magical
OZena is: control. In the village, a strange figure called the Porcelain
◆ Past - Dorothea sneaks up to a large greenhouse, Princess ensures that no one can harm the witch. During
where she sees men dressed in white tending to the interrogation, Wolfgang will be seized with sudden
plants and herbs. The mirror fills with the form of a spasms and drown in his own blood. If Wolfgang has been
nightmare creature that resembles a spider made up eliminated, the Hunters will simply have to choose which
of people’s bodies, which scares Dorothea away from way to go.
the greenhouse. In the ensuing chaos Dorothea grabs a If they go to the greenhouse, go to the SECOND SCENE -
sprig from a plant (Elderberry, which a Hunter with a The Greenhouse.
relevant Descriptor will recognize). If they go to the Village go to the THIRD SCENE - The
◆ Future - Dorothea introduces herself to a beautiful Doll’s Court.

2
young woman, dressed in an elegant red dress. The
young assassin agrees to take a sip of the wine that is SECOND SCENE – The
offered to her. Then, a trickle of blood runs down her
lips and she falls to her knees. The woman in red smiles Greenhouse
mockingly as a long knife falls from Dorothea’s hand.
Read aloud to the Hunters: Following the path you reach
an old manor house which has been remade as a greenhouse.
Threat - The Animated Forest Many men and women dressed in white, with tired and long-
suffering expressions, work on small gardens. Strong smells of
OL Medium 5 herbs and medicinal infusions fill the air.
Descriptor: We grab and capture all intruders through the Place: The greenhouse where the base for the Infusion of
magic that animates our branches and roots. Purity is produced.

Time: The sun is setting.


Wolfgang the “druid” Information:
OL Easy 3 – Minor NPC (1 Wound) ◆ Pharmacists are working on a strange potion. Those
Descriptor: I am a skilled and renowned pharmacist, and who are experts in herbs will recognize the plants as
there is no herb or remedy that I am not familiar with. Burdock, Nettle and Hyssop.
◆ If the Hunters approach the greenhouse, Manycorpses
Agenda: I am enslaved by Helga’s power. My body moves at will drop from the ceiling to stop the intruders.
her will and therefore I sprinkle drops of her blood to animate ◆ The Infusion of Purity cannot be completed, as the
the forest to capture potential intruders. Elderberry, which Dorothea took in her fight with
Manycorpses, is missing.
End of Scene: If captured, Wolfgang will reveal what

232
nobles after poisoning them with her magical blood. To
If the mirror is used: complete the Infusion, however, Elderberry is required,
◆ Past - Dorothea sneaks up to a large greenhouse, though the ingredient does not grow in this area. A strange
where she sees men dressed in white tending to girl in a green cape has stolen the small stash Helga had
plants and herbs. The mirror fills with the form of a brought back from her last trip.

3
nightmare creature that resembles a spider made up Go to the THIRD SCENE - The Dolls’ Court.
of people’s bodies, which scares Dorothea away from
the greenhouse. In the ensuing chaos, Dorothea grabs
a sprig from a plant (Elderberry, which a Hunter with a
THIRD SCENE – The Dolls’
relevant Descriptor will recognize). Court
◆ Future - Dorothea is kneeling with her arms behind
her back. Her body is stiff, as if paralyzed, as she is Read aloud to the Hunters: You come to a bleak,
forced to look at herself in a mirror. She weeps for what dilapidated village made up of small, ruined houses and
she sees reflected: her face disfigured by a disease that brightly colored tents. Men and women in an evident state of
has completely devoured her nose. distress lie sprawled along the streets. From their tired eyes,
you understand that they are exhausted by the incessant work
Helga magically forces them to do. Suddenly, figures wearing
Manycorpses grotesque doll masks appear and head in your direction,
drawing their weapons.
OL Hard 7 – Minor NPC (4 Wounds)
Place: The dilapidated village of Rot.
Descriptor: I am an abomination created by Helga’s
experiments, in which she has united all her lovers into one. Time: The sun is setting, but time seems to have stopped
I hate anyone who still has a normal body and I use my in the small village.
incredible power to destroy them.
Information:
Agenda: Kill and dismember any human that comes within ◆ The Porcelain Dolls are the only individuals worth
range. talking to. They will initially have their guard up, but if
Gift - Aberration: Manycorpses can act twice during an the Hunters are convincing, they will be brought to the
Exchange. Thanks to its multiple arms it can move on any Porcelain Princess.
surface. ◆ The village is just an old, dilapidated logging settlement.
Not far away, it is possible to see a noble’s mansion
where Helga now resides.
End of Scene: After being freed, the greenhouse workers ◆ No one can come before Helga without the approval of
reveal that Helga is able to control people’s bodies with her the Porcelain Princess, her favorite.
blood magic. Something called the Infusion of Purity, a
potion, can lift the curse. Helga is producing the Infusion
because she plans to sell the antidote to rich and powerful

233
If the mirror is used: Gift - Armed Guard: Each Doll is armed differently.
◆ Past - Dorothea introduces herself to a beautiful Roll 1 die: 1. Spear, the Doll can make exceptional jumps
young woman, dressed in an elegant red dress. The and can always keep an enemy at a distance; 2. Double
young assassin agrees to take a sip of the wine that is knife, 2 attacks per Exchange; 3. Great Blade, once per
offered to her. Then, a trickle of blood runs down her Scene inflicts 1 additional Wound; 4. Whip, 9 feet range,
lips and she falls to her knees. The woman in red smiles
whoever fails the Defense Check becomes entangled; 5.
mockingly as a long knife falls from Dorothea’s hand..
Blood, the blade of the weapon is soaked in Helga’s blood;
◆ Future - Dorothea is kneeling with her arms behind
her back. Her body is stiff, as if paralyzed, as she is 6. Shield, +1 OL to defend themselves or an ally.
forced to look at herself in a mirror. She weeps for what
she sees reflected: her face disfigured by a disease that End of Scene: By defeating the Porcelain Princess or
has completely devoured her nose. persuading her away from Helga’s service, the Hunters will
obtain the key to enter Helga’s palace. When questioned,
the Princess will reveal that her lady intends to perform
The Porcelain Princess an arcane rite during the night that involves sacrificing
Dorothea. Go to SCENE FOUR - The Red Witch of the
OL Medium 5 – Main NPC (3 Wounds)
South.
Descriptor: I am a young noble who has fallen from grace.
My disfigured face is covered in a beautiful doll mask, and I
sadistically manage the cult of the Crimson Kiss on behalf of
my lady Helga.

Agenda: Carry out every order of Helga in the hope that she
will heal my face / I would do anything to get my face back.

Gift - Vials: The Princess always has five or six vials of


Helga’s blood with her for newcomers to drink. She also has
1 vial of the Infusion of Purity.

Porcelain Dolls
OL Medium 5 – Minor NPC (1 Wound)
Descriptor: We are the devoted guards of the Porcelain
Princess. Everyone fears us for our martial ability.

Agenda: Fulfill every wish of the Porcelain Princess.

234
4 FOURTH SCENE – The Red sees reflected: her face disfigured by a disease that has
completely devoured her nose.
Witch of the South ◆ Future - Dorothea is naked and tied up on a large
Read aloud to the Hunters: Helga’s palace stands out wooden table. A woman with beautiful red hair, also
from the whole village because it is the only well-maintained naked, utters strange arcane formulas, while she
building. A heavy reinforced door and bars on the windows prepares to gut the young assassin with a long knife.
make you immediately understand that it will not be easy
to enter. The soft sobbing of a girl catches your attention. It
comes from the second floor, where there is a large balcony.

Place: The old mansion where Helga lives.


Time: It is now night and only the light of lanterns borne
by the Hammerheads illuminate the mansion.
Helga the Red Witch
OL Hard 7 – Main NPC (3 Wounds)
Information:
◆ Entering the main door means encountering Descriptor: I am a powerful witch and I use blood to
Hammerheads equal to the number of Hunters +2. perform my spells. Drinking one drop of my blood is enough
◆ Entering through the window will take the Hunters to become my slave.
to the room where OZena is held. If the Hunters have Agenda: Accumulating power and collecting the four pieces
an Infusion of Purity, they can free her from Helga’s of the Compass Rose thanks to the information obtained
control. From Dorothea’s green cape, thrown carelessly from OZena’s sacrifice / I am always willing to make an
in a corner of the room, it is possible to retrieve the advantageous deal, even if this leads me to revise my plans. I
Elderberry to complete a possible Infusion. Spending would do anything to live forever.
time finishing the Infusion will cause a number of
Hammerheads equal to the number of Hunters +2 to Gift - Blood Magic: Helga can unleash her powers to
arrive in the room. affect the blood of one or more subjects, inflicting 1 Wound
◆ While the Hunters are busy in the mansion, Helga is or commanding their movements. Whoever has swallowed
taking a blood bath in a tub to prepare for the ritual. As Helga’s blood is totally subject to her will. It is possible to
soon as Dorothea is freed, Helga will understand that resist the effects of Blood Magic with a Defense Check,
there are intruders and will get ready to welcome them but this does not eliminate Helga’s magic. Drinking the
with an escort of 8 Hammerheads. Infusion of Purity renders anyone immune to Blood Magic
for the course of a Scene and cancels the crowd control.
Those under the influence of the Blood Magic have a slight
If the mirror is used crimson tinge to their eyes.
◆ Past - Dorothea is kneeling with her arms behind her
back. Her body is stiff, as if paralyzed, as she is forced Gift - Blood Witch: Helga is made young and immortal
to look at herself in a mirror. She weeps for what she by blood magic. At the end of each of her actions and if hurt,

