Spark RPG Colour PDF
Spark RPG Colour PDF
Spark RPG Colour PDF
Additional thanks to the countless playtesters at CanGames 2011, Grand Roludothon 2011,
GenCon 2011, Dreamation 2012, CanGames 2012, GenCon 2012, Metatopia 2012 and
Dreamation 2013. Special thanks for the crew of the Walking Eye Podcast.
From the date of publication until June 2023, this text is licensed
under a Creative Commons 3.0 Attribution license. This means
you are free to:
On July 1st, 2023, this text will be released into the public domain.
What is Spark?
Contents
What you Need
The Game Moderator
The Players
Setting Boundaries
The Fundamentals
Starting Up
1
What is Spark?
Spark is a roleplaying, storytelling game. In this game, you play the roles of the
most important characters in a fictional world. You cooperate to tell a story of
heroic deeds and personal struggles.
Create fictional characters and use them to explore a rich Setting.
Collaborate with your friends to tell a dynamic story.
Explore the themes and issues that matter to you.
Make meaningful choices and drive the story forward.
Shakespeares Romeo and Juliet is a tale of two youths torn between family,
loyalty and romantic love. Moby Dick, by Herman Melville, focuses on the cost
of vengeance. Samwise Gamgee in The Lord of The Rings explored themes of
bravery and sacrifice in his loyal service to Frodo Baggins.
The Spark RPG helps you tell those kinds of stories by those kinds of
characters. Its about examining motivations, convictions, and perspectives
through play, and learning a bit about ourselves in the process.
The game is purpose-built to foster creating dynamic, custom Settings. You can
work together to create a world that interests all of you, one that gives you a
context for rich stories.
The more you challenge your Beliefs, the more Influence you gain and the more
Conflicts you can win during play. By changing yourself, you can change the
world. Its a game about self-reflection and personal growth. A game that helps
you explore real life issues and learn a little bit more about yourself.
2
Contents
Chapter 1 Introduction
You have already started reading the
Introduction, where I explain in depth what the
game is about and what youll need to play. Pages 01 to 14
Chapter 2 Setting
After that, I show you how you can use a published
Setting or collaboratively create your own.
Pages 15 to 48
Chapter 3 Characters
Each of the players creates their own Character in
that setting who interact with each other.
Pages 49 to 74
Chapter 4 Gameplay
The Gameplay chapter explains the rules and
procedures of play, including how you resolve
conflicts. Pages 75 to 98
Chapter 5 Guidance
Guidance follows, helping you fill your games
with fun. This is full of helpful advice and essential
techniques for running the game. Pages 99 to 123
4
Chapter 6 NeoNihon
This chapter contains the first premade setting. Its
Shogunate Science Fiction with great mountaintop
Pages 124 to 145 human colonies, genetically-engineered peasants and
shinto androids.
5
What you Need
People 3-6 to play the game
Youll need between three and six people interested in the
game, yourself included. One person will fill the role of the
Game Moderator (GM), while the others will be Players.
The game can easily accommodate missing a player or two for
any given episode.
Every time your group gets together to play the game its called
an episode. Each episode will typically take 2-5 hours to play,
consisting of a series of scenes.
A series refers to the total number of seasons that you wish to tell
together. Usually, a series will focus on the same characters and the
same Setting.
6
Stuff Dice, tokens, pencils and sheets
Youll need a few things as well to play.
7
The Game Moderator
One member of your group needs to take the role of Game
Moderator (GM) who will lead the game and control the Setting.
Typically, the person who knows the game best takes this role. The
text refers to the GM with the feminine pronouns (she/her) to make
the examples more clear, but a GM may be of any gender.
8
The Players
Everyone else in the game plays a Protagonist Character (PC). The
text refers to the player with the masculine pronouns (he/his) to
make the examples more clear, but players may be of any gender.
9
Boundaries
Spark is a game about challenging values and Beliefs; this means its
subject matter will take players to vulnerable places, and address
very sensitive topics. Some content in a game can trigger discomfort
or past trauma, so be considerate. Make yourself aware of everyones
boundaries. Respect them.
Soft Games
A Soft Game is a teen-friendly mode of play that works well in
game conventions or in local game stores. Mild profanity, abstract
violence, or sensual behaviors are fine, but no sex, drugs or rock-n-
roll. A Soft Game is equivalent to a US movie rated PG-13.
Hard Games
Hard Games deal with mature subject matter and adult topics, better
for private situations with close friends. Harsh profanity, consensual
sex between adults (off camera), explicit violence, and illicit drugs
are fine in Hard Games. A Hard Game is equivalent to a US movie
rated R.
10
Please Try Another Way
Sometimes during play, people make decisions that make others
uncomfortable or detract from the fun of the game.
Opting In
Spark helps you explore Beliefs and perspectives. Sometimes the best
way to do that is by dealing with potentially sensitive or triggering
subjects in fiction. This may involve sensitive topics like:
11
The Fundamentals
The Influence Economy
Spark is a game about challenging and examining your Beliefs, either
by supporting them or acting against them. When you do challenge
your Beliefs, you get Influence. You can then spend this Influence
to win Conflicts, to avoid the cost of victory, or to inspire others to
change their Beliefs.
12
Starting Up
Running a One-Shot or a Convention Game
I tend to run a lot of one-shot sessions of Spark and I have found two
different good formats.
Setting creation sessions usually work for about 2-4 other people in
a two-hour time slot. You only need a copy of the setting worksheet,
an index card, and a couple of pens for this game.
Single episodes let you dive into normal gameplay. You can either
download a quickstart bundle of prepared sheets from our website or
make your own characters for one of the published settings. These
usually work best in a four-hour timeslot.
13
14
Chapter 2
Settings
Setting Overview
Using Published Settings Creating Custom Settings
1. Give an Introduction 1. List your Favourite Media
2. Gather Inspirations
2. Select you Setting Beliefs
3. Describe the Genre
3. Rank the GMs Attributes
4. Establish Facts
4. Select your Factions 5. Create a Title
15
Set ting Overview
The first half of the chapter shows you how to use one of our
existing Settings in about 20-30 minutes. You can find published
Settings at the end of this book and links to other ones on our
website.
16
Custom Settings
The second half of this chapter walks you through the process
of creating your own Setting. Building a Setting is an easy,
Pg. 28 collaborative, and creative process that usually takes 2-3 hours
during your first episode.
17
Using Published Set tings
Published Settings are great if you want to start playing quickly. Over the
span of about 20 minutes, you Give the Introduction, explaining what the
Setting is all about. Select your Setting Beliefs from the four provided,
and then use those Beliefs to Select your Factions. You Create Ties
of relationship between the different Factions and then Select Sample
Agendas that each of the Factions work towards in the first episode of the
game.
When you use a published Setting, the GM can do all of the preparation
ahead of time, or you make these decisions as a group during the first session.
18
Step 2: Select your Setting Beliefs
Each of the published Settings has four potential Beliefs. You will
need to pick any three of them for your particular game, to focus
gameplay on what you find most interesting. This means that each
game can involve different themes and Factions.
The GM makes this selection and copies those Beliefs down on both
her GM Sheet and the Belief Sheet.
19
Step 3: Rank the GMs Attributes
The GM has four attributes with which to portray the Setting. The
Body attribute represents physical aspects of the Setting, the Heart
represents the social, the Mind represents the intellectual and the
Spark represents the dramatic. In specific, the GMs Spark helps her
frame scenes and gives her a static bonus in all Conflicts.
Every Setting has one attribute that is particularly strong and one
that is particularly weak. As a group, make suggestions to the GM,
but she has final say on her four attributes.
How she assigns her attributes helps her adjust the style of game play;
a strong Heart might mean that the Setting is full of courtly drama,
while a weak Body might mean that the society does not demand or
reward physical capabilities.
When she has made her decision, she marks the Settings strong
attribute at Great (D10) on the GM sheet. She then marks the weak
attribute at Poor (D6) and the two remaining attributes at Good
(D8). More information on these attribute levels, including how to
mark them, is available in Chapter 3.
Pg. 58
Angela: Ok, at this point I assign my Attributes. I decide
which kinds of Conflicts I want to emphasize.
I feel like trying something different. This is a
violent Setting so I want a Great Body (D10) that
can physically threaten the PCs. I will set the
Heart at Poor (D6), with both Mind and Spark
at Good (D8). The NPCs will be weak socially,
so you can easily convince others to help you
fight off the fearsome Mountain Herders.
One Great
Attribute (D10)
Two Good
Attributes (D8)
One Poor
Attribute (D6)
20
Step 4: Select your Factions
The Setting has a dozen different Factions; major organizations and
groups that interact with a setting Belief. There are three different
Factions associated with each Beliefs, which means that you can
select from nine different Factions.
Select one of those Factions for every person in the game, with at
least one Faction that is associated with each of your Beliefs. If the
GM hasnt selected these ahead of time, go around the table and let
each person make one choice.
Each Face has already been created, so the GM just needs to copy the
relevant information onto her GM sheet. Each Face has a Name, two
strengths, and one weakness that need to be transcribed in this way.
Stonetender Thomek
A young Dwarf of a few hundred years, he is one
of the scouts that raises new mountain territory for
his people. He does his best to tend for his thirty-
seven children, but it can be a challenge at times.
Berthegund
A brave woman who led her five surviving children
to this new southern land. She was once a great
healer of her people and uses her skill to barter
with the other refugees for the necessities of life.
22
FACES
Name Larcia, the Eternal Aegis
Faction The Resiliant Order
Strengths Immortal, Indestructible
Weakness Heart of Stone
Name Berthegund
Faction The Desperate Refugees
Strengths Angry Mobs, The Healing Arts
Weakness Homeless Outsider
23
Step 6: Create Ties
Factions interact with each other as they pursue
their Agendas. A tie can bind each specific
pair of Factions, if the two organizations have
some kind of relationship or interaction.
Here are a few sample ties, but you are encouraged to make up your
own based what you have created. If the GM hasnt created these
ahead of time, go around the table and let each person create one
Tie. Keep track of the ties on the Faction sheet, like in the example
to the right.
24
Angela: This is one of the few steps that is identical to the
one during custom Setting creation. Ill say that the
Resilient Order are at war with the Mountain-herders.
Brian: Ill make one up this time. The Resilient Order and
the Mountain-Herders have another tie of
Angela: Sorry Brian, you can only have one tie between
any specific pair of Factions. You can still create the
Resilient Orders tie with another Faction though.
25
Step 7: Select Initial Agendas
Agendas are one-sentence statements of intent, describing a major
but short-term goal that Factions hope to achieve. Each Faction
has three sample agendas, so you select one of those for each of the
Factions for your first game. If the GM hasnt selected these ahead of
time, go around the table and let each person make one choice.