235
Helga recovers 1 Wound. The flesh regenerates as the blood world. Henkle settled in the center of the Black Forest,
returns to her body. When she is eliminated by suffering in a village called Smaragd. Henkle’s goal is to gather all
her last Wound, the magic dissipates and the witch’s body the pieces of the Compass Rose to summon the magical
returns to being a shriveled old woman. tornado. Dorothea realizes that Henkle is insane and reveals
to the Hunters that even though she has been stopped, the
man will still try to activate the half-reassembled artifact,
The Hammerheads certainly with devastating results. Only Dorothea knows
the location of the village and she is willing to accompany
OL Medium 5 – Minor NPC (1 Wound)
the Hunters, expressing sincere repentance.
Descriptor: We were once a ferocious team of skilled
mercenaries, but now we are in Helga’s service. We were
tamed by her magic and therefore we do anything and Scenario Events
everything for her. In this Scenario, there are three Events. As a Storyteller, feel
free to create new ones in response to the actions of the
Gift - Hammerhead Helmet: The heavy and distinctive Hunters.
Hammerhead helmet opens like a flower on the shoulders
and grants total head and chest protection, making the
If the Hunters get the better of Wolfgang: Helga will
let him speak for a while so she can observe the Hunters
NPC immune to any Wound that can’t get past a thick layer
closely and then kill the man by drowning him in his own
of metal. An enemy can aim at the lower parts of the NPC
blood.
to ignore the helmet. However, they receive 1 Penalty for
their Check. When the Hunters start to get the better of a conflict
with Helga’s minions: the witch will detonate one of her
OZena (Dorothea) minions in each Exchange to cover
the Hunters in her blood. You can
Dorothea’s profile is presented on page try to control them later.
228, only her Agenda changes.
If Dorothea is saved by the
Agenda: Free myself from the prison Hunters: she will stay by their
where Helga locked me up. side as an ally to take revenge on
Helga. She will try to kill her even
if the Hunters intend to negotiate.
End of Scene: Helga’s threat is
ended, either through combat or by
convincing her to let Dorothea go free.
The girl surrenders to the Hunters,
revealing that everything she did was
ordered by Norman Henkle, a doctor
who, like her, comes from another

236
Part Three – The The story that led us here…
Norman Henkle has been settled in a small and
village for a month, where he halted an epidemic
remote

Emerald Village
thanks
to the Penicillin in his doctor’s bag, brought back
from the
year 1900.

Safety Keywords: Body horror Raised to the status of holy man, Norman began
to believe
himself a magician, giving free rein to his madn
ess. In the
center of Smaragd there is a small well whose true
nature the
inhabitants have always ignored. It is in fact a wishi
ng well,
which after centuries of inactivity, has awakened
thanks to
the desire of Henkle himself to become a magician.

Once upon a Now possessing new powers, Henkle is truly


making people’s wishes come true. However, his
capable of

time…
madness
twists every wish and the results are alway
s tainted.
Determined to return to his time and becom
e famous,
Henkle lured young Dorothea into his service,
promising
Smaragd, in the center of the great Black Forest. to fulfill her one desire, to heal the disease that
disfigures
her face.
The Hunters are on the trail of Norman Henkle,
a doctor and charlatan who apparently is the Aware that he can’t really do it without risking some
mastermind behind the young witch killer who worse
effect, Henkle is waiting for OZena’s return to retrie
goes by the name of OZena. The girl, whose real ve the
last two pieces of the Compass Rose so he can leave
Smaragd,
name is Dorothea, claims Henkle is actually escaping in his hot-air balloon. In the meantime,
Henkle
a powerful wizard who fulfills wishes. His has “experimented” with his power on the inhab
itants of
ultimate goal is to activate the Compass Rose Smaragd, creating monsters and aberrations that
now hope
to summon a storm and return to his own time to earn a new wish to return to normal, unaware
. that they
Given the young woman’s failure to retrieve the are locked in an endless cycle of warped wishes.
last two pieces, Dorothea fears that Henkle will
activate the artifact anyway. Dorothea, however
,
remembers the first witch she killed saying that
using the Compass Rose without all the pieces
would be disastrous, opening a passage to
another world, but at a very high price...

237
sixty feet deep and thirty wide surrounds a small village that
The story at the arrival of the Hunters… you can glimpse through the foliage. The fact that there is
Henkle fortified Smaragd against any possible intruder, no bridge suggests that it was created for the sole purpose of
garrisoned by the villagers now corrupted by their wishes, keeping intruders away.
as well as the former companions of Dorothea who
survived the first encounter with the Hunters. While the Place: A huge circular pit that Henkle created in order to
hot-air balloon is almost done, Henkle awaits Dorothea’s secure Smaragd
arrival to complete the Compass Rose and escape. Time: It is early morning. The sun is high in the cloudless
sky.
Note to the Storyteller: This part of the Scenario differs
from the first two parts, as many enemies and encounters Initial Situation: It will be clear to the Hunters that
will depend on what the Hunters have done previously. For the moat must be crossed somehow. Dorothea can use
this reason, you’ll find only three Scenes leading up to the her silver slippers if she still has them, but she won’t do so
Hunters meeting Henkle. It is possible to drop one or more without the consent of the Hunters. The girl is convinced
of the NPCs presented in each Scene to provide a challenge that the Order can help her and will not betray the trust of
for the Hunters. At the end of each Scene, or during a Scene the Hunters, unless she sees a possibility of returning to the
itself, if the Hunters face NPCs in a conflict, place 1 Time future (see Events).
Token on Henkle’s Hot-Air Balloon Gift. Until the hot-air
balloon is revealed, the Hunters will only know the name Information: Henkle’s plan is to hit the Hunters as
of the Tokens that are accumulated by the Storyteller, but they cross the pit, so he has deployed some underlings to
not their purpose. ambush them. Choose one of the following:
◆ Hirnloser will have discovered a good position from

1
FIRST SCENE – Approaching which to target the Hunters at a distance with the help
the Village of Smaragd of 6 Villagers.
◆ Lowe will go to meet the Hunters to challenge them
Read aloud to the Hunters: Finally, you reach the center in the open field, bringing with him 3 Villagers and 3
of the great Black Forest. A small path, now
almost completely lost among weeds, is the
only point of reference to find your way.
Dorothea precedes you by a few steps,
visibly nervous. Suddenly you see the
girl stop and she wavers for a moment,
suddenly finding herself on the edge
of a huge ravine. “This wasn’t here
the last time I was here,” exclaims
the amazed girl. A moat over

238
Canine Tigers. ambush. Choose one of the following:
◆ Dose will very simply attack the Hunters as soon as ◆ Hirnloser will plan an ambush with the help of 4
they cross the Pit. Villagers. He and his men can move freely without
◆ 4 Villagers with 4 Canine Tigers being affected by the Illusory Labyrinth Threat.
◆ Lowe will go to meet the Hunters to challenge them
in the open field, bringing with him 3 Villagers and 3
Threat - The Pit Canine Tigers.
OL Medium 5 ◆ Dose will very simply attack the Hunters as soon as
they enter the village.
Descriptor: A large, deep pit with strangely smooth walls. ◆ 4 Villagers with 4 Canine Tigers

End of Scene: The Hunters cross the pit to enter the


village of Smaragd. Go to SECOND SCENE - The Emerald Threat - Illusory Labyrinth
Village. OL Hard 7

2
Descriptor: A maze of trees and houses that change every
SECOND SCENE – The minute, making it impossible to find your way around.
Emerald Village
Read aloud to the Hunters: Once you cross the Pit you End of Scene: The Hunters arrive at the center of the
find yourself in a small village of houses, built amongst the village. Go to the THIRD SCENE - The Magician’s Fake
trees. It only takes a few steps to understand that something Castle.

3
is wrong. You feel disoriented and it is difficult for you to keep
track of which direction you are moving. The small village THIRD SCENE – The
now looks like a labyrinth, huge and intricate.
Magician’s Fake Castle
Place: The small village of Smaragd which, by a wish
made by Henkle, appears as an infinite labyrinth. Read aloud to the Hunters: Finally in the center of the
village, you find yourself in front of a huge oak that has been
Time: It is impossible to mark the passage of time molded into the shape of a grotesque castle. Inside the tree,
as day and night alternate every minute. you can see a hot-air balloon made of patched fabric that is
slowly inflating. You have never seen anything like it, but you
Information: Henkle’s plan is
understand it will not be good.
to waste the Hunters’ time and
prevent them from getting to Place: Henkle’s workshop house in the center of the
the center of the village. For village, where the hot-air balloon is set up.
this he has deployed some
subordinates to set up an Time: The morning sun is high in a cloudless sky.

239
4
Information: Henkle’s plan is to waste the Hunters
time while he makes preparations for the hot-air balloon. FOURTH SCENE – The End of
For this he has deployed some subordinates to set up an OZena’s Sad Story
ambush. Choose one of the following:
The final battle with Henkle can go in many different ways.
◆ Hirnloser will plan an ambush with the help of 4
If he manages to activate the incomplete Compass Rose,
Villagers and 4 Canine Tigers. Hirnloser will order his
a huge tornado will hit the whole Black Forest, affecting
underlings to focus on the most injured or physically
everyone and taking Henkle away to a place unknown to
weaker Hunters.
the Hunters.
◆ Lowe will go to meet the Hunters to challenge them
in the open field, bringing with him 3 Villagers and 3
Whatever happens, the fate of young Dorothea will be in
Canine Tigers.
their hands.
◆ Dose will very simply attack the Hunters as soon as
they enter the castle.
◆ 4 Villagers with 4 Canine Tigers Lowe the Brave Fighter
OL Medium 5 – Main NPC (3 Wounds)
End of Scene: The Hunters arrive at Henkle’s Castle, go to Descriptor: I became a proud warrior and realized my
FOURTH SCENE - The End of OZena’s Sad Story. heroic potential. I never back down and set an example for
my teammates.

Agenda: Stop the invaders and protect the village of


Smaragd, which has elected me as its hero.

Gift - Hero: Lowe fears nothing and is immune to all forms


of fear and magical control. After he acts, his allies receive
+1 to their OL, inspired by their hero’s courage and words.

Hirnloser the Genius


OL Medium 5 – Main NPC (3 Wounds)
Descriptor: My mind has become infallible, and I can
calculate and check any variable in seconds. I have a strategy
for every situation.

Agenda: Solve any potential problems that plague my


benefactor Norman Henkle.

240
Gift - Genius: When someone uses a Gift, Hirnloser can The Canine Tigers
prevent it from activating by deploying a countering system
or strategy. This Gift can be used up to 3 times during a OL Easy 3 – Minor NPC (2 Wounds)
Scene, but only 1 time per Exchange.
Descriptor: We are the village dogs, turned into monsters
by the desire of one of the children. Once the tiger’s ferocity

Dose the Giant in Love takes over, we can no longer be controlled.

OL Medium 5 – Main NPC (3 Wounds) Gift - Fierce as a Tiger: When a Canine Tiger suffers
a Wound, it goes mad with rage and its Opposition Level
Descriptor: My body has become pure metal and only the rises to Hard 7. At the mercy of anger, the Tiger will attack
power of love can bring me back to flesh and blood. I fight the closest target without distinguishing between allies and
and destroy anything that can threaten my sweet OZena. enemies.

Agenda: I am in love with OZena and I want her to loyally


serve Henkle once more. I know that imprisonment in the
hands of the enemy may have made her reluctant to trust us.
I have to save her, whether she wants it or not.
Norman Henkle
Gift - Of Steel and Love: Dose is made of pure metal and The Powerful Wizard Who
cannot suffer any kind of physical Wound. The only way to
get him to return to flesh and blood for a few moments is
Makes Wishes Come True
to make his heart beat with love. Seeing OZena in danger OL Medium 5 – Main NPC (2 Wounds)
or well disposed towards him will change him back for Descriptor: I am a powerful wizard and what I desire
one Exchange. Seeing OZena, Dose can’t help but declare becomes reality. My skill as a barker always charms everyone
his love as he fights, making his infatuation for the young to my side.
assassin clear.
Agenda: I want to go back to my time alone and become a
celebrity thanks to the power of magic.

Gift - Hot-Air Balloon: As soon as it is ready, Henkle will


board and release his hot-air balloon into the air to activate
the Compass Rose. As indicated by the Scenario, based on
the actions of the Hunters this Gift will accumulate Time
Tokens. When the third Time Token is placed, the hot-air
balloon is ready to go.

241
The Villagers of Emerald Scenario Events
In this Scenario, there are two Events. As a Storyteller, feel
OL Easy 3 – Minor NPC (1 Wound) free to create new ones in response to the actions of the
Descriptor: We are poor villagers changed by a wish we Hunters.
made. When Henkle realizes that Dorothea does not have
the missing pieces of the Compass Rose with her:
Agenda: We hate Henkle for what he did to us, but we serve he will take off on the balloon as soon as it is ready, and
him in the hope that we can make another wish.
then activate the power of the incomplete Rose.
Gift - Careful What you Wish For: Each Villager has If Dorothea realizes that Henkle is willing to
made a wish, but it has not had the desired effects. Roll 1 die
abandon her to return to the future: she will do
to see what mutation has developed: 1. Wish for Wealth:
anything to reach the man, begging him not to abandon
The NPC spits out gold coins mixed with bile. With a single
her.
action, they can hit up to 3 targets at a distance of 15 feet;
2. Wish for Beauty: The NPC warps their body so as
always to look beautiful in the eyes of the beholder. When
there is more than one subject in view, their body changes
constantly. Whoever witnesses the show receives 1 Penalty
on their Checks out of disgust; 3. Wish for Health: The
NPC’s body regenerates as their hair and body hair grow
out of proportion. The NPC recovers 1 Wound as soon as it
loses 1, making them effectively immortal. The effect of the
Wound suffered is applied, so the NPC can be defeated, but
will regenerate on its turn to act; 4. Wish for Skill: The
NPC raises their OL to Medium; 5. The NPC can no longer
sleep because they are obsessed with the idea of working,
and will constantly be chattering nonsense; 5. Wish to
Grow Up: The NPC is a child with a body of a giant while
their head has remained the same as before. They can take
2 extra Wounds and inflict 1 additional Wound when they
unleash their strength; 6. Wish for Love: The NPC has
merged with the one they love, literally obtaining the desire
to “become one.” As a double body the NPC can act twice.

242
Playing a Broken Tales
Campaign

B
◆ The Storyteller places the Map of Broken Europe at
the center of the table, then asks the Hunters where
they want to start their story from. The Storyteller can
roken Tales is particularly suitable for episodic choose to offer only a few possibilities, based on the
games, where the group of Hunters can change its Scenarios they prefer to initially bring to the table.
composition from Scenario to Scenario to always ◆ The first Session opens with a Scenario and with the
experience different stories. That said, it is entirely possible Hunters intent on solving the investigation. During
to play a Broken Tales Campaign. In fact, a campaign is the each Scenario, the Storyteller can decide to introduce
perfect opportunity to explore the story of the One Who one of the Clues that will lead to the One Who Plots
Plots in the Shadows and uncover the secret behind the in the Shadow (page 246). Once the Scenario is over,
Broken Tales. the Hunters are free to move to any destination on the
Map.
To organize a Campaign, it is necessary to ◆ Moving from one place to another takes a few days
follow the following steps: of travel. The journeys (page 111) are managed by a
◆ Create a group of Hunters. You can choose them from series of Encounters in which the Storyteller can detail
pre-generated options or create them from scratch the world of Broken Europe and introduce the Dark
with the rules on page 69. Even though a Campaign Presences.
allows a different and more detailed development of a ◆ Once at the new location, the Hunters will encounter
Hunter through experience, between one Scenario and the corresponding Scenario and, by facing it, they will
the next in a campaign a Player can decide to change be able to obtain a potential new Clue about the One
their Hunter. The newcomer will begin with an amount Who Plots in the Shadows.
of XP to spend equivalent to that accumulated (even ◆ Once they discover his true intentions and where the
those already spent) by the Hunter who leaves the story. One Who Plots in the Shadows is hiding, the Hunters
will be able to meet him for the final confrontation.

243
T R U E Finding the One Who Plots in the Shadows and confronting
The whole (true) story of him with his errant ways is the only way to put an end to
an infinite cycle that will inevitably bring every story to its

the Broken Tales breaking point. But once the truth is revealed, what will the
Hunters choose?
The One Who Plots in the Shadows and the Child Savior
are one and the same, two sides of the same coin who will Returning to the status quo will mean returning to their
never meet. The Child Savior, pure and innocent, who saved lives as villains, shunned and destined to lose, spinning
the world of fairytales with his love for stories, as an adult, evil forever. In preserving all that has been created by all
became The Writer to Whom No One Gave Credit, driven the adventures of Broken Europe, they condemn all other
desperately insane by all the rejection he had experienced. fairytales to be forever broken.
When the Child Savior made the wish, an echo of his future
self had already burrowed into his heart. Without knowing Fragments of a shattered mirror, still capable of reflecting
it, the child had made a wish that destroyed everything an image, but distorted and incomplete.
he loved. As the years went by, the Child Savior grew up,
and tried to save the fairytales from what he had done.
But the more he wrote, the darker and more repulsive the
stories became. Every refusal, every reader who mocked his
creativity pushed him further towards his future self: The
One Who Plots in the Shadows.