Take a new Index card, write #1 in the top right corner and write
the names of each Faction. Beside each name, write down the
relevant agenda.
Give the GM one Influence per player. You are ready to move on to
Character Creation in the next chapter.
Pg. 50
26
Extra Setting Contents
Published Settings, like the ones at the end of the book, have some
extra content to help you play.
Society: While you only need the Setting Beliefs to play, this short
section gives you some context about the culture and history of the
Setting.
Places: Lists of place names that are appropriate to the Setting. This
is handy for creating agendas or creating Platforms.
Art: The Setting may have illustrations or art, so you can get a
better sense of what the Setting looks like. Settings may also have
poems or short fiction in them as well to help convey their mood.
27
Creating Custom Settings
Building a Setting is an easy, collaborative, and creative process
that usually takes about 2-3 hours of the first episode. Youre often
asked to go around the table in this process so everyone gets an equal
contribution.
1. You start by listing your favourite Media.
2. Explain the Inspirations from your media.
3. Use those inspirations to Describe the Genre.
4. Establish Facts about the Setting.
5. Create a Title to focus your vision.
6. Create a list of potential Setting Beliefs and choose three.
7. Rank your GM Attributes.
8. Create Factions based on those Beliefs.
9. Create Ties of relationships between the Factions.
10. Create Faces that represent your Factions.
11. Create Agendas which those Factions will work towards.
28
Step 1: List your Favourite Media
Go around the table, and ask each person to name one
of their favourite pieces of media. This could be a book,
a movie, video game, comic, poem, or a song. Its ok if
other people dont know the media, so try to make them
unique.
29
Step 2: Gather Inspirations
Go around the table again. Now, everyone explains what
they like the most about their choice. Write these down
concisely in a numbered list on the Setting worksheet under
the heading of Inspirations. Each person can add more
Inspirations to the list if they want.
This step is all about gathering ideas and brainstorming. You assemble a
list of ingredients that you would like to include in the Setting. The more
ingredients, the more material you have available to define the world. You
arent obliged to use all of your inspirations.
30
Step 3: Describe the Genre
As a group, consider all of the inspirations and
decide on some single genre for your Setting.
Here are a few common genres you can pick from,
though this isnt a comprehensive list.
Once you have your genre, you get to explain what exactly makes
your Setting different from others within the genre. Create a
single adjective or noun that describes those differences. The best
descriptors are emotional, cultural, or philosophical.
31
Step 4: Establish Facts
The best Facts are concise and specific. Dont feel obligated to come up
with names for organizations; that comes later. Just work on making up
evocative names for places, events or things.
Once you have two Facts per person, some common themes will emerge.
This step helps you express the unique character of your Setting, and
ensures that the worlds filled with content that the group is interested
in.
32
Brian: Then that means Technology is hard to build or maintain.
Chris: Ok. I will link Kami and Anachronistic Sci-Fi to state that The
planet is dotted with small wooden Shinto shrines.
Chris: Not a problem. The Kami are the spirits in the Shinto
religion that was founded in Japan. Shintoism tends to have
roadside shrines everywhere to various Kami. I thought that
some simple wooden shrines in a science fiction Setting
would be anachronistic but still associated with the Kami.
Dave: I think that the aliens are the only thing left over at this
point. I would like to link them to the genetic engineering
and say Humans are the alien colonists to this world,
and the natives are unhappy being invaded.
33
Step 5: Create a Title
This is a step where you get to step back and look at the
setting on a whole. Consider all of the Facts and look
to see if any common ideas emerge. This step helps
you discuss all of the Facts and come to a common
understanding of what the Setting is all about.
Try to express that with a short and evocative Title for the Setting.
Suggest one to three word titles for the game and select the best one.
34
Angela: Ok. This step is quick and should help us get a
more coherent Setting. Each of us creates some
titles for the Setting that describes the world in
broad, I will start by throwing in Bushido Colony.
35
Step 6: Create Setting Beliefs
Games can help us explore and understand
ideas in meaningful ways. Beliefs announce
which concepts, opinions, and dramatic themes
we want to explore during play. The GM is
rewarded for challenging the three Beliefs
that define the Setting. These Setting Beliefs
express the biggest concerns and problems of
the society. Each of the Factions created in the
next step is rooted in one of these Beliefs.
First, establish a list of potential Beliefs that fit the Setting. The GM
will then get a chance to select any three of those and set them as the
Beliefs of the Setting.
Go around the table twice, with each person proposing two different
Beliefs based on the Settings title and Facts. As you propose Beliefs,
the other people ensure that they follow all the principles and dont
violate any of your boundaries. Write these candidate Beliefs on the
Setting worksheet.
36
The GM picks her three preferred Beliefs, writing them on the GM
Sheet and the Belief Sheet. While she can choose the Beliefs that she
proposed, she should show discretion and only choose the three that
best express the Setting.
Pg. 54 Any Player can use leftover Beliefs during Character Creation if any
of them are suitable. There is more in-depth discussion on Beliefs in
Character Creation, with a list of sample Beliefs.
Angela chooses
We are nothing without our traditions
The greatest honour is to be of service to your clan.
The secrets of this world will destroy us.
37
Step 7: Rank the GMs Attributes
The GM has four attributes with which to portray the Setting.
The Body attribute represents physical aspects of the Setting,
the Heart represents the social, the Mind represents the
intellectual and the Spark represents the dramatic. In specific,
the GMs Spark helps her frame scenes and gives her a static
bonus in all Conflicts.
Every Setting has one attribute that is particularly strong and one
that is particularly weak. As a group, make suggestions to the
GM, but she has final say on her four attributes.
How she assigns her attributes helps her adjust the style of game
play; a strong Heart might mean that the Setting is full of courtly
drama, while a weak Body might mean that the society does not
demand or reward physical capabilities.
When she has made her decision, she marks the Settings strong
attribute at Great (D10) on the GM sheet. She then marks the
weak attribute at Poor (D6) and the two remaining attributes at
Good (D8). More information on these attribute levels, including
how to mark them, is available in chapter 3. Pg. 58
One Great
Attribute (D10)
Two Good
Attributes (D8)
One Poor
Attribute (D6)
38
Angela: Ok, at this point I get to assign my
Attributes. This lets me decide which
of the players attributes will be
more or less effective in Conflicts.
39
Step 8: Create the Factions
In this step, you collaboratively create one
Faction for each person in the game. Do this by
going around the table twice so that everyone has
a chance to contribute to creating these groups.
The second time around the table, each person gets to create a
mandate for one of the previously named Factions. Every Faction
has a mandate that describes their common purpose, why they
exist, and what they hope to achieve. Mandates are broad mission
statements that either confirm or refute part of a Setting Belief.
Each of these Factions is pursuing their own goals. While PCs may
not necessarily be members of any given Faction, they will often be
influenced by their actions.
40
Angela: Now that we have our three Setting Beliefs, we
create the Factions. Factions are major groups that
you will have to deal with regularly. At this point,
we need to create four Factions; one per person in
the game. First, we go around the table and each
person creates an evocative name. I will start and
name one of Factions as The Hostile Natives.
Brian: That implies they dont have two legs normally, which is
cool. Kanata has a mandate to Become respected and
invaluable to the colonies, confirming the second Belief.
Angela: Very nice, I can work with that. Lets finish off the
Factions by giving the Mercantile Guild a mandate
to Ensure the henomin are granted equal rights
to true humans, refuting the first Belief.
41
Step 9: Create Faces
Each Faction is represented by a potent NPCs called a
Face. The GM uses these Faces to interact with the PCs
and express the will of their Factions.
Each person claims one of the NPC Faces. They create a name, two
strengths and one weakness for their NPC. Write these onto Index
cards and pass them along to the GM for her use. Since the GM is
the one playing the Faces, she gets to veto or reinterpret them as she
sees fit. She then copies the approved Faces from the index cards
onto her GM sheet.
42
FACES
Name The Envoy
Faction The Hostile Natives
Strengths Slaughter, Acid Storms
Weakness Human Communication
Name Ando1573
Faction The Shrine Tenders
Strengths The Kami, Messenger
Weakness The Laws of Robotics
43
Step 10: Create Ties
Factions interact with each other as they pursue
their Agendas. A tie can bind each specific
pair of Factions, if the two organizations have
some kind of relationship or interaction.
Here are a few sample ties, but you are encouraged to make up your
own based what you have created. If the GM hasnt created these
ahead of time, go around the table and let each person create one
Tie. Keep track of the ties on the Faction sheet, like in the example
to the right.
44
Angela: Now we are creating the diplomatic ties between
each of the Factions. We have a list of suggested
ties we can use. We can only have a single tie
between two specific Factions, so Kanata and The
Guild only have one tie between them. I will declare
that the Henomin Mercantile Guild is funding the
village of Kanata who is loyal to the guild in turn.
45
Step 11: Create Agendas
Now that you know the long-term goals of the
Factions and their ties, its time to come up
with their Agendas. Agendas are one-sentence
statements of intent; each describing a major but
short-term goal they hope to achieve.
Pg. 78
Agendas must be based on the Factions mandate and their ties. No
two Agendas in the same session can be mutually exclusive, since
they can all succeed. Factions achieve these things off screen between
episodes.
Take a new index card, write a #1 in the top right corner, and write
the names of each of the Factions. Beside each name, write down
their relevant Agendas.
46
Angela: Here is the last step. Well work together to create
the short-term goals, known as Agendas, for each
of the Factions. Well go around the table one
more time, with each of us creating an agenda. I
have some guidelines, but generally its the kinds
of things that a company or political party could
achieve in a couple of months. For example, I
would start by saying that the Village of Kanata
has an agenda to Repel Saika bandit attacks.
Brian: Ok. Lets deal with the aliens. A unit of Clan Sesei
troops is found dead, their skulls removed.
Agendas #1
47
48
Chapter 3
Characters
Character Creation
Initial Concepts
Beliefs
Attributes
Talents
Prelude
49
Character Creation
Overview
Once you have a Setting, each player creates a
Protagonist Character (PC). The players work
together to make a group of dynamic, passionate
individuals who can work together or apart. The
players play the roles of their people who take risks,
and stand up for their Beliefs. This chapter shows you
the process for making those kinds of characters.
50
The Process
During character creation, each player will:
51
Initial Concepts
The Focus Agenda
You have a broad Setting, full of interesting Factions and complex
motivations. Before you can start creating a character, find a central
focus for the group. Collectively look at the Faction Agendas that you
have generated. Try to figure out which Faction agenda you collectively
find most interesting. If you have a hard time limiting it to a single
agenda, the GM will pick which one to focus on. Circle that agenda on
the index card to indicate its the focus.
When you create character concepts, come up with reasons for your
PCs to interact with either the agenda or Faction. Maybe they want to
stop the agenda, or interfere with the Factions efforts. Maybe they are
working for the Faction and want to support that goal. The only thing
that matters is that everyone gets involved. This binds the characters
together and works as a group template.
Character Concepts
Every character starts with a concept, a quick sentence that describes them.
Are they defined by their profession?
Are they defined by their relationships?
Are they defined by a particular personality trait?
Are they defined by challenging a Setting Belief?
If you are having a tough time, consider adapting a character from
another piece of media. Modern fiction, ancient epics, television shows,
movies, video games, and even music offer interesting characters.
Imagine what one of those characters would be like if they grew up in
your Setting. Once you have a concept, explain it clearly to the group
and write it on your Character Sheet.
Naming
Create an evocative name for your character. Consider what culture Pg. 144
your character comes from. Try to use a name that reflects your Pg. 166
character concept. Some published Settings include lists of example
names that you can refer to. Pg. 188
52
Angela: Ok, first, we pick one of the Agendas that
we want to focus on. All of the PCs will
need some reason to interact with that.
53
Beliefs
What are Beliefs?
Games can help us explore issues that matter to us. Beliefs announce
which perspectives, opinions, and dramatic themes we want
to examine during play. This is the core of the Spark RPG, to
Challenge your Beliefs.
54
What are Bad Beliefs?
My faith is ironclad; I will overthrow the king and seize his throne for
my own purposes!
When you are happy with the Belief you chose, write it down on
your Character Sheet and on the Belief Sheet. Go around the table
clockwise three times, repeating the process. When everyone has
three Beliefs chosen, the Belief Sheet is complete.
56
Angela: Ok. now we make three Beliefs for each of the
characters. We go around the table three times with
each of you proposing a Belief for your own PCs. We
just vet them to make sure they are short, subjective,
and controversial statements. You can grab any of
those proposed Setting Beliefs for your character.
57
Attributes
Attributes represent characters natural capabilities and are used to resolve
Conflicts during play. Each of the four Attributes (Body, Heart, Mind,
and Spark) are used in different circumstances, but they are fundamentally
similar. Athletic characters should have high Body Attributes, social
characters should have high Heart, scholars should have high Mind and
supporting characters should have high Spark.
Each Attribute has a die rating (D4, D6, D8, D10, D12, D20), meaning that is the
size of die you roll during conflicts. Sometimes I refer to them as Attribute levels
in the text for ease of explanation, but each Attribute level is equal to one die step.
58
The Body Attribute - Physical
The Body represents you in all physical Conflicts. High Body
attributes are common among athletes, explorers, warriors,
and physical labourers.
59
The Spark Attribute - Dramatic
The Spark Attribute represents the powers of luck,
destiny, and greatness of vision. Higher Spark scores helps
a player shape the story, rather than necessarily succeed
as a character. High Spark attributes are common among
heroes, companions, innovators, and leaders.
A high Spark will help you act first in the Advancing Phase. Pg. 78
Lastly, you can absorb Harm to your Spark instead of any Pg. 96
other Attribute.
60
Angela: Now you decide where you allocate your
Attributes. You all start with the D4 level
in your Body, Heart, Mind, and Spark.
You have another 7 points to allocate
between them, to a maximum of D12.
61
Talents
What are Talents?
Talents represent skills and abilities that a character has gained
during their life. These include specific fields of knowledge or
particular types of tasks.
62
Talents at Character Creation
Each character starts with seven Talents that represent their
technical skills, academic knowledge or even physical training.
Players can either create their own Talents or chose from the lists in
a published Setting. The GM will help you decide if any given Talent
is Broad, Common, or Deep in scope.
Dont worry if you put a Talent in the wrong category, it wont break
anything. Because you can mix and match your Talents in Conflicts,
try to make them as diverse as possible. Aim to have two Broad,
three Common and two Deep Talents for your Character.
63
Broad Talents
Broad Talents represent general understanding of a wide-ranging
topic. Someone might acquire these Talents through book learning
or general life experience. Broad Talents may be things like:
English Mle
Science Evasion
Politics Wilderness
Law Thaumaturgy
Engineering Religion
Common Talents
Common Talents represent a focus on a particular subject matter.
When in doubt, assume that any Talent is Common in scope.
Acquiring this normally requires either formal training or years of
practical experience. Some examples of Common Talents are:
Literature Swords
Biology Dodging
Elections Wetlands
Infrastructure Catholicism
64
Deep Talents
Deep Talents represent specialization on a particular sub-discipline
or application of skill. Usually unique and limited in scope, they
provide significant advantages. They require a high level of formal
training or some specialized experience. Some good Deep Talents are:
65
Angela: Now you know your natural capabilities and the
circumstances that help you. Heres where you
figure out your trained skills and experiences.
These personal traits are useful in Conflicts.
66
Angela: Villages as Broad, Leadership is Common and
Confidence Building as a Deep? Sounds good
to me. Your pep talks must be impressive.
Angela: Sure!
67
Personal History Questions
PC Relationship
Go around the table, with each player answering one of the
Relationship Questions from the list below. Keep going around, until
each person has answered two or three questions about different
specific PCs.
What common friend or foe do you and another PC share?
Which family member do you both care about?
How would you suffer if another PC comes to harm?
What do you hope to gain from another PC?
What favour did another PC do for you?
What personal sacrifice did you make for another PC?
Why do you trust a PC with your life?
Often these questions relate to actions on the part of other PCs. The
other player gets to approve any such answers, ensuring that it fits
the character concept and that the player is comfortable with that
having happened in the past.
68
Angela: Ok. Now that we have that out of the way, we
get to figure out each of your personal histories.
Think of each of these key parts of your characters
backstories. You are figuring out exactly what
your character thinks about the other PCs and the
Factions at the very start of the game. You need
to answer two or three of the PC Relationship
questions and two or three Faction Baggage
questions. Lets start with the PC Relationships.
69
Faction Baggage
Go around the table, with each player answering one of the Baggage
Questions from the list below. Keep going around, until each
person has answered two or three questions about different specific
Factions.
Why do you hate a Faction?
Why do you trust a Faction with your life?
Why do you unfailingly obey a Faction?
Why have you vowed to destroy a Faction?
Why are you afraid of a Faction?
Why did you abandon a Faction?
Why are you passionate about a Factions mandate?
How did a Faction inspire you to take up one of your Beliefs?
Each player will start the game with one Influence per question they
answer, to a maximum of six.
70
Angela: Ok. How about Faction Baggage?
71
Prelude
The last step in character creation is the prelude. The GM
picks a Catalyst; a single person, place, event, or thing that the
group will converge on. The GM always chooses something or
someone related to the focus Agenda that you chose earlier.
During the prelude, each player creates a reason why the
character would try to interact with the catalyst.
Each player uses this time to show off their characters expertise
without dice getting involved. The GM may portray NPCs, but the
player has full narrative control. Try to make brief action sequences,
quickly expressing the characters capabilities and personality.
Each little prelude scene ends just before the character reaches the
Catalyst.
72
Angela: Now we are ready for the preludes. Each of
you gets to narrate a short scene where you
try to reach some catalyst, which relates to
the agenda. You need to figure out why you
are heading there and show off a bit as you
travel there. The catalyst will be the mountain
shrine where the Sesei band was last spotted.
73
74
Chapter 4
Mechanics
75
How to Play the Game
Overview
The players and the GM roll dice to frame the scene, creating a
Platform, Tilt, and Question. Everyone in the scene cooperates to
tell the story, making bold declarations of what happens next. If
someone disagrees with a declaration, they can challenge it and pull
out the dice for a Conflict.
Set up
Place the Faction sheet and the Belief sheet in the middle of the table
so that everyone can see them. The Belief sheet has sections for each
participant, listing their three Beliefs publically. Place an Influence
token on each of the icons to the left of those Beliefs. These tokens
may be removed during the Closing phase of play, when people earn
Influence
76
The Structure
Start each episode by Advancing the Factions. These groups have
their own Agendas and goals that theyre trying to accomplish. The
players help decide which Factions will complete their Agendas
Pg. 78 and how the world on a whole will change. From then on, you will
collectively play through a series of scenes. The group tells scene
after scene, collaborating and entering into Conflicts.
Pg. 80 Start by Framing the scene, where you decide where the action will
take place and why the scene is important.
When the Question of the scene has been answered, you begin
Pg. 90 Closing the Scene. During this phase, characters can heal or retire,
and theyre rewarded with Influence for addressing their Beliefs.
Once youve closed the scene, either frame another scene or move
Pg. 94 to Reflecting. This last phase gives the players a chance to inspire
each other to take up new Beliefs.
Scene Scene Scene
Scene Scene
Advancing Reflecting
In Each Scene
FRAMING COLLABORATION CLOSING
CONFLICT
77
Phase 1 Advancing
Each player rolls their Spark die and, in descending order, gets to
choose one of these three options: Pg. 58
78
Angela: Now that were in the second episode, we
need to determine what happened with the
Agendas. Remember our Factions are:
The Roll
First, Roll Spark dice and compare results, rerolling in the case of ties.
The highest roll chooses between the Platform, Tilt, or Question. The Pg. 58
second highest chooses one of the two remaining options. The third
highest roll gets what remains. Other people can give suggestions, but
the person who won this dice roll gets the final say.
Brian: Since I have the third highest score, I get the Tilt. Ok.
81
Phase 3 - Collaboration
Roleplaying is a conversation. Everyone at the table gets a chance to
share their opinions and contribute to the story. Most of the time,
everyone cooperates and builds off each others ideas. Occasionally,
someone will disagree and interrupt the conversation. You resolve
that Conflict by rolling dice and letting the winner speak next.
82
Bold Declarations
In Spark, you can use a declaration to make someone give you what
you want or do what you want. You always get your way unless
someone else opposes you. Other people can always stop you, if they
are willing to pay the price.
Remember that you cant Harm someone else directly; you can only
try to take them out of the scene. They can only suffer Harm if they
Pg. 88 choose to improve their result in a conflict or to pay the price of
victory when they win a conflict.
Indirect Declarations
Players will normally make declarations about other PCs directly
during play. If another player disagrees, then the two players enter
into Conflict and resolve the issue.
Objective Truths
During play, each statement and unopposed declaration will establish
something as being objectively true. Likewise, the declaration made
by the person winning a Conflict is also true. Every new statement
and declaration needs to be consistent with what you have already
established during play.
All Conflicts are final. If you lose a Conflict, you cant repeat the
same declaration for the remainder of the scene. This applies equally
to the players and the GM.
84
Statements = (S) Declaration = (D)
85
Phase 4 - Conflict
When someone in the game wishes to block someone elses
declaration, they start the Conflict phase. Begin by picking
declarations, then gather dice, and then roll the dice to see who got
what they wanted.