Broken Europe, the Hunters, and the whole world of the


Broken Tales are nothing more than a giant shattered
fairytale, constantly written by the One Who Plots in the
Shadows, who breaks and reshapes every story that has
ever been told. Safe in his hiding place, he has started with
his own favorite fairytales. The Child Savior is now but a
ghost, a faded memory of a lost innocence that wanders
through Broken Europe in search of someone who can save
the One Who Plots in the Shadows from the darkness of
his own heart.

In all this, the Hunters are just puppets, distorted heroes


created to bring justice to a world that shouldn’t exist,
an immense machine that works despite the lack of a
fundamental gear: the difference between good and evil, so
dear to the fairytales of yore.

244
Borgo Maleanime itself cannot be reached unless you are
The Clues that lead to led there by someone who has already visited it at least
once.
the One Who Plots in the The order and the way in which the Clues are found are

Shadows
deliberately left open, to allow the Storyteller to develop
stories and events without restraint. However, there are a
few things to remember to keep the Campaign on track:
The One Who Plots in the Shadows lives in Borgo
◆ The Clue the Road of Memories represents the way to
Maleanime, a remote mountain village located in Northern
find the mansion of the One Who Plots in the Shadows
Italy. Safe inside a large mansion, the One Who Plots in the
in Borgo Maleanime. It should only emerge when the
Shadows continues to break new fairytales day after day,
Hunters have an idea of who is hiding in the small
feeding the dark world that he himself has created. Nobody
village.
knows who he really is and his face doesn’t linger in any
◆ Borgo Maleanime’s name should only appear when the
of the villagers’ memories. Not even the oldest among
Hunters have realized that a dark and dangerous force
the villagers can say when he appeared exactly, and the
is acting against the Order. But to get there they will
youngest assure each other he has been there at least since
need the guidance of someone who has already been
forever.
there, such as the Hunter Niklaus von Krampus.
◆ If the Hunters decide to visit Borgo Maleanime before
Only those who know the truth will be able to see him for
knowing what they are looking for, they will realize
what he truly is: a middle-aged gentleman with sad eyes,
that it is impossible to reach the town and that the
surrounded by deeply dark circles.
small road that leads to the mountain where the village
is located will magically take them beyond it. Speaking
By gathering information along their travels, the Hunters
with a wandering merchant along the road, they will
will become more and more aware of the presence of the
discover that he himself goes to the village every now
One Who Plots in the Shadows, until they can clearly
and then, but only if someone leads him, because Borgo
distinguish him from among the inhabitants of Maleanime.
Maleanime is a strange place, always lost in the mists.
Unfortunately, for over a year now, no one has come
During or at the end of a Scenario, the Storyteller may
or gone from the village. The Storyteller should make
introduce one or more Clues related to the One Who
it clear to the Hunters that it is impossible to reach the
Plots in the Shadows so that over time it becomes clear to
town without a guide and that such a person will not
the Hunters that a strange, hidden opponent is scheming
be easy to find. Too much procrastination around the
against the Order from the shadows. By studying the Map,
town will only be a waste of time.
the Hunters will be able to see Borgo Maleanime, but until
they find the Clue of the Road of Memories, they will not
be able to reach the mansion where the One Who Plots in
the Shadows lives.

245
be clear to the Hunters that this figure is endowed with great

The Clues
power, but that he acts towards inscrutable ends.

The Child Savior is but a ghost, a reminder of who the One


Who Plots in the Shadows once was. He does, however,
still share some of the power that led to the creation of the
The following is a series of Clues that the Storyteller must world of Broken Tales. The Child Savior will approach the
drop during the course of the Campaign. Hunters to study them, trying to understand if they can
be the “heroes” who could bring peace to the heart of the
The Road of Memories One Who Plots in the Shadows. After their first meeting,
The Hunters find a diary written in a child’s handwriting. the Child Savior could come to their aid using his ability
The little book has a powerful magical aura, from which to come and go from stories as he pleases. It is not possible
emanates sadness and echoes of the past. The written pages to communicate with him in a normal way, but only by
clearly illustrate an incredible passion for fairytales and for trying to interpret his actions. The use of certain Gifts, at
all the characters who are part of them. The diary is full the Storyteller’s discretion, may allow a Hunter to meet or
of drawings sketched with a child’s hand. They represent speak with the Child Savior for a short time.
imaginary adventures starring the Hunters themselves,
painted as heroes who save the world of fairytales. The last Through his messages, the Child Savior can impart the
page of the diary is a drawing representing a large mansion following information:
at the end of a tree-lined avenue. ◆ The Broken Tales are not really evil, but someone is
warping their destiny.
If the Hunters have already been to Borgo Maleanime they ◆ Someone pulls the strings of the Hunters’ fate.
will recognize the avenue, but they will not remember ◆ The Hunters find an original fairytale that tells the true
having seen the mansion. If they have never been there, they story behind one of the Scenarios they have already
will have the clear perception that the diary is a magical key faced.
to get to a hidden place. ◆ The location of the Diary (see The Road of Memories).
If they open the diary to the drawing of the mansion facing
the tree-lined avenue in Borgo Maleanime, they will see the
house. Sherazade the Weaver of Tales
Sherazade threatens the Hunters thanks to her power to
make nightmares real. As the agent of the One Who Plots
The Child Savior in the Shadows, the Weaver of Tales wants to prevent the
A strange child wanders at night, crossing the path of the Hunters from uncovering the truth behind the Broken Tales.
Hunters. His expression is sad and he never speaks. He can
come and go anywhere he wants, appearing and disappearing Sherazade will act as described in the relevant Scenario on
in the blink of an eye. Sometimes he watches the Hunters, page 196. In the Campaign, the Weaver of Tales resides
sometimes he helps them for no obvious reason. It will soon in Italy, in the Kingdom of Naples, as a guest of the noble

246
Rome, it will be obvious that no one has any memory of
Bourbon family. The clues that her Shadows will leave must, r
this person except for his frequent speeches on the dange
therefore, lead the Hunters to the city of Naples. Some the Order that
of the Hunters, a weapon in the hands of
examples may be: the Bourbon coat of arms on a precious
has always risked turning into a greater threat than what
ring, a small lava stone from Vesuvius, or a key with a finely
it fights.
worked head depicting the royal palace of Caserta.

a After making amends, Saint George will vow to help the


Once defeated, Sherazade will tell her story and how
remem ber gave her the Hunters by setting out in search of this strange figure. Later,
strange man whose face she can’t
the Saint will be able to bring various information to the
power to take revenge for her sister’s death. Sherazade has
attention of the Hunters by acting as an intermediary for
tried several times to tell a story with this strange figure s
other Clues. For example, he could suggest that Niklau
as the protagonist, but each time her power fizzled when
von Krampus has already been to Borgo Maleanime.
doing so.
◆ All she has seen is an old mansion at the end of a tree-
lined avenue. Memories of the Old Exorcist
◆ In another story, the mysterious figure did nothing Niklaus von Krampus has already been to Borgo Maleanime,
but write, as if obsessed with the idea of modifying his where an encounter with a mysterious demon convinced him
stories. to become a Hunter. What Niklaus does not know is that his
◆ In the past, Sherazade has seen a strange child appear whole story is but the umpteenth creation of the One Who
in some stories, able to put an end to the magic of her Plots in the Shadows, to remove Niklaus from the game before
nightmares. he can reveal too much. The old priest has always had the
◆ If the Storyteller thinks the time is right, Sherazade strong feeling of having left an unfinished exorcism behind in
will describe having visited Borgo Maleanime the first Borgo Maleanime.
time she received her powers and can lead the Hunters
there. Niklaus is known in Borgo Maleanime and the villagers will
be well disposed towards him. They will show him kindness
that they would not to any other foreigner. If Niklaus is
Saint George the Dragon Slayer not among the Hunters played, the Hunters will be able to
Saint George puts pressure on the Hunters by judging their learn what he did in Borgo Maleanime when reporting to
integrity. As the unwitting pawn of the One Who Plots in the the Pope in Rome, or from Saint George once he is on their
Shadows, the Dragon Slayer becomes a threat to Hunters who side. The Hunters will discover that the old exorcist is on
have gone too far, considering them villains. a mission for the Order and the Storyteller will be able to
introduce a new Scenario with von Krampus as an NPC.
Saint George will act as described in the relevant Scenario
on page 216. In the Campaign, the Saint will have received
his assignment from the Pope himself, but will clearly
e
remember that at the side of the pontiff there was a strang
adviser that no one had ever seen before . Invest igating in

247
The Confession Close Enough to Feel His Breath
At the end of an investigation, one of the Hunters’ opponents The One Who Plots in the Shadows begins to perceive the
confesses that they were led to do evil or that they received Hunters as a potential threat and therefore observes them
their powers from a strange figure whose face they do not closely. In the most frantic scenes, a Hunter will always notice
remember. the silhouette of a man, safely hidden behind some shadows.

One of the Scenario opponents will reveal to the Hunters The One Who Plots in the Shadows appears when the
that they received some kind of help that led them to Hunters are focused on something else, trying to better
perform the actions at the core of the Scenario. understand what they have discovered about him. If
approached, he will disappear into thin air and it will be
An example: Iskra will describe fleeing, cold and without clear to the Hunters that no matter how hard they try,
strength, through the great Białowieża forest, with wolves on the face of the man is wiped from their memories. If the
her trail ready to devour her. The little girl remembers a caress “Confession” Clue has already been found, the connection
on the head and a male voice behind her that whispered, “I can be made.
will give you the power you need to take revenge on your
mother.” After that, the little girl will say that she woke up While it will not be possible for the Hunters to catch the
stained with blood and found many dead wolves at her feet. One Who Plots in the Shadows, a good plan or a good
Position Check in the attempt could knock some important
Over the course of various Scenarios, it will become clear object out of the opponent’s hands before he disappears:
to the Hunters that this mysterious figure is the one who ◆ A notebook in which characters and facts of a Scenario
acts as a catalyst for the events that require the Order’s
still to be played are written. The Storyteller will prepare
intervention. However, the Storyteller will have to give
some Clues such as the Agenda of an NPC, the power
this information at the end of the Scenario, so that the
of some Gift or some information that the Hunters
presence of the One Who Plots in the Shadows does not
will read from the notebook, and that therefore they
divert the Hunters from the events of the Scenario itself.
will already know if they go to the indicated place.
From interrogations it will be possible to obtain, from time
The Storyteller must be careful that the information is
to time, some additional information on the strange figure:
useful but does not reveal too much of the plot of the
◆ He has a strong Italian accent. Scenario. That way, the Hunters will understand that
◆ His hands are stained with ink and he claims to be a the figure who lost the notebook plays an active role in
humble writer. pulling the strings of what is happening.
◆ He carries a book in which he takes notes and writes ◆ An old and worn diary (see “The Road of Memories”).
stories.

After revealing two Clues in this way, the One Who Plots
in the Shadows will no longer dare to follow the Hunters.

248
The Assassin The Epilogue
The One Who Plots in the Shadows sends a Dark Presence to Once the necessary Clues have been obtained, the Hunters
thwart the Hunters. will be able to see the path that leads to the mansion where
the One Who Plots in the Shadows lives. The villain will
The Dark Presence will aim to impede the Hunters and, if unleash a group of Dark Presences against the Hunters,
defeated, will lead to a Clue taken from “The Confession.” created ad hoc for the final confrontation. The Dark
Presences must be equal to the number of Hunters and
The Prophecy each must be linked to a Hunter’s personal story. These
A powerful group (such as the Zugarramurdi witches) or a Dark Presences must have a background and an Agenda
Dark Presence (such as Ambrose, for example) will reveal to that leads them to hate the Hunters.
the Hunters a prophecy about a dark creator who gives birth
to all the evil in Broken Europe. Once the Dark Presences are defeated, the Hunters will face
the One Who Plots in the Shadows. He is an anonymous
The prophecy speaks of a human who became God and man hunched over a large desk, scribbling incessantly on
believes he holds the whole world in his hands. The prophecy the pages of a book before tearing them out in anger. The
will also reveal that the Child Savior, the protagonist of an One Who Plots in the Shadows will explain the whole true
ancient fairytale, has the power to stop the One Who Plots story of the Child Savior and how the world as the Hunters
in the Shadows. This prophecy will reveal to the Hunters know it is nothing more than his creation.
the name of their enemy and a place where the Child
Savior was last seen. By choosing a location on the Map, The poor writer is now only a madman, prey to his own
the Storyteller will be able to drop the “Child Savior Clue” delirium of omnipotence. However, what will be clear to
into the relevant Scenario. the Hunters is that his death will erase the history of Broken
Europe. A story of which they are, in spite of themselves,
the protagonists.

Killing the One Who Plots in the Shadows and bringing all
the fairytales back to what they were will turn the Hunters
back into being the villains, the losers, the ones everyone
hates.

Leaving the One Who Plots in the Shadows alive will mean
accepting a new world ruled by a mad God. But, it will be
a world where Hunters have the free will to be whatever
they want.

What will the Players choose?

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The Map of Broken Devil’s Bridge

Europe
Europe is littered with bridges that manifest strange powers
and that the local population always associate with the
Devil. One Devil’s Bridge can lead Hunters to another such
Bridge. Devil’s Bridges are spread across Europe, allowing
During the Campaign, the Hunters will move across the Hunters to cover great distances in no time. There is
the Map of Broken Europe. Some places will have a also a Devil’s Bridge in Borgo Maleanime, which could be
corresponding Scenario, while in others it will be possible an alternative way for the Hunters to get to the hideout of
to drop Dark Presences or encounters of various kinds. The the One Who Plots in the Shadows.
Storyteller can modify at will the Scenarios and situations
of each place according to the progress of the Campaign,
but the following information is to be considered canon for Durfort
how the general story of the Broken Tales was conceived. In this place the Hunters will face the Scenario Red-Hood
Iskra. Once the Scenario is resolved, Iskra could become
a Hunter of the Order. Iskra the Young Wolf ’s sheet is
featured in the expansion book The Broken Ones.
Black Forest
Here the Hunters can face a Scenario in three acts called
OZena the Suffering and Desperate. Once the final scenario Martana Island
is completed, OZena could become a Hunter of the Order. In this place the Hunters will face the Scenario The House
OZena the Afflicted’s sheet is featured in the expansion of Roses, featured in the expansion book The Broken Ones.
book The Broken Ones. Once this Scenario is completed, Beauty and her Beast
could become Hunters of the Order. The sheet for Beauty
and her Beast is featured in the expansion book The
Borgholm Broken Ones.
In this location, the Hunters will face the Scenario A
Soldier’s Duty.
Lohr
In this place the Hunters will face the Scenario
Borgo Maleanime Bloodwhite’s Heart, featured in the expansion book
Here, the Hunters can track the One Who Plots in the The Broken Ones. Once this Scenario is completed,
Shadows if they have collected enough Clues. It will also be Bloodwhite could become a Hunter of the Order.
the place of the final confrontation. Borgo Maleanime can Bloodwhite’s sheet is featured in the expansion book
only be accessed if led by someone who has already visited The Broken Ones.
the town in the past.

250
London Naples
In this place the Hunters will face the Scenario I Don’t In this city, the Hunters will be able to track down Sherazade
Believe, featured in the expansion book The Broken Ones. and put an end to the threat she poses. Once the Scenario
is resolved, Sherazade the Weaver of Tales could become
a Hunter of the Order. Sherazade’s sheet is featured in the
Malbork expansion book The Broken Ones.
This city is home to the Order of the Teutonic Knights, who
have been in open conflict with the Church for years. The
Teutonic Knights believe the Hunters have strayed from the Nijmegen
straight path that should define a servant of God. Here the Hunters can meet the last druids in all of Broken
Europe. The druids are secretly in the service of the Dark
Some possible situations related to the Knights: Presence Ambrose the Sorcerer, known as Merlin. The
◆ A Hunter of the Order has been taken prisoner (it druids are always ready to help the Hunters, but only
could be Krampus, whom the Hunters may be hoping because they secretly try to gather information about the
can lead them to Borgo Maleanime). Broken Tales to share with Merlin.
◆ A Treasure linked to the Broken Tales has been found
by the Knights and is jealously guarded in a stronghold. Some possible situations related to Nijmegen:
◆ The Knights are preparing an attack on Valea Viilor, ◆ The druids ask for the Hunters’ help in driving the
with the intent of penetrating the fortified church and Dark Presence Oakheart from the forest. The spirit
discovering its secrets. is in Nijmegen because she has fallen in love with a
young druid.
◆ The druids ask the Hunters to capture a young novice
who has betrayed their order and is on his way to
Malbork to denounce the coven to the Teutonic
Knights. If the Hunters help them, the druids will reveal
the location of a Devil’s Bridge around Nijmegen.

Paris
In this location, the Hunters will face the Scenario The
Smile in the Darkness. Once the Scenario is completed,
Yvonne could become a Hunter of the Order. Yvonne of
the Dark’s sheet is featured in the expansion book The
Broken Ones.