Each of the two people who started the conflict get to propose
potential declarations, what they would like to happen next. Anyone
else in the Conflict can either support an existing declaration, or
create one of their own. Everyone determines what dice they are
rolling, adds their bonus, and compares the totals. Everyone rolls
their dice, and the person who rolls the highest wins the Conflict.
The winner pays the price in Influence or Harm, and gets their
chosen declaration.
Picking Declarations
The first step of every Conflict is to figure out what people would
like to happen, if they win the Conflict. You will always have at least
two different declarations to choose between; the one originally
proposed and the alternative declaration made by the person who
started the Conflict.
If they make their own declaration, they roll dice to see if they
achieve their goal.
86
Gather Dice
When you provide your own Declaration in a Conflict, you gather
your Attributes die:
For physical Conflicts, you would use your Body die.
For social or emotional Conflicts, use your Heart die.
Pg. 58
For mental or abstract Conflicts, use your Mind die.
If a player is using an NPC for the conflict, use their Spark die.
For every person supporting your declaration, increase the size
of your die by one level to a max of D20.
If you are portraying an NPC and one of their Strengths
applies, increase the size of die by one level.
If you are portraying an NPC and their Weakness applies,
decrease the size of die by one level.
Determine Bonus
If a PC has a Broad Talent that applies, add +1.
If a PC has a Common Talent that applies, add +2.
Pg. 62 If a PC has a Deep Talent that applies, add +3.
The GM gets a static bonus on all of her rolls equal to the
number of levels of Spark she has. If she has a Spark Attribute
of D8 for instance, then all of her rolls have a +3 bonus.
Your bonus will vary between +0, if no Talents apply, and a
maximum of +6 if one Broad, one Common and one Deep apply.
Rolling Dice
Everyone in the Conflict with their own Declaration rolls their dice.
They add their Bonus to the number they got on their die to get their
score.
87
Simple Victory
The person with the highest score gets their Declaration while the others
dont. The winner of the Conflict must pay the price of victory; either
spending 1 Influence or suffering 1 Harm.
Escalated Victory
If there is a tie between winning participants on a roll, then you trigger
Escalation. Repeat the conflict phase entirely. Whoever wins this second roll
gets both their declarations. They must then pay double the normal price of
victory;
2 Influence, or
1 Influence and 1 Harm, or
2 Harm.
If there is another tie, repeat this process and double the costs for the winner again.
88
Pick Declarations
If something goes awry during play and you cant actually answer the
scenes Question, the GM can also choose to end the scene.
Claim Influence
The GM and each of the players get to claim Influence when they
challenge their Beliefs. This Influence can help them in Conflicts, or
when they inspire others to change Beliefs.
My people deserve
respect
An Influence Token
90
Angela: Now that we are done with the scene, we need to
figure out which of the Beliefs have been challenged
during play. Remember that this can mean either
supporting your Belief with your actions, or working
against it. Well go through each of the Beliefs with
Influence markers on the sheet here, and announce if
we think that we have challenged any given Belief.
Angela: Certainly. You can take the Influence off that entry.
GM : Angela
We are nothing without
our traditions
The greatest honour is
Angela to be of service to
your clan
PLAYER 2 : Brian
Emotions are a sign of
weakness
We are nothing
without honour
Brian
Suki, my love, is worth
any sacrifice
91
Refresh Beliefs
Challenge their Beliefs of other people at the table, and you will
be rewarded. Whenever the Influence tokens have been removed
from all three of a persons entries on the Belief Sheet, a refresh is
triggered.
Remove Harm
At the end of each scene, each person can remove one Harm from
one of their Attributes. If someone has a Harm on a D4 attribute,
that must be the first one removed.
This represents the natural recovery process and is the only way to
remove Harm during play.
92
Chris: I only have one Belief with an Influence token
on it, that My people deserve respect. I
think I confirmed that by trying to find out
what really happened to the village.
Player : Chris
Danger always strikes
when everything
seems fine
The
Men will never hurt my
Supply little sister Suki again
My people deserve
respect
Brian
93
Phase 6 - Reflecting
Inspiration
When you finish the last scene of the episode, go through this last step.
Each person at the table may spend 12 Influence to Inspire another Player to
change a PCs Belief.
The two people involved play through a small little scene. Its a chance for
the two characters to talk about the Belief and explain why its no longer
relevant.
At the end of the scene, those two people get to work together to create a
replacement Belief. The two of you can discuss the exact wording and create
a new, mutually acceptable, Belief. This replacement Belief still needs to be
declarative, subjective, and controversial as per the usual guidelines. Write it
on the character sheet and on the Belief sheet. Be sure also to mark the single
hollow circle on the Belief sheet, so you can keep track of who has changed
Beliefs for the purposes of Evolution.
Growth
Only by challenging your Beliefs can you learn and grow. When a player
inspires another player to changes a Belief, both of those characters gain a
new Talent. If the GM inspires a player, she can add another Strength to one
of her Major NPCs.
Evolution
When every player has changed one of their Beliefs, the world itself changes
in a fundamental way. As a group, you decide which of the Setting Beliefs is
no longer relevant, and what you would like to replace it with. At this point,
everyone in the game gains one Attribute level permanently. The GM also
gets a chance to alter any of the Factions to suit the new setting Belief. This
can happen multiple times over the course of a campaign.
94
Angela: That was a good episode, guys. I know that you
all have a lot of Influence stored up over the last
few games, so you can get a chance to spend that
by Inspiring people to change their Beliefs.
Brian: Hmm, its a good Belief and all, but I want Shimura to
continue grappling with his issues of honour. How
about I replace that Belief with Honour enslaves us.
95
Consequences
Suffering Harm
You can always choose to suffer for your Beliefs. During Conflicts,
you can choose to suffer Harm and get a +2 to your score after you
roll. If you win a Conflict, you can also choose to suffer Harm rather
than pay Influence. Harm is expressed in the fiction, usually as a
physical injury, emotional distress, or mental exhaustion.
If you ever fill the D4 level of any Attribute with Harm, you must
choose to be Taken Out of the scene, or to permanently Retire from
Play.
You heal one level of Harm at the end of each scene. If you are Taken
Out by Harm, you need start by removing the Harm from your D4
Attribute.
96
Being Taken Out
In some scenes, characters might be Taken Out of play, temporarily
incapacitating the character. Mechanically, this means you cant make
declarations or participate in Conflicts for the remainder of the scene.
Characters can be Taken Out by a successful declaration, or by filling the D4
level of any attribute with Harm. You can return to play the next scene.
Angela: So the alien tried to force Ando to flee and you took
Harm to your Heart Attribute instead. That filled your
D4, so you can choose to be taken out permanently
and retire your character from the game.
How to GM Spark
Advanced GM Techniques
99
Why Guidance Matters
Its remarkably easy to write a set of procedural rules for an
RPG. Procedural mechanics are easy to test, produce reliable
results and are easily taught.
100
The Seven Principles
Keep the Story Moving
Keep everyone engaged in the story. Accept player input and build
off it to keep things exciting and dynamic.
Pg. 8 When players make declarations or suggest something, run with
it. When you react, build on their ideas by saying, Yes, and
Alternatively, offer them what they want for a price just high enough
that its a real choice to accept or reject the offer.
When things slow down too much for your liking, blow things up!
It doesnt have to be physical; an emotional outburst, men with
machine guns or impossible evidence are equally good at getting
people moving. Sometimes you do need the pace to slow. For
everything else, there are ninjas!
101
Say Yes, or Roll the Dice
The default assumption is success. A declaration made will always
succeed, unless someone blocks it by starting a Conflict. Only start
Conflicts that help further the story or develop the characters. Pg. 8
When you do need to roll the dice and start a conflict, listen to
what the dice tell you. All dice rolls are public and shouldnt be
changed during play; you can always add bonuses (from Harm or
Influence) if you dont like the outcome.
103
Challenge Their Beliefs
The game asks you to challenge your Beliefs, and those held by
others. When you do so, either by supporting or by refuting any
given Belief, you earn Influence. Help the other people at the table
Pg. 8
do the same. This is the one principle shared by the players and the GM.
Pg. 9
Find the two other Beliefs around the table that your character or
the Setting would disagree with. Confront them and try to change
them. Stand up for your Beliefs, and try to convince others to follow
what you believe.
able life is the only one worth living, as his outburst showed
104
Share Your Energy and Creativity
Share your ideas. Theyre not a limited commodity and the more you
share, the more you come up with.
Pg. 9 Share your plots and keep open secrets. While your characters might
not know whats going on, the players certainly should. Secrets are
only interesting because you can discover them during play.
Help the other players reveal their secrets. Help them trigger their
plots. If you share your secrets with the other players, they will be
able to act intentionally in a way that will threaten to reveal those
secrets. It will drive the story forward and your characters will learn
in the process.
105
Be Good to Each Other
You are all here to have a good time. Ask what your fellow players
what they are looking for in the game. Ask your GM what she is
enthusiastic about. Make sure that all of your moves and decisions
work to support the other people you are playing with. Pg. 9
106
Take Risks and Escalate Conflicts
Be vulnerable. Let your guard down and push your boundaries. The
story will be more personally meaningful that way and it can help you
learn more about yourself.
Pg. 9
Be decisive and bold by playing your Beliefs to the hilt. Play chicken
with the other people at the table and dare them to accept your
declarations. It doesnt matter if you make a good decision or a bad
one; so long as you challenge Beliefs and take risks, you will earn
your Influence.
Be daring. Take risks. Every risk you take can earn you Influence and
you can never be forced to retire your character against your will.
Push the envelope, escalate Conflicts, and go big.
107
How to GM Spark
The Game Moderator has a lot to do in Spark. She has to:
Portray most Non-Protagonist Characters (NPCs).
Create the Agendas of the major Factions.
Express the character of society, based on Setting Beliefs.
Shape and control the Setting directly during play.
Interpret and explain the rules of the game.
Make judgments and arbitrate when appropriate.
Fortunately, the GM also has a set of tools at her disposal that help
her drive the story.
She can establish truths about the Setting.
She controls the spotlight.
She can set the Agendas.
She portrays and drives the NPCs.
She can frame the scenes.
108
The GM Establishes Truths About the Setting
While Spark is a highly collaborative game, the GM does have the
the ultimate control over what is true in the Setting. The Setting is
her character, to use as she sees fit.
She has the power to establish things in the world that cant be
blocked by players. This lets her portray the Setting convincingly and
give more context for the characters.
She can explain historical facts about the world, or cultural details
important to the story.
She can declare things about the environment or the landscape. She
can declare that a wall collapses, that a storm approaches or that the
river is fast-running.
This power ends when it has direct effects on the player characters.