251
Prague Valea Viilor
In this city the Hunters will face the Scenario I Will Stay In this fortified church lies the Treasury of the Order. This
with You Always, available in the expansion book The is where the Hunters will have to return each time they
Broken Ones. want to pick up a Treasure to bring on a mission. Too much
use of the Order’s Treasures may anger Karen. The Treasury
of the Order and Karen the Mannequin are featured in the
Rome expansion book The Broken Ones.
In the Church capital, Hunters can gather information
from other Hunters, receive assignments, or hire new party
members. Rome can also be a connection point for the Vigo
Clues of the Campaign and a place to return to regularly In this place, the Hunters will face the Scenario In your
to receive useful information. The Storyteller can use Rome Eyes, with your Feet, available in the expansion book The
as a connecting point during the Campaign. When talking Broken Ones.
with the Pope, the Hunters can learn useful information
and receive suggestions on what to do next.
Vík í Mýrdal
In this place, the Hunters will face the Scenario Hunger
Sinalunga Island, featured in the expansion book The Broken Ones.
In this place, the Hunters will face the Scenario Of Flesh
and Wood. Once the Scenario completed, Carlo the Puppet
could become a Hunter of the Order. Carlo the Living
Whitehaven
In this town, the Hunters will face the Scenario The City of
Puppet’s sheet is featured in the expansion book The
Pigs. Once the Scenario is completed, the Gang of Three
Broken Ones.
Pigs could become a Hunter of the Order. The Gang of
Three Pigs’ sheet is featured in the expansion book The
Stegeborg Broken Ones.
In this place, the Hunters will face the Scenario Stegeborg’s
Quiet, available in the expansion book The Broken Ones.
Once the Scenario is completed, Talia the Sleeper could
York
In this place, the Hunters will face the Scenario
become a Hunter of the Order. Talia the Sleeper’s sheet is
Wonderbedlam. Once the Scenario is completed, Alice of
featured in the expansion book The Broken Ones.
Other Worlds and Hatta Carter could become Hunters of
the Order. Alice of Other Worlds and Hatta Carter’s sheets
are featured in the expansion book The Broken Ones.

252
ends when the Storyteller believes it has run its course.
Zugarramurdi Hunters are entitled to a Scenario’s end Interlude after each
In this small town, a powerful coven of witches has always Encounter. This is a good incentive for them, as Encounters
been hiding. Led by the sorceress Gabrina Furetta, who are a good way to earn XP without having to face the risks
fled from Italy after attracting too much attention from of a full Scenario.
the Papacy, the witches are available to provide power and
information. However, they always charge a price for their When planning the Encounters, the Storyteller can be
help. inspired by one of these 3 options:

Some possible situations related to Zugarramurdi:


◆ Saint George arrives in the small town with his Paladins
to capture Gabrina.
◆ The Hunters arrive during a magical challenge between
1 Encounter with a Dark Presence
The Hunters stumble upon one of the Dark Presences
featured on page 41. Roll a die or pick from the list:

Baba Yaga and Gabrina. The two witches have a strong


mutual dislike (also because Baba Yaga never misses an
Ambrose the Sorcerer, known as the Old Merlin
opportunity to mock her rival) and the consequences 1-2 The Hunters see an old, ruined tower in the mists. It is
of the many spells cast threaten to shed a bad light on the current home of Ambrose. The old wizard will welcome
the Order. them if they knock at his door. 3-4 A monstrous beast sows
panic in the square of a small village. In reality, the beast

Encounters
was unleashed by Ambrose, curious to see the Hunters at
work. 5-6 Ambrose approaches the Hunters in the guise of
an old farmer named Kurt. The man is desperate because a
Encounters are Game Scenes that are outside a Scenario fairy creature destroys his crops every night. Ambrose hopes
and come into play when the Hunters move from one place the Hunters will eliminate the creature (which is actually
to another along the Map. The purpose of the Encounters innocent and just upset by the wizard’s presence) because its
is to give variety to the Campaign game, highlighting the skin is useful for some arcane preparations.
stories and details of Broken Europe.

When the Hunters travel, based on the distance between


Frog Face
the place of departure and the place of arrival, the 1-2 Frog Face falls in love with one of the Hunters. 3-4 The
Storyteller prepares 1 to 3 Encounters. This proportion is Hunters run into a young girl on the run. Frog Face and his
purely subjective and only serves to give a perception of trusty Heinrich watch the encounter from a distance, waiting
distance, but it isn’t intended to be realistic. Simply put, it to be able to retrieve their prey. 5-6 Heinrich approaches
will be clear to the Hunters that the longer a journey, the the Hunters to request their services. His lord offers immense
more situations will arise along the way. riches if they manage to break a curse that hangs on him...

An Encounter follows the normal rules for Scenes but

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t
Details in Sara’s description will give the Hunters the distinc
Hua Mulan the Sword Demon impression that this encounter actual ly happe ned.
1-2 The sound of a fight draws the attention of the Hunters.
A very skilled warrior faces more than ten brigands alone. The Wild Swans Gang
Will she need help? 3-4 Hua Mulan is on the trail of one
of a village where the church has
1-2 The Hunters arrive in
the Hunters to avenge an injustice they inflicted to a former been set on fire by a group of fierce young people. Anton, the
Scenario NPC. 5-6 The Hunters find a half-dead deserter. parish priest, will say that there were eleven criminals and
y.
After recovering, the young man will say his name is Patric
k that he heard them boast of their deep hatred for the papac
a
and will tell of having escaped the fury of an invinc ible warrior Now Anton fears that the gang is headed for the church in
his desertion. ated
who is hunting him down to punish him for nearby village. 3-4 The Hunters stumble upon a dilapid
Patrick will weep, saying that he was forced to enlist and that house that everyone says is the home of a witch. Traces
of
he is just trying to reunite with his wife and daughter. blood which lead into the nearby forest and disappear do not
bode well. 5-6 Arriving in the city, the Hunters discover that
The Periwinkle Peer another Hunter of the Order has arrived before them but has
1-2 The Peer tracks down the Hunters to challenge the most mysteriously disappeared without a trace.
skilled among them to a duel. 3-4 The Hunters meet the Peer
at a village celebration, and amidst music and libations, the The Silent
NPC will use his Gift of Divine Charm on one of the Hunters. 1-2 The Hunters come across a traveling circus. Gustav, the
5-6 The Hunters meet Isabella, a young woman with a sad director, is desperate because the previous night someone
look. She is a noble who has forsaken her family to follow the kidnapped Lucina, an unusual young woman with the power
Periwinkle Peer, who has now abandoned her for anothe
r to control insects, and someone he thinks of as a daughter.
it
woman. If only someone would recover the neckla ce that Lucina has no control over her ability and now Gustav fears
n
Isabella gave him as a promise of marriage, the young woma will cause genuine harm. 3-4 In a small village, a rumor has
would be free from all bonds and could return to her family. spread that a beautiful young girl often baths in the nearby
river. Many bold young people went to see, but none came
The Ancient Enemy back. 5-6 Marina the Sea Explorer contacts the Hunters via
1-2 A group of desperate farmers approaches the Hunters. A a magical seagull. The bird reveals to the Hunters that, in the
large beast comes out every night and eats the cattle, and no village they are heading to, a dangerous killer with whom she
one is able to stop it. 3-4 The Ancient Enemy approaches the has unfinished business is hiding. As a reward for eliminating
Hunters in the guise of a small squirrel. He wants to observ
e this threat, Marina will be willing to donate one of her prized
them in the next Scenario they will face, to understand if they treasures.
can be true allies who could save him from Saint George and
rs
his Paladins. 5-6 A little girl named Sara asks the Hunte
to deliver a flower necklace to the “big lizard” who saved
her from drowning in the lake near the village. None of the
adults believe her story, but she would love to repay her savior.