While she can say the river is swift and strong, the players may enter
in a Conflict to keep their characters from being swept away by the
current.
109
The GM Controls the Spotlight
Give every player about the same amount of attention in the game. Pay
attention to the amount of time that each player is acting and try to
give everyone time to shine. She also needs to try to give players some
time to relax and recover after particularly intense scenes or Conflicts.
Make sure to give the quiet or shy players a chance to contribute, since
they tend to be overlooked.
110
The GM Sets the Agenda
The GM has the most control over the Setting by declaring what
Agendas each of the Factions pursue each episode. Since at least one
Agenda will be successful each session, she can always shape the
story by her choices.
She can create Agendas that threaten the status quo and force the
players to make meaningful choices. This is how she builds the
context for interesting stories.
111
The GM Portrays and Drives the NPCs
The GM interacts with the players via Non-Protagonist Characters (NPCs).
They are her masks, her weapons, and her tools for building a compelling story.
She declares what they do and speaks in their voices.
She needs to grab onto NPCs with zeal. If there is an opportunity for you to
introduce an NPC, do so. They are the levers she has to affect the world, so she
cant hold back.
Minor NPCs
If this game was a movie, the Minor NPCs would be extras. Both the GM
and Players have the ability to use Minor NPCs in Conflicts. Minor NPCs
are everywhere in the mundane world. They are your shopkeepers, your foot
soldiers, and your innocent bystanders.
Players will only get a surface impression of these characters. Give them
unique descriptions, interesting mannerisms and memorable behaviours. Minor
characters are nameless and aimless by nature. The Players can choose to
elevate any Minor NPC into a Major NPC by creating a name for them during
play.
Each Major NPC has their own name, description, and a strength
written on the GM sheet. The area of strength can be a skill,
circumstance, or item that helps that character during conflicts.
When the GM enters into a conflict with a Major NPC where their
strength applies, she increases the size of her attribute die by one
level.
Anyone who does not Frame a scene can control any Major NPCs within.
113
Faces
If this game was a movie, Faces would be the supporting actors. These
characters represent and speak for one of the Factions in the game.
They may be the leaders of organizations, or merely foot soldiers in an
army, but they are the embodiment of their Factions ideals.
Each Faction has its own Face, so you can find more examples in
chapters 6, 7 and 8.
114
NPC Advice
Before you invent a new NPC, consider reusing an existing Major
NPC or a Face. Minimize the number of characters so you can
establish stronger connections. If you need to create a character on
the fly, imagine an individual defined by the clash of two different
character Beliefs.
If a player isnt playing for more than ten minutes, try to draw them
in again by offering to let them play any spare Minor or Major NPCs.
Just because their character isnt there, doesnt mean the player
should be bored!
115
The GM Frames the Scenes
Spark has competitive scene framing and the GM often has a chance to
establish part of each scene.
The Platform
By creating the Platform, she controls the pace of play and how much
time passes between scenes.
The Platform
By creating the Tilt, she guides the types of actions encouraged in the
scene. She can encourage the kinds of situations that will challenge
multiple Beliefs. Likewise, she can make the Tilt appropriate for the
PCs Talents.
Angela: The numbers have just come in; the village wont
survive another rainy season without help from
outside. The Embei taxes are just too high for
any food surplus. (Gisakus Villages Talent)
116
The Question
By creating the Question, she focuses the scene on exploring
and challenging certain Beliefs. The best Questions are ones that
challenge many different Beliefs.
117
Advanced GM Techniques
Here are a number of useful tips, tricks, and techniques for the GM
to use. None of these is necessary to run the game, but they can
make for a richer play experience.
Create Opportunities
Spark really benefits from improvisational GM techniques during
play. The players have a lot of power to change the direction of the
story, so its not terribly useful to create complex plans. Instead,
make your life easier in the future by creating opportunities.
118
Describe the World
Make the setting feel real for your players by describing the little
things. By telling the minor details, players can feel like everything
else in the setting has an equal level of detail. Tell them the origin of
the silk cloth and how much a desert trader would charge for it. Its a
small thing, but it implies a rich and interconnected world.
Think beyond the visual elements of the setting. Describe the rough
texture of the cloth, the cloying musk of cologne, the sound of the
bronze gongs or the peppery flavor of the tea. Engage all the senses.
Its often more effective to imply certain things about the world,
rather than saying them outright. Describe a character trembling
with clenched fists, instead of directly stating they are angry. Show,
dont tell.
Maybe your city is like a passionate lover, sizzling hot with clouds of
steam escaping from the sewer manholes. Fast rhythmic dance beats
echo in the dark alleys, with throngs of people dancing long into the night.
119
Speak with the Body
Remember to describe the NPCs body language whenever possible.
These subtle cues can tell the PCs a great deal about the NPCs mood
and personality.
Even better, as you roleplay the various NPCs, consider your own
body language. Keep your back straight for important or arrogant
characters. Lower your shoulders and avoid eye contact for shy or
submissive ones. These little cues will help you get into character
more quickly.
gaze.
120
Draw Relationship Maps
It can be challenging to understand the motivations of each NPC in
the game. Its often useful to grab a blank sheet of paper and sketch
out a relationship map between the various characters in the game.
Shimura
Blood Enemies
Commander
Lovers Kurosan
Abuser
Terrified
Suki Renzei531
Bodhisattva
Sister
Hiroshi
Religious
Differences
Drinking Teacher
Brother Buddies
Trusted
Gisaku Ando
122
The Love Letter
Think of the character sheet as a love letter to the GM. By
creating their characters, the players are expressing exactly
what they are interested in playing with. Every Belief,
Attribute and Talent can express something different about
what the player is looking for in the game.
Talents tell you what kind of obstacles the players want to face.
Read those love letters carefully and take care. Build obstacles
that the players find engaging, relevant, and surmountable.
In a similar way, she noticed Andos Belief that The will of the
kami must be obeyed. She creates a zealous hermit, willing to do
123
Chapter 6
NeoNippon
Shogunate Science F iction
124
Overview
The Japanese colonization ship landed on the extra-solar planet
of Shi Tateyama in 2236. Like the other corporate nation-states
fleeing old earth, Japan used remote planetary surveys to target
their colonization efforts. This planet seemed to be just what they
were looking for; a paradise with abundant water, a comfortable
climate and a vibrant biosphere. Once the colonists awoke from
their decade-long cryo-freeze, they found the planet was far
less pleasant than planetary surveys indicated. It was a planet of
extreme mountains, nearly boiling sea-level temperatures and
harsh, corrosive tempests. The rain corroded most metal and
unusual electromagnetic characteristics at sea level fried most
electronics. The Colonial Board of Directors made the decision to
settle on the cooler, dryer, and safer mountain peaks, with each
corporation founding their own colony.
The planet was poor in metals, with the rain dissolving most of
the natural ore deposits. Earth-born livestock couldnt survive
and the only arable land was in the harsh lowlands. The scientists
produced genetically engineered humans called henomin to labour
for the colonies. These henomin were sent down to the lowlands
to grow rice, extract protein from the seas, and grow iron-hard
black bamboo. Wandering, devout androids delivered messages
between villages, shrines, and great colony.
125
Geography
The Colonies are modern cities built into the cool and dry mountain peaks,
where the humans can live in comfort. While far less advanced than the great
terran cities, each of the colonies is home to over a million citizens.
Shikura Environmental Systems Incorporated (SESI) controls Matsue
Colony, the domed city.
The immense Fukuoka Colony, controlled by Moto Bioengineering
Incorporated (EMBEI), is the economic centre of the planet due to their
extensive lowland territories.
The underground Akaishi Colony was founded by Nakumura, so
they could shield their sensitive electronics from the atmospheric EM
radiation.
Kita City is the political centre of the planet, founded by Shirane on
the highest mountains peak.
126
Society
128
Setting Beliefs
129
Moto Bio-Engineering Incorporated (Embei)
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Create the first vat-bred henomin with additional improvements.
Engineer new servitor race, the Kappa, to better fish the seas.
Send an expedition to gather new samples of indigenous life forms for study.
130
Shikura Environmental
Systems Incorporated (Sesi)
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Initiate peaceful trade deals with the Henomin Mercantile Guild.
Seize the prosperous Baku hills from Clan Embei.
Protect the village of Kanata from attack, for a price.
131
T he Dreamers
Setting Belief:
Mandate:
Profile:
A quirk of the artificial intelligence process has resulted in faith being instilled in
all artificial intelligences as they gain sentience. The majority embrace the Shinto
faith, identifying as Kami embodied in android forms. A strong minority remain
as disconnected AI systems following the noble eight-fold path of Buddhism.
Initial Agendas:
To soothe the angered Kami of Mt. Fujan.
Convert the faithless citizens of Matsue Colony to the Shinto faith.
Improve the legal standing of artificial intelligences in the colonies.
Rinzei531 Bodhisattva
132
T he Village of Otawa
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Acquire desperately needed medical supplies from Fukuoka.
Repel Saika bandit attacks.
Barter a portion of the lumber to the Henomin Mercantile Guild for
legal representation.
Headsman Gisaku
Weakness: Peasant
133
T he Kensei
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Hunt down the warlord Koryna and bring her to justice.
Exact ruinous taxes from the village of Otawa.
Investigate the destroyed village of Yakirana
Kensei Haruka
134
T he Shrine T enders
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Build a new grand shrine in the ruins of a disused communications tower.
Forge diplomatic letters between two different clans.
Pass along secret, coded messages between henomin villages.
Ando1573
135
T he Henomin Mercantile Guild
Setting Belief:
Mandate:
Profile:
The first henomin merchant cooperative was formed twenty years ago in
response to a particularly intense famine. Since that time, it has grown into
a social safety net for the disenfranchised villagers. Recently established
as a formal guild, they have begun to wield their little economic power to
support equality and respect for the peoples of the lowlands.
Initial Agendas:
Create an impartial trade tribunal for guild-colony negotiations.
Establish a Black Market.
Convince the colonists that torturing henomin is dishonourable.
Speaker Sakhalin
136
T he Village of Kanata
Setting Belief:
Mandate:
Profile:
Kanata is a coastal village, with the women tending the rice and the men fishing
the wild seas. The Council of Kanata has pronounced that they need to curry
favour with each of the noble Clans. They seek the approval, attention, and
affection of the various colonies so they might improve their lives.
Initial Agendas:
Increase farming yields through some risky experiments.
Domesticate the local wildlife to help in fishing efforts.
Uncover a conspiracy of dishonourable henomin on the colonies behalf.
Headwoman Suki
137
Shirane Exploitation Incorporated (Shirane)
Setting Belief:
Mandate:
Profile:
Shirane Exploitation Inc. founded the first colony city on the planet;
the Kita City is on the summit of the planets highest mountain. The
Megacorp established the city as the capital of the new civilization,
a bastion of education, of culture and of law. Shirane maintains its
position as the dominant political force by controlling the Great Library,
the Planetary Board of Directors and the Supreme Court. As a result,
Kita City has also become a hotbed for political intrigue and corporate
espionage.
Initial Agendas:
The Supreme Court rules against Clan Nakumura for theft of
Clan SESEI schematics.
An obscure text from great library hints that earth knew about the
inhospitable nature of Shi-Tateyama prior to sending the colony ship.
The Planetary Board of Directors passes a motion declaring the Saika
mercenaries to be enemy combatants in the eyes of the law.
138
Nakumura Sensors Inc. (Nakumura)
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Fake messages from Earth are forged by Nakumura when the real ones cease.
Establish a relay in the unexplored territories to found new henomin villages.
Determine the precise source of the anomalous electromagnetic interference.
139
The Saika Mercenaries
Setting Belief:
Mandate:
Profile:
Some call them mercenaries. Others call them bandits, killers, and
criminals. In any case, the Saika are spread across the lowlands with tendrils
of influence extending into the colonies. For those with credits or in need of
a scapegoat, they are just what you need.
Initial Agendas:
Seize control of several mining villages.
Commit an atrocity on a village that refused to pay the protection money.
Defend a village from an attack, in exchange for new recruits.
140
T he Hostile Natives
Setting Belief:
Mandate:
Profile:
These sentient beings are native to Shi Tateyama and are fighting back
against the two-pillar alien invaders. Fortunately, for them, they are all but
unknown to the human population. Their goals are unknown, but they are
clearly displeased at humanity for trespassing on their territory.
Initial Agendas:
A village is destroyed, with acidic burns left on the rubble.
A unit of Clan Sesei troops is found dead, their skulls removed.
A shrine-tender has located a bizarre purple artifact, seemingly shaped
out of some entirely unknown material.
The Envoy
141
Sample Talents
Broad Talents
Common Talents
143
People
144
Places
Mysteries
Why have the colonies lost extra planetary communication?
Can there be peace with the native sentiments?
What destroyed Ashikaga Colony, and could it strike down another
human settlement?
What is this ancient alien artifact that the henomin woodsman
discoverered?
How will Kita City survive being struck by a hundred-year storm?
What are the incredible capabilities of the exotic element discovered on
Shi Tateyama.
145
Chapter 7
Quiet Revolution
Montral Police Drama
146
Overview
Montral is the second largest city in Canada and its cultural capital. Its the
political heart of the francophone province of Qubec. Its the second largest
French-speaking city in the world, just after Paris.
Its an economic powerhouse, with a Gross Domestic Product of over one hundred
billion dollars a year and population just under four million.
Its citizens come from every corner of the world, bringing a variety of languages,
faiths, and traditions. Ethnic minorities and immigrants bring a cultural richness and
diversity to the city. Organized crime preys upon an open-minded, tolerant society.
The city has its own share of problems though. That cosmopolitan diversity has
led to tension in the streets between different linguistic, religious, and cultural
groups. That open-minded and tolerant society gives organized crime the
opportunity to thrive.
As members of the Montral Police force, youre asked to resolve problems within
the community. Your unit is assigned to the most sensitive cases, where tact and
discretion can make all the difference.
You research, negotiate, arbitrate, and investigate. Protect the innocent citizens
of the city from the criminal element. Find a way to keep the city safe. Nothing is
simple in this city, and there are no easy answers.
147
Geography
The French settlement of Ville-Marie first began as fortified village on a
large island in the St. Lawrence River in the 1600s. Control of this river was
essential to the european colonial powers, and Ville-Marie provided that
control, The settlement, built in the shadows of Mt. Royal, expanded over the
years. Centuries after the first village was founded, it was renamed the City
of Montral.
It was one of the biggest cities in the new world and one of the great ports
of the fur trade. Both France and Great Britain fought for control of this
strategically important city. Now its a modern metropolis.
Le Village is the heart of the citys gay and lesbian communities, promoted
as a tourist attraction.
The Montral Mtro, the subway system, makes travel between the various
neighbourhoods easy.
148
Society
France first founded the settlement on the modern island of
Montral and built wooden fortifications to defend its interests.
When France lost the Battle of Qubec, on the Plains of Abraham
during the Seven Years War, the British seized control of the
territory.
In the 1960s, the Quiet Revolution was sprung and Qubec changed
overnight. The francophone identity replaced the catholic religion
as the central element of society. The citizens attempted to declare
independence from the British state, and this sovereignty movement
continues to divide society. This new society declared the womens
rights, secularism, and the primacy of the French language as
fundamental values.
You are police, asked to keep the peace, at any price. You are asked
to keep culture clashes from turning violent. You need to enforce the
politicians laws. You have to keep the city from tearing itself apart.
150
Setting Beliefs
Choose 3 of these Beliefs for your game.
151
Gouvernement du jour
Government of the Day Bill 101
Setting Belief:
Mandate:
Profile:
Thats a lot of power, and the politicians are happy to seize it. The ruling
political party works hard to improve public opinion, buy votes, and gather
campaign donations.
Initial Agendas:
Pass a new law, increasing tuition fees.
Provide tax breaks for resource extraction industries.
Build a new bridge in Montral to make it easier for suburban
commuters.
152
Multinationales
International Corporations
Setting Belief:
Mandate:
Profile:
Montral is an excellent market for our many products and services. Its healthy
retail sector, high population density, and publically funded healthcare increases
our revenue while decreasing our insurance costs. While the regulatory burden
is high, sufficient political influence should improve our profit margins.
The International Corporations are here for one thing: profit. They are
ardently federalist, as it reduces trade requirements. French language laws
impose an additional burden, unnecessary in other markets. Corporate
taxes need to be reduced as much as possible.
Initial Agendas:
Crush a potential union before it starts.
Undercut the local merchants to reduce competition.
Offer to carry products from Montral manufacturers, if the
wholesale prices are low enough.
153
Crime organis
Organized Crime
Setting Belief:
Mandate:
Profile:
Organized crime is a powerful force in Montral, and for good reason. The
Sicilian Mafia runs the city from the shadows. It uses construction companies
to launder their money. It extorts small business owners and torches anyone
who fails to pay up.
The biker gangs are at open war, ensuring a steady flow of illicit drugs and
guns into the city while reaping great profits for their efforts. Organized
Crime likes things just the way they are, and will do anything to keep an iron
grip over the city.
Initial Agendas:
Earn millions of dollars from the drug trade.
Smuggle automatic weapons into Montral.
Secure influence over a prominent provincial minister.
154
La bureaucratie de la ville
The City Bureaucracy
Setting Belief:
Mandate:
Profile:
The politicians run the city and they use the bureaucracy to do it. The civil
servants keep the libraries open, repair the roads, and enforce bylaws. They all
joined for the best of reasons; to support their communities and feed their families.
Their role is to advise their political masters and implement the decisions
of the elected officials. This really means that passionate, dedicated and
educated professionals are stuck writing acronym-laden memos and running
programs designed by committee. The bureaucrats are stressed, depressed
and wish they could fix a broken system.
Initial Agendas:
Delay a construction project for environmental reasons.
Extend the metro system of public transit.
Create a new cultural centre in an economically depressed area.
Gabrielle Toulouse-Lautrec
155
Association des petites entreprises
Association of Small Businesses
Setting Belief:
Mandate:
Profile:
Its hard to run a small business, especially in this city. You need to work
long hours, selling your wares and dealing with the never-ending piles of
paperwork. The landlord keeps raising the rent, and he gets paid first. Next
are the utility companies, taxes, and your part-time employees. You get to
keep the crumbs left over at the end of the day.
Thats why we formed the Association. We pool our resources to fight the
city when we need to. We pay our protection rackets as a group, and lose less
money in the process. We vet our employees, and hire the good people who
need a job. We take care of our own. We take care of our families.
Initial Agendas:
Pay the protection racket to the mob.
Establish a new profitable tourism initiative.
Successfully petition for lower business taxes.
Marcel Ct
156
Les Neo-qubcois
The New Quebecers
Setting Belief:
Mandate:
Profile:
The New Quebecers are immigrant peoples who fled to Montral to secure a
better life. Some were refugees from war-torn countries; others were merely
seeking greater prosperity. In any case, they are all here to stay.
These people recognize the need to integrate into Qubec society and adopt
those values. The necessity of the French language, secular governance, and
women rights are the norms of Qubec society, and thus they need to adapt to fit in.
Initial Agendas:
Teach their children to speak in French at home, rather than their
ancestral language.
Abandon a religious practice to fit in with mainstream society.
Support their daughters admission into university.
Jamila Hachem
157
Les conservateurs catholiques
The Catholic Conservatives
Setting Belief:
Mandate:
Profile:
The Quiet Revolution of the 1960s changed Qubec society dramatically.
This new society was secular, nationalist, and ardently feminist. This Faction
represents the vocal yet rare minority who rejected the revolution and seeks
to push back the clock.
Qubec society has been corrupted since the revolution. The people have
abandoned the Holy Roman Church, which had guided them for centuries.
Debauchery has replaced fidelity, leading to thousands of broken homes.
Childless couples have replaced large, joyful families. Traditional marriage
between man and woman has been abandoned, replaced by unnatural unions.
We must restore our society to its former glory and allow the church to
guide it again.
Initial Agendas:
Start a debate on abortion in national media.
Raise funds to restore a cathedral in Old Montral.
Volunteer for politicians against same-sex marriage.
158
Socit de dialogue intereligieux
Society of Religious Understanding
Setting Belief:
Mandate:
Profile:
Montral is a cosmopolitan place, and that diversity is its great strength.
Dozens of distinct religions and faiths intermingle, and each has its own
places of worship.
The Society was created to encourage interfaith discussions and religious
tolerance in the city, after the burning of a synagogue several years ago.
Working to broker peace between the different religious groups, it advocates
for a spiritual role in the increasingly secular society.
Initial Agendas:
Judith Cohen
159
Les gardiens de la langue franaise
Guardians of the French Language
Setting Belief:
Mandate:
Profile:
The French Language unifies modern Qubec society. It ties the nation
together, and helps establish a distinct society in North America. Our
language and our culture are deeply intertwined, and we need to protect
them both.
Initial Agendas:
Elect politicians with a strong platform on defending the French language.
Ensure that the children of immigrants cant transfer into English language schools.
Gather funding for French language movie production.
Bruno Lvesque
Weakness: Wheelchair
160
Le mouvement tudiant
The Student Movement
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Launch an attention-grabbing protest downtown.
Embarrass the government of the day.
Make a remarkable scientific discovery.