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The Wise Fox
1-2 In a smallpox-stricken village, the Hunters receive a call Orcus the Guardian
for help from the parents of a dying child. A fox spirit who has 1-2 The Hunters learn that a fearsome monster is garrisoning
often helped the village can be found in a nearby mountain a bridge across the river and killing anyone who doesn’t pay
spring, but no one has the strength for such a difficult journey. him a toll. In reality, Orcus has settled under the bridge to live
3-4 The Hunters find along their way a bag full of coins and, far from the village and avoid doing harm. But when he went
shortly after, a poor blind man who claims to have lost them. out to ask for alms from a passing merchant, the situation as
Doing the right or wrong thing will inform the Fox’s judgment always ended badly... and the rumor of a ferocious creature
of the Hunters. 5-6 The Hunters find a wounded, old fox guarding the bridge spread. 3-4 The Hunters arrive in
being chased by a hunter named Galvan. The man will say a square where an execution is about to take place. Orcus
that the creature is an evil spirit and that it must die. The Fox unintentionally killed the arrogant son of the local noble
will take cover behind the Hunters. and was arrested. But the villagers plead for the good giant’s
fate, who over the years has always done his utmost to help
everyone. 5-6 The Hunters come across a criminal called
Fire Eater the Puppeteer
Vizzini, who keeps the Masked Swashbuckler and the gigantic
1-2 Marilena, a desperate mother, runs through the town Orcus the Guardian in his service.
streets. Her two beloved twin children, Rosa and Rosario,
disappeared from the bed they slept in without leaving a
trace. And to think that, just the night before, the family had
Goldilocks and her War Bears
enjoyed the show of an itinerant puppeteer... 3-4 Wandering
1-2 The Hunters encounter a band of savagely slaughtered
mercenaries. Jacques, their leader, will tell them of a young
around a large market, the Hunters notice a disturbing
girl with three Bears who were able to hold their ground
puppet with a sad look that seems to be watching them.
alone against thirty of his men. 3-4 The Hunters encounter
5-6 The Hunters stumble upon Fire Eater’s street show and
Goldilocks while she is desperately seeking a cure for one of
realize that his amazing wireless puppets are animated by
dark magic. her Bears, who has fallen ill. 5-6 The Hunters are in a tavern
when their waitress accidentally pours soup on a girl’s hair.
But the waitress’ apologies are far from enough to appease
The Masked Swashbuckler
Goldilocks’ ire.
1-2 The Hunters witness the duel between the Masked
Swashbuckler and a local noble, who is guilty of killing the
Sinbad the Traveler of a Thousand Seas
goat of a poor peasant family for fun. 3-4 The Masked
Swashbuckler, hired by an NPC from a past Scenario,
1-2 In an old village tavern, Sinbad delights patrons with
tales of his adventures in the Far East. All his specific and
tries to assassinate one of the Hunters. 5-6 The Masked
detailed references to magic and fantastic creatures lead
Swashbuckler, drunk in the tavern, remembers the past and
the Hunters to understand that Sinbad isn’t merely telling
the betrayals he suffered. If the Hunters keep him company,
tales. 3-4 The Hunters will encounter Sinbad in the palace
between one slurred word and the next, the swordsman will
of a local noble. The Traveler boasts of having brought the
let slip a Clue about the One Who Plots in the Shadows.
talented Chronicler Sherazade to Europe, and of knowing

255
3
which court she is gracing with her services. Sinbad is willing
to reveal this information, but only if someone can relieve
Tackling a Hunter-specific issue
The Hunters encounter a situation related to one of their
him of his boredom. 5-6 Sinbad contacts the Hunters for
own. Roll a die or pick from the list:
help. He released a fire spirit out of curiosity, but now the
being is putting the whole region to fire and the sword. Sinbad
has the jar to seal the spirit away, but obviously he will want
Baba Yaga the Child Witch
to go with the Hunters himself to “lend a hand” and relieve 1-2 A witch who claims to have killed the famous Baba
boredom. Yaga. 3-4 A family that mistakes little Yaga for their dead
daughter. 5-6 A lady who knows of Morgana’s secret and of

2 Event
An Event is a series of Scenes that the Storyteller can
introduce to act as a “link” to the general plot of the
Campaign. These Scenes are great for:
Yaga and Merlin’s sins.

Babai the Judge


1-2 A corrupt judge who uses the law for personal gain.
◆ Introducing opponents such as Sherazade and Saint 3-4 A feud between two villages that has not been settled
George. for over a hundred years because no one is willing to act as a
◆ Introducing the One Who Plots in the Shadows.
judge between the parties. 5-6 An elusive murderer named
◆ Letting the Hunters meet the ghost of the Child Savior.
Mormo, who is said to walk in the shadows to escape the law.
◆ Having the Hunters meet another Hunter or a
Dark Presence with useful information for their
investigation. Garou the Old Wolf
Some Events will be simple Scenes, such as meeting in an 1-2 A young wolf from the North named Fenrir who wants to
inn with a Hunter to exchange information. In this case, the beat the famous Garou. 3-4 An old hunter who is after the
Storyteller can take advantage of the setting to give color trophy he most desires, the skin of the wolf that has terrified
and depth to the world of Broken Europe, and to the stories humans for decades. 5-6 A ruthless brigand who uses the big
of other Hunters or to Dark Presences. bad wolf as a cautionary tale to prey on the weak.
Events with Sherazade or Saint George as protagonists,
on the other hand, could generate meaningful Scenarios James the Swordsman
that must be resolved before the Hunters can resume their
1-2 A crew of smugglers who want to avenge their captain,
journey.
killed in a duel. 3-4 A monstrous beast that persecutes an
innocent, just as it happened to James. 5-6 A famous duelist
who, however, wins his encounters through deceit.

The Astonishing Pied Piper Without a Name


1-2 A small village where all the animals have rebelled
against man. 3-4 A young apprentice who has heard the

256
Piper play and now wants him to become his teacher. 5-6 Niklaus von Krampus
The famous composer Wolfgang Amadeus Mozart has heard 1-2 A young peasant woman seems to be possessed by a
the Pied Piper play a melody to cheer some street children dangerous demon, who turns out to be the brother of the one
and now he cannot get such perfection out of his mind. The
trapped within Niklaus. 3-4 A devil wreaks havoc at night in
musician has hired a group of bounty hunters to find the
a terrified village, kidnapping children. 5-6 An old traveler
Pied Piper and bring him to Salzburg so they can compose a
from Borgo Maleanime unlocks Krampus’ mind, letting his
symphony together.
memories pour out.

The Immortal
Regina, the Thief of Hearts
1-2 The grave of the only person the Immortal ever loved.
1-2 A prominent general whose heart Regina broke. 3-4
3-4 The consequences of the Immortal’s past raids are the
A judge who wants Regina to stand trial for her past sins.
source of daily suffering for an entire village. Is it time to
right the old wrongs? 5-6 A young boy who is identical to the
5-6 Ace, Jack, and Spades, a group of former servants of
Regina who are demanding revenge for having been left for
Immortal in his prime. He is in fact a homunculus created by
the gallows.
the Immortal himself and since forgotten.

The Woman from the Wood Saint George the Dragon Slayer
1-2 A gang of street orphans being hunted by an avid meat 1-2 Many villages live in fear of a “Dragon” who is taking
cattle and careless peasants. 3-4 An injustice perpetrated
trader, famous for the “special” taste of some of his delicacies.
by the Church against the peasants: a greedy priest who uses
3-4 An old house in the woods, which is said to literally
his fake promises of Holy redemption to fill his belly. 5-6 A
devour those who enter it. 5-6 A young woman, very strong
Paladin in the service of George who betrayed the Church for
and without memory, with the same physical features as the
a good cause.
Woman from the Wood.

Sun Wukong the Amazing Monkey


Marina the Sea Explorer
1-2 The animals of a traveling circus are forced to perform
1-2 A magical item that she absolutely needs to add to her
often deadly routines and weep at their wretched life. 3-4 A
collection, but which an old nobleman does not want to let
raging spirit out of control awakened from a Chinese stone.
go of, as it is the sole memento of his deceased wife. 3-4 A
child who has lost his sight and cannot be fooled by Marina’s
5-6 Angus, a survivor of Wukong’s anger when he escaped
from his first circus, who now wants the head of the monkey
disguises. 5-6 Katrina, an old customer who wants to take
warrior.
revenge on Marina for the gift she received, as it did not have
the desired effects.

257
Verdoux Bluebeard
1-2 Beatrix, Verdoux’s second wife, is not really dead, but
has rebuilt a life with the spy Anton, one of Bluebeard’s
historical enemies. The man faked Beatrix’s death to hurt his
rival, hiding her in an abandoned tower. Over time, however,
Anton fell in love with the sweetness of Beatrix, whose
memory was shattered by the pain of being away from her
beloved. 3-4 An old door in an abandoned building which,
apparently, no key can open. 5-6 A secret that, if revealed,
triggers a powerful curse, which kills whoever revealed the
secret within a week.

Yukie Onn the Traveling Artist


1-2 One of the brothers of Akihiro, her lost love, has come
to the West as part of a diplomatic mission. He was the
only one who never opposed the love between Yukie Onn
and Akihiro. Will he now hate Yukie for what she did to his
family? 3-4 The young lover Romeo mourns his impossible
love with Juliet, opposed by her parents, who do not consider
him worthy due to an old family feud. 5-6 A famous dancer,
envious of the attention that Yukie attracts, denounces her as
a foreign spy to the local government.

258
Experience in a
Permanently acquire an Order’s
Treasure

Campaign game
The Hunter gains an Order’s Treasure as a special
equipment. They will have to create a relevant Descriptor
for the Treasure.
During a Campaign, there are two types of Interludes that
significantly alter the general rules.
Acquire a new Gift
The Hunter gets a new Gift related to their story, which will
Scenario Interludes be created with the rules on page 73. Together with the
They are exactly like those presented on page 11, with the Gift, they will have to create a relevant Descriptor.
only exception that it is not possible to evolve a Descriptor
into a Specialization.
Evolve a Descriptor into a Specialization
The Hunter can rewrite a Descriptor to make it more
Scenario’s end Interlude effective and powerful. Once per Scene, when they bring
These occur automatically at the end of each Scenario up the Descriptor in an action, they can decide to get 4 Base
or after an Encounter if the Storyteller believes it was Successes instead of 3.
important to the Campaign. Each Hunter receives 3 XP
for the end of the Scenario and 1 XP for an Encounter.
Obtain 1 additional Wound
They also recover all their Soma points and remove all the
The Hunter can take 4 Wounds before being knocked out.
Wounds they suffered.