161
Le mouvement souverainiste
The Sovereignty Movement
Setting Belief:
Mandate:
Profile:
For some, the ideal world is of an independent Qubec. They seek to
separate from Canada and create a new sovereign nation, representing their
citizens on the world stage and expressing the common values of the Qubcois.
There have been two referendums, in 1980 and 1995 respectively, where
the provincial governments sought a mandate to separate from Canada. This
Faction represents those continuing to fight for sovereignty.
Initial Agendas:
Claim the funding from the federal government to distribute
international aid.
Challenge federal legislation that conflicts with Qubec values.
Unleash a media campaign to promote sovereignty.
Pierre Bergeron
Pierre is an experienced lawyer and former minister from the
provincial government of Qubec. He continues to advocate
for independence and engages in extensive lobbying.
162
La communaut des Premires nations
The First Nations Community
Setting Belief:
Mandate:
Profile:
This is all the traditional territory of the First Nations peoples. When the
European settlers arrived, they depended on the locals to teach them how to
survive the harsh climate. They signed treaties that exchanged European goods
for the right to use the land. There was peace, once.
The peace was broken when the Europeans began to persecute the Indians.
They stole land, destroyed families, and dragged children into residential
schools to take Indian out of the child. It was a dark time, and First Nations
Peoples still suffer the effects of colonialism.
Initial Agendas:
Teach a new generation of youth to speak Cree.
Settle a land claim with the crown to reclaim lost territory.
Block a proposed development project that would harm First Nations territories.
163
Sample Talents
Broad Talents
Business Performing Arts Philosophy
Common Talents
Accounting Acting Aristotle
164
Deep Talents
Anglophone Mosques
Undercover Tasers
Molire Batons
165
People
166
Places
Mysteries
What happened to the dozens of aboriginal women reported missing?
Who was responsible for the arson of four synagogues, and what was
their real agenda?
Why have the organized crime families abandoned the Plateau area
completely?
What group has been paying off the mayor, and which decisions were
influenced over the last two years?
Which side will win the upcoming referendum for independence?
What great legacy project will city hall be undertaking, and who will
pay the price?
167
Chapter 8
168
Overview
The Kingdom is under siege. Elemental monsters threaten to overwhelm
us from every border. Only the four Elemental Orders, wielding their
corrupt magics stand between us and total destruction.
Once, the kingdom was a place of peace and respect. The capital was a
gleaming wonder of white marble and golden statues. The provinces were
vibrant cultural centers, with each city specializing in unique arts and
sciences. It was the greatest realm the world had ever known, until the
invasion.
Only the four Orders, those who have learned the secrets of elemental
enchantments, offer any hope to the people of the Kingdom. They invoke
the flames rage, the deceptive waters, the enduring stone, and the
perceptive winds to guard our borders and keep the monsters at bay.
169
Geography
To the East, the Orkish hordes assault our defense. They drove
forth thousands of refugees from beyond the mountains. Only the
Radiant Order, manning the Ashen Wall, can keep the beasts at bay.
The West has been taken by the Snatchers. The once great Hellan
Republic, the center of culture and philosophy, has been corrupted
beyond recognition. Cursed artifacts and poisoned waters have
transformed these proud peoples into new Snatchers. The Flowing
Order roots out Snatcher corruption, so we may keep our humanity.
170
Society
172
Setting Beliefs
Empathy is weakness
173
The Flowing Order
Setting Belief:
Empathy is weakness
Mandate:
Profile:
The first of the Elemental Orders, the Flowing Order protects humanity from the
corrupting influence of the Snatchers. Its members are concentrated on the western
border, patrolling the many rivers to hunt down any Snatchers before they can
corrupt any more victims. They also fill a counter-espionage role, using Hydrologos
enchantments to track down and eliminate any Snatcher-tainted agents.
The Queen has given the Flowing Order sanction to enforce her laws on the
commoners, functioning as a rudimentary policing force for the kingdom.
Initial Agendas:
Protect the granaries from external threats.
Escort a foreign trade ship into harbour safely.
Purge the snatcher-tainted village of Resan.
Thales
A young, androgynous member of the Flowing Order, tasked
with observation and infiltration of large groups. Only the
sea green eyes remain when Thales takes on a disguise.
174
The Warped Snatchers
Setting Belief:
Empathy is weakness
Mandate:
Profile:
The Snatchers were once human; many of them converted citizens of the fallen
Hellan Republic. These monsters are small, emaciated frog-like creatures, with
sharpened teeth and a mad strength.
They seem driven to destroy civilization itself. They sabotage our industries,
disrupt our commerce, and corrupt our citizens into new Snatchers. Worse
still are the river cults, groups driven to acts of obscenity and perversion in the
name of heretic gods. The Snatchers threaten to rip apart the fabric of society.
Initial Agendas:
Poison the water supply of the southern provinces.
Sabotage the forges of the Northern provinces.
Corrupt the village of Kyjan, turning the children into new Snatchers.
175
The Queen's Court
Setting Belief:
Empathy is weakness
Mandate:
Profile:
Her Majesty Dzenana rules from her palace in the heart of the capital, the city of
Veceric. She is a kind-hearted monarch who toils to protect her people from the
monstrous hordes.
The Queens Court focuses on eliminating any internal threats to their own power
or to the queen. The various nobles act to maintain the status quo and keep the
provincials subservient. They wield their power without concern for the citizens
wellbeing.
Initial Agendas:
Restore the Cathedral of the Five Divines to divert public sentiment to
spiritual matters.
Replace the governor of the Southern Province with a more loyal
servant of the Queen.
Divert money from the war to build a new royal academy for the young
nobles of the capital.
176
The Resilient Order
Setting Belief:
Mandate:
Profile:
The Resilient Order holds its ground. They are the unmoving guardians of
the north, the only thing standing between the Dwarven mountains and the
human lands.
Members of the Order wear grey and black colours, arming themselves with
hammer and axe. They can only succeed in slowing the mountain advances
by delving deep into the Dwarven warrens and slaying the monsters within.
Initial Agendas:
Delve into the great mountains and steal the Dwarven forge.
Seize a Dwarven warren, slaying all of the Dwarven inhabitants within.
Reinforce the provincial defenses with Petralogos enchantments.
177
The Mountain-herders
Setting Belief:
Mandate:
Profile:
The Dwarven race was born with the first mountain. They were driven as a
people by the compulsion to build, grow and expand. They crafted countless
artifacts, delved as deeply into their mountain homes as they could and
multiplied. When they ran out of room or resources, they were driven to
raise new mountains out of the bedrock so they could expand their territory.
They never even noticed when they destroyed the Remulan Empire. The
Kingdom has been far more troublesome.
Initial Agendas:
Raise a new mountain, blocking a major trade route.
Divert the major rivers away from the eastern farmlands.
Create a new fleet of war machines.
Stonetender Thomek
178
The Provincial Lords
Setting Belief:
Mandate:
Profile:
The Lords are desperate. They have monsters rushing over their borders,
desperate refugees draining their resources and incessant demands from the
Orders. Whats worse, the capital refuses to give them much needed support
to keep their people safe.
The Lords do what they must to protect their domains, no matter what the
consequences may be.
Initial Agendas:
Offer citizenship to provincials who serve one of the great Orders.
Repair the battered provincial fortifications.
Redirect all of the Kingdoms taxes to local defense.
179
The Radiant Order
Setting Belief:
Mandate:
Profile:
Initial Agendas:
Protect the Ashen wall from an overwhelming Ork assault.
Recruit more soldiers for the Kingdom, at spear-point if need be.
Destroy a major Ork camp and the war machines within.
Recruiter Raifa
180
The Charred Ones
Setting Belief:
Mandate:
Profile:
The Ork race is defined by their hunger and their rage. They are a crude
people, led by brutal warlords and cruel shamans. Nomadic by nature, they
destroy all the land in their wake. They are driven to overwhelm the Wall of
Ashes and sate their hungers.
The Orks are roughly man-sized creatures with flattened faces, long arms, broad
shoulders and skin the colour of ash. They are carnivores and cannibals to a one,
with sharp fanged maws and rending claws. Whats worse is the liquid flame
coursing through their veins, burning their foes when they are injured.
Initial Agendas:
Raze the village of Marj, leaving no survivors.
Discover the horrific hellblossom rite, fueled by Ork-sacrifice.
Dispatch a half-breed emissary to negotiate human surrender.
Warlord Kurk-Margus
181
The Desperate Refugees
Setting Belief:
Mandate:
Profile:
They lost almost everything. They lost their homes, their possessions, and their
holy sites to the monsters. They could only take their families, the clothes off
their back and a handful of mementos of their former lives with them as they fled.
When they arrived in the Kingdom, they were greeted with suspicion and
abuse. They live in makeshift settlements and try to find a way to rebuild
their lives in this strange new land. They try to bury their anger, pain and
loss by building a better future for their people. Sometimes it works.
Initial Agendas:
Create a shantytown outside the city of Jerica.
Build a shrine to the Hanged Father in the Capital.
Petition the Queens Court for settlement rights within the kingdom.
Berthegund
Weakness: Homeless
182
The Whispering Order
Setting Belief:
Mandate:
Profile:
The Whispering Order may be the smallest of the four Elemental Orders, but
they are never overlooked. Their order was originally founded by the church of
the Five Divines and many clerics fill their ranks.
Members in the order walk openly in society and wear distinctive white capes
that mark them as agents of the crown. The members of the Order are the law,
travelling across the Kingdom and hunting down any human traitors. At the
same time, they also freely offer council and advice to any one who wishes it.
Initial Agendas:
Acquire a new foreign ally to support us in the war.
Convert one of the Snatchers into a useful ally through Aerologos.
Disappear Lord Nyron, whose son bargained with elves.
Paroh Hasan
183
The Tempting Winds
Setting Belief:
Mandate:
Profile:
The elves are terrifyingly helpful. They forge oaths, bargains and pacts
with humanity as a matter of habit and ask for trivial actions in return. The
inscrutable elves have a perfect understanding of chaos and consequence and
over a long timescale, those actions inevitably lead to disaster.
The Odysan Empire fell into civil war because of a series of small bargains. An
overly full wineskin, a particularly aggressive boar, an overturned applecart
and a stolen genealogical tome led to the year of the three Emperors.
Initial Agendas:
Offer great riches to the third son of every cobbler in the provinces.
Shoot down a Whispering Order patrol in the creeping wood.
Deliver a dire prophesy to the owner of the Hanged Goat Inn.
184
The Merchant League
Setting Belief:
Mandate:
Profile:
Where trade crosses borders, armies do not. The merchant league uses the
trade networks to keep the provinces united, to supply the Elemental Orders
and to maintain the military. In exchange for their diligent efforts, they manage
to extract just enough money to feed their families. At least, thats the theory.