You can spend 5 XP to get one of the following Advance- Increase the Soma value by 1
ments. The Hunter receives 1 permanent Soma point. This
Progression can be acquired up to 3 times.

Permanently acquire a Scenario Gift


The Hunter gains the Gift earned during the Scenario or Have an apprentice Hunter in tow
can purchase it now if the requirements have been met After resolving an investigation, one who was an enemy
during the story. Using the Gift as a starting point, they will could become a future member of the Order. To take this
have to create a relevant Descriptor. Advancement, an NPC encountered during a Scenario
must have been defeated or convinced to join the Order,
and there must be a corresponding Hunter Sheet. Having
an apprentice Hunter grants the following benefits:
◆ The Player gets a second Hunter to use during Sessions.
At each Scene they can decide which of the two Hunters
will be leading, and will therefore act directly in the
Scene, and which will be backstage, and will therefore

259
work behind the scenes to grant bonuses. Hunter, following them on their adventures.
◆ The Storyteller can manage the Hunter backstage by ◆ If the Dark Presence was an Opponent or Neutral, the
creating ad hoc Scenes for them, or by making them Storyteller will have to consider whether to modify
return to “report” to the lead Hunter at the beginning some of their Gifts to make them more suitable for
of the following Scene. This way, the Hunter may their new role.
have achieved all or part of the assigned task and the ◆ The Hunter must create a Descriptor to represent their
Storyteller, in keeping with the narrative, will be able to Bond with the Dark Presence. This Descriptor can be
inflict Wounds, retrieve Soma or activate Gifts. brought into play during actions and marked to obtain
XP like all the others.
◆ The Dark Presence will do their best to support the
Forge a Bond with another Hunter Hunter, within the limits of what the Bond Descriptor
Going through the investigation together created a
states. However, the NPC remains under the
special relationship between two Hunters. To take this
Storyteller’s control.
Advancement, the Player of the Hunter affected by the
Bond must agree.
Limitations when choosing Advancements
Having a Bond with another Hunter grants the following With the exception of Increase the Soma value by 1, each
benefits: Advancement can only be chosen once. A Hunter can never
◆ Once per Scenario, a Hunter can come to the rescue of have more than 4 Gifts (with the exception of those obtained
their Bond wherever they are, appearing in the Scene temporarily during a Scenario), so upon obtaining the fifth
when needed most. Gift the Hunter must choose which one is being replaced
◆ Once per Scene, a Hunter can give 1 or more Soma to from among those they already have. The Dark Ego Gift
their Bond to help them out in a situation. can never be replaced in any way, but its Descriptor can be
◆ Once per Scene, a Hunter can take 1 Wound in place evolved through a Specialization.
of their Bond, but only if it makes sense in the story for
them to be able to stand between them and the threat.

For a two-way Bond, each affected Hunter must purchase


the Advancement.

Forge a Bond with a Dark Presence


A Hunter can create a special relationship with a Dark
Presence they have encountered on their travels. The
conditions for creating the Bond must be established by the
Player in agreement with the Storyteller. Once the Bond
is created, the Dark Presence will become an ally of the

260
Hunter’s Sheet Description:

PLAYER:
Hunter:

Descriptors and Gifts


Descriptor: Descriptor:

• Gift: • Dark Ego:

ACTIVATOR:
Descriptor:

• Gift:
Wounds
1.

2.

3.
Equipment
EXTRA WOUND:

Soma XP
Once upon Once upon
Bookmark

a time... a time...
Additional Descriptors Additional Descriptors

Story Gifts Story Gifts

← ←
Sheet

Sheet
← Wounds
← Wounds

Notes Notes

Soma XP Soma XP
Scenario Summary Sheet
BROKEN FAIRYTALE:
SAFETY KEYWORDS:
Keywords:

Setting Events & Notes

The story so far

The story when the Hunters arrive

Scenario Gifts
Gift:

Gift:

Gift:
Places
Place: Place: Place:
Descriptor: Descriptor: Descriptor:

Gift: Gift: Gift:

Other: Other: Other:

Place: Place: Place:


Descriptor: Descriptor: Descriptor:

Gift: Gift: Gift:

Other: Other: Other:

NPCs
NPC: OL: Wounds: NPC: OL: Wounds:
Descriptor: Descriptor:

Agenda: Agenda:

Gift: Gift:

Gift: Gift:

NPC: NPC: NPC:


OL: Wounds: OL: Wounds: OL: Wounds:
Descriptor: Descriptor: Descriptor:

Agenda: Agenda: Agenda:

Gift: Gift: Gift:


Y SOMETHING OF VALUE BEAUTIFUL A SUNNY

DAY!
TO
Vík í Mýrdal
SMALL

Stegeborg

THE
Broken Europe Borgholm

City

Settlement

SPELL
A

Bridge

Forest

York
CARESS

Malbork
Devil's Whitehaven

IS
Bridge
Nijmegen
Devil's
London Bridge
Map Lohr

BROKEN
GENTLE

Paris Black
Forest Prague
Valea Viilor

Vigo Zugarramurdi

A
Borgo
A

Durfort Maleanime

Devil's Sinalunga
Bridge

SMALL
FAIRYTALE

Rome Martana Island

Naples

WHY? MEMORIES BEARD DARK WOODS THE IN ROAD


Backers
4uarto, A Smart Odyssey, a-irok, A. Choi, A. Gedeon, A. N. C. Mazor, A. Willett, Aaron Besson, Aaron D. Schneider, Aaron Sheehan, Aaron Starbird, Aaron Upchurch, Aaron Webster, Abe Scheppler, Abhishek Ray,
ABurrage, acolyte, Adam Burns, Adam Fisher, Adam Gerecke, Adam Jung, Adam Krump, Adam McCourt, Adelet damien, Adrian Rzepko, Adrian Tchaikovsky, Adric Breau, Adrián Carrizo Pérez, adumbratus, Agnieszka
Nowak, Ago, Aidan Muller, Aiden Lile, Aisha Laury, AJ Etzweiler, Aki, Alan Giorgi, Alan Reed Mitchell, Alberto Gonzalez, Alberto Lolli, Alberto The Fraz Frate, Alec Brown, Aleister LongEars, Aleksandra Karzycka,
Aleksandra Menio, Aleksandra Żukowicz, Alessandro “Neverend45” Rocchi, Alessandro “Rumorebianco” Nosenzo, Alessandro “Shalafi” Ferrari, Alessandro Alvino, Alessandro Andriani, Alessandro Ansaloni
Giustiniani, Alessandro Caridi, Alessandro Cattini, Alessandro Daccò, Alessandro Dayan Bonanni, Alessandro Favarotto, Alessandro Majnardi, Alessandro Pabis, Alessandro S., Alessandro Savino, Alessio Neri, Alessio
Red Fudo Rossi, Alessio Toniolo, Alex “Behr” Lunar, Alex Boettcher, Alex Brunori, Alex Hodges, Alex Iptok Melluso, Alex Lyman, Alex Macomber, Alex Roff, Alex Washick, Alexander Henriquez, Alexander Matyushev,
Alexander Mueller, Alexander Neumann, Alexander Osias, Alexandre Arbitrov, Alexandros Papadakis, AlexH, Alexsondra Oas-Thorn, Ali B., Alice Carson Monroe, Alisa Mor, Alissa Scire, Alistair, Allen Lebeck, Ally
Kinzelman, Alycia Icenroad, Amanda, Amanda Dillard, Amanda Edwards, Amanda Gray, Amanda Lynea, Amanda Tinebra, Amaranth, Amaris Cinaed, Amelia Denzien, Ami Clayton, Amuk, Amy DiMola, Anders
Jonsson, Andiol Paca, Ando Ha, Andre the Anxiousalad, Andrea “Cx” Cuni, Andrea “Papo” Pavan, Andrea Biasone Profeta Penta-Dimensionale, Andrea Bogani, Andrea Felicioni, Andrea Guerrieri, Andrea Lo, Andrea
Marcone, Andrea Micozzi, Andrea Mondin [Yhtnay], Andrea Porati, Andrea Saliani, Andrea Sire Marengo, Andrea Zuanelli, Andreas Pauly, Andreas Sewe, Andrei Codin, AndrethSaelind, Andrew, Andrew A, Andrew
Drash, Andrew Girdwood, Andrew Henderson, Andrew Hoffman, Andrew Johnston, Andrew LaFrance, Andrew Martinez, Andrew Mauney, Andrew Merrick, Andrew Peregrine, Andrew Rawlings, Andrew Svarczkopf,
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min Kim, Kya, Kyle Baker, Kyle Field, Kyle Harris, Kyle Katchmar, Kyle Kowalchuk, Kyle M Strickland, Kyle Pickens, Kyle Tam, Kyle Wist, L, L.E. Vellene, Lachlan, Lady Amalthea and her Unicorn, Lady Rachell Spencer,
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