War is good for business, and the League is populated with many
unscrupulous merchants who profit greatly by the chaos. Invariably, these
merchants acquire more and more political power.
Initial Agendas:
A shipment of enchanted weapons is delivered to a provincial village for
almost nothing.
The Radiant Order has its supply lines cut after failing to protect a merchant.
A black market is built in the depths of the Capital with countless
artifacts liberated from the monsters.
185
Sample Enchantment Talents
Broad: Hydrologos
Broad: Pyrologos
Broad: Aerologos
186
Sample Mundane Talents
Broad Talents
Monsters
Scholarship Provinces
Athletics The Orders Mle
Wilderness Evasion Missiles
Trade Politics Armour
Common Talents
Deep Talents
187
People
Female Citizens
Ana Jasminka Milena Sanja
Dijana Jovana Mirjana Selma
Elena Katarina Nada Sonja
Emira Manda Natasa Vesna
Male Citizens
Female Refugees
Male Refugees
Acheron Dobromir Andrei Crassus
Dimitrios Radek Kristo Flavian
Vasilios Zelislav Petko Marius
188
Places
Mysteries
Why has the Dragon risen in the southeast, and what hunger drives
her?
What woke the demonic Malarok deep in the eastern Dwarven
mines?
Who has found the Hellan Crown in the southwestern frontier, and
what is it whispering?
What is the Kreep and what can stop it from spreading to the
northwestern farmlands?
What caused the elemental monsters to strike our neighbouring
nations and what does it want?
Who will be the first to find the lost heir to the royal bloodline?
189
Contributions
This Game wouldnt have been possible without the generous support of the
many Kickstarter backers. In addition for backing the game, they have also
contributed extra content that you can use in your own games.
190
Keiran Sparksman Morgan Weeks Seth Clayton
Ken Finlayson Moustafa Chamli Shale Crom
Kyle Forrester Nat woodelf Barmore Shane The Pain Emmons
Lane Howe Nathan Lax Simon Ward
Larry Olivier Murith Sophia Brandt
Level 99 Games Ong Wei Cong Sophie River Cooper
Lexi Gable Owen Thompson Stefan Ohrmann
Liam Murray Patrick Brewer Stephen Joseph Ellis
Lionel Davoust Paul Andinach Steve Bergeron
Magpie Games Paul Burrows Steve Dempsey
Marcus Cope Pete Hurley Ted Childers
Marissa Kelly Peter Aronson The Book Guy
Mark Diaz Truman Peter R. Brooks The Dan
Mark Richardson Peter Tidd The Toxic Wombat
Mark S Petri Leinonen Theo Clarke
Mark Shocklee Philippe Debar Thom Walker
Martin Greening Professor Thronberry Thomas Kelley
Matias Dahlbck R0N1C Thomas P. Dahmen
Matt Blair Rafael Torrubia Tim Jensen
Matt Leitzen Rakshukin The Knowing TJ Mathews
Matthew Broome Randy Topliffe Tom Flanagan
Matthew Coverdale Rex Lupis Tom Ladegard
Matthew Edwards Richard Vidiian Greene Tomohisa Naka
Matthew Jackson Rishi Agrawal Tonya Bezpalko
Matthew Karabache RJ Stewart Travis S. Casey
Matthew McFarland Rob Justice Trent Ax_kidson Boyd
Matthew Nielsen Rob Masters Trent Stephens
Matthew Orwig Robert Rees Tristan Valentine
Matthew W. Sutton Robert Slaughter Troy Lenze
Mauro Ghibaudo Rolling Intentions Crew Tucker McKinnon
Mendel Schmiedekamp Ron Wilhelm Ty (Troll) Sawyer
Michael C. LaBossiere Ryan Aech Vicki Hsu
Michael Mockus Ryan Percival Wesley Dryden
Michael P. Lamoureux-Sauve Sadric01 Willow Palecek
Michael Stevens Sage LaTorra Xavid
Michelle King Scott Yolgie
Michelle Lyons-McFarland Scott Dunphy Zachary Erfman
Mike Pitre Scott Johnson Zero Ninja
Mopsothoth Seth and Rachael Blevins
191
Kickstarter Backer-Created Beliefs
Abhor nothing but hate
Good deeds are the best prayer
Omnitheism everything is divine
Abortion is murder
Man is his own worst enemy
There are no paradoxes due to our free will
Theres always a silver lining
A life with laughter is a life worth living
Good and Evil are absolute
Luck guides every action
Sweet fictions beat bitter truths.
Purification can only come from suffering
War does not determine who is right - only who is left
What you give is what you get returned.
Practicality does not override my ideals
How far will you go for your own good
I believe in the power of the now
Life is not special, it is common
We live in the best of all possible worlds
The Stars know our fates!
The eyes are doorways to the soul
All governments should be run by friendly AIs
There is a kind and loving God and he cares about me, personally
We need to stop propagating the human race, we have destroyed our world enough
Human happiness can only be achieved through personal freedom & responsibility
Every human has a soul; no robot has a soul
You only deserve what you have the strength to protect
Eat, drink and be merry, for tomorrow we die
A person is only responsible for their own actions
No one is beyond redemption
True immortality is the only and ultimate goal
Democracies dont go to war with one another
192
Kickstarter Major NPCs
Shawn Jeffries Congregation of True Believers
Kickstarter Faces
The Sensei Face of the The Green Ronin Faction
Veridius has been given many gifts, to help this Faction seek
eternal life. He has embraced rather unorthodox methods of
problem-solving as he inevitably descends into middle age.
Strengths: Regenerative Abilities, Indestructible Sword
Weakness: Extreme Arrogance
193
Kickstarter Factions
The Strengi
Belief: Might makes right
The Ladder
Belief: A person is only responsible for their own actions
194
The Green Ronin
Belief: The secrets of this world will destroy us.
The Fallen
Belief: No one is beyond redemption.
The Seekers
Belief: True Immortality is the only and ultimate goal
195
Ludography
3:16 Carnage Amongst the Stars, by Gregor Hutton. (BoxNinja 2009)
Fate Core System, by Leonard Balsera, Brian Engard, Ryan Macklin and
Mike Olson. (Evil Hat Productions, 2013)
196
Mage: the Ascension, Revised Edition, by Dierdre Brooks, John
Chambers, Lindsay Woodcock. (White Wolf Publishing, 2000)
197
STEP 1 STEP 4 STEP 6
List your Favourite Media Establish Facts Create Setting Beliefs
GAME MODERATOR GAME MODERATOR
PLAYER 1 GAME MODERATOR
PLAYER 2 PLAYER 1
PLAYER 3 PLAYER 1
PLAYER 4 PLAYER 2
PLAYER 5 PLAYER 2
PLAYER 3
STEP 2
Gather Inspirations PLAYER 3
PLAYER 4
GAME MODERATOR
PLAYER 4
PLAYER 1
PLAYER 5
PLAYER 2
PLAYER 5
PLAYER 3
PLAYER 4 STEP 7 Rank the GMs Attributes
See GM sheet
PLAYER 5
STEP 8 Create the Factions
See Faction sheet
STEP 3 STEP 5
Describe the Genre Create a Title STEP 9 Create Faces
See GM sheet
GENRE TYPE
STEP 10 Create Ties
See Faction sheet
DESCRIPTOR
STEP 11 Create Agendas
Index Card
Created using symbols from The Noun Project collection SPARK SETTING WORKSHEET Latest SPARK RPG resources are available from
http://www.genesisoflegend.com/
SPARK FACTION SHEET
1 2
NAME NAME
MANDATE MANDATE
1:2 2:1
1:3 2:3
1:4 2:4
TIES 1:5 TIES 2:5
1:6 2:6
3 4
NAME NAME
MANDATE MANDATE
3:1 4:1
3:2 4:2
3:4 4:3
TIES 3:5 TIES 4:5
3:6 4:6
5 6
NAME NAME
MANDATE MANDATE
5:1 6:1
5:2 6:2
5:3 6:3
TIES 5:4 TIES 6:4
5:6 6:5
e Noun Project collection Latest SPARK RPG resources are available from
egend.com/
SPARK
GM: Setting:
Genre: Descriptor:
ATTRIBUTES FACES
Name
Faction
Strengths
Weakness
Name
10 10 10 10
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
Weakness
Name
Faction
Strengths
BODY HEART MIND SPARK
Latest SPARK RPG resources are available from Weakness
egend.com/
SPARK BELIEF SHEET
GM : PLAYER 1 :
SETTING BELIEF 1
SETTING BELIEF 2
SETTING BELIEF 3
PLAYER 2 : PLAYER 3 :
PLAYER 4 : PLAYER 5 :
e Noun Project collection Latest SPARK RPG resources are available from
egend.com/
SPARK
PLAYER: Concept:
CHARACTER: Setting:
BELIEF 1 INFLUENCE
POOL
Gain influence when you challenge
one of your Beliefs, or all three of
someone elses Beliefs have been
challenged
BELIEF 2
10 10 10 10
BODY HEART MIND SPARK Latest SPARK RPG resources are available from
http://www.genesisoflegend.com/
SPARK
Overview of a Scene
FRAMING CONFLICT
1. Everyone rolls their Spark die. In descending order, each 1. Each person chooses to propose a declaration, support a
player chooses one of the following options. declaration, or abstain.
2. e person with the highest score chooses to seize the 2. Each person proposing a declaration selects their relevant
Platform, Tilt or Question. attribute die, increase one-step per person supporting them.
3. e person with the second highest score chooses one of the 3. Each person rolling adds a +1 bonus if a Broad Talent
two remaining options. applies, +2 if a Common Talent applies and +3 if a Deep
Talent applies (Max of +6 for one of each)
4. e person with the third highest score chooses what
remains. 4. Roll dice.
5. Every player who does not frame part of the scene may 5. er
control Major NPCs. Harm to gain +2 per level.
Anyone is able to make provocative declarations that may 1. uence token and determine
ect other characters, take a if its been challenged.
character out a scene, force someone to act, force someone to
answer a question or establish a new fact about the setting. 2. Give the tokens to the owners of those challenged Beliefs.
ict after a declaration by saying
ict 3. If all three of someones Beliefs are empty, give everyone
ll that portion of the Belief sheet.
If the question has been answered, anyone may end the
scene by saying And we move on. 4. Remove on Harm from each persons attribute, if applicable.
SCENE DYNAMICS
CONFLICT
Closing: The end of the scene where you Closing Phase Pg. 90
distribute Influence and remove Harm.
GM: The Game Moderator. The single Game Moderator Role Pg. 8
person playing the game responsible
for portraying the setting and How to GM Spark Pg. 108
guiding the majority of the NPCs.
Every hardcopy of this game includes electronic copies of the game in PDF, Epub and Mobi formats.
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