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Dragons Conquer America Wiki

## Welcome to the Dragons Conquer America Wiki

The wiki for the forthcoming Dragons Conquer America role playing game

## Welcome, fellow adventurer

Every journey has its own origins story, and this time you’ve showed up right in time to play it. Flick through the pages of this journal and start shaping a New World with us. It’s in your hands.

First things first: role playing games are meant to be played, so take a deep breath and prepare yourself to re-ally discover not only a new setting but a whole new set of mechanics as well.

Fear not, you will not be alone: we have already gathered a group of hundreds of people to play the game, and ourselves will be available through our various outlets at all times.

Having said this, let’s assess the situation, one question at a time.

### What is Dragons Conquer America?

Dragons Conquer America (aka DCA) is a living fantasy role playing setting that is currently under development. It will take you back to the 16th Century when European invaders reached American soil and unleashed a genocidal conquest.

### Dragons, magic... what’s going on here?

Even though we take into consideration real world events and cultures, including prejudice, DCA is a fantasy setting. Magic is real and used in everyday life, and fantastic beasts such as Dragons and Feathered Serpents exert true influence in societies.

The magical elements will find their way to the mechanics of the game, and you, as a player, will be able to perform awesome supernatural deeds.

### What is “The Coatli Stone”?

The Coatli Stone is the wiki you are reading now. It’s also episode “zero” of Dragons Conquer America, an introductory adven-ture that will serve as a prologue to the setting AND as a way for us to playtest the mechanics.

It is also a way to raise awareness of our upcoming Kickstarter campaign that will fund the Episodes I & II of Dragons Conquer America, two full blown campaigns  that will shape the future of the setting.
> *The events that transpire during Episode 0: The Coatli Stone will affect the power dynamics of the factions towards the future core book of the setting. Your actions will shape the course of history.*
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> *We are aware of the delicate nature of portraying other cultures in media. That’s why we are telling a story we feel confident telling, a clash between the Mexica, the Maya, and the Spaniards (the writer of DCA is Mexican and we are Spanish ourselves).*
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### What do I need to play it?

To play this game you need this wiki, a GM, 2 to 4 players, and, to be able to use the RPC Engine system, a poker deck.

## Latest activity

Photos and videos are a great way to add visuals to your wiki. Add one below!

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Literate

A Talent related to the Knowledge Skill.

## Detail

You know how to read and write in all the languages you know.

While your Skill’s value needs to be high enough for you to obtain this Talent, it won’t occupy a Talent slot (e.g. If your Knowledge’s value is 9, you can have any four Knowledge Talents and additionally this one).
Word of God

### Description

**INSTANT**: Use this at any time to be able to speak in a foreign language until the end of the Scene.
OR

**REACTION**: After declaring an intimidation action against a Christian use this ability to gain one advantage. It does not stack.

### Spell Type

**Priesthood Scriptures**, **Christian**

A Priesthood Scriptures Spell which is known by Christian characters with sufficient Talent.
Time-Sensitive Events

TIme-Sensitive Events (TSEs) are time sensitive problems that pose an obstacle to the characters and are not triggered by another character.

There is a wide range of events and things that can generate a TSE, such an avalanche in a mountain, or a trap going off. It is the job of the GM to determine when such obstacles should be considered TSEs for the purpose of confrontations, and to establish their level.

A TSE plays as many cards as its level. It is recom-mended that in order to present a minor challenge, a TSE should play as many cards as the PC, a moderate challenge should play one more card, and a hard one, two more.

*If you consider a TSE easy enough to overcome that it should play fewer cards than the PCs, simply let them perform the action with-out a confrontation.*

The GM should consider the difficulty of the task and level of the characters and the needs of the story to de-cide how long it takes them.

> *E.g. Pachacuti has Survival 3. She is trekking through the mountains with enough supplies for one month, and the GM determines it would take a skilled trek-ker two weeks to travel this route. Pachacuti is only an average traveller, so the GM determines she can do it without a confrontation, but it takes her a whole month, exhausting her supplies.*
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Otherwise, if the characters are in a hurry or are using a Skill with a value of 0, a TSE will confront them as if it was an NPC, playing a number of cards against them equal to its level and with an initial action value of 0. TSEs do not have a Skill value, and they do not suf-fer a disadvantage because of it.

> *E.g. If Pachacuti were in a hurry (perhaps she does not have a month worth of supplies, or she has somewhere to be), she could push her luck and trek through the steppes faster. In this case, the GM determines that Pachacuti is confronted by a TSE. If she loses, she could end up delayed, lost, or even worse, as determined by the GM; but if she succeeds, she completes the trek faster.*
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TSEs do not have a hand of cards to play during con-frontations. Instead, whenever they can play a card, they play the first card from the top of the deck, which never triggers any drawing card mechanics.
Sacrifice

### Description

Gain Spirit at the end of a scene in which you killed or gave to be killed a living being during an appropriate Ceremony (it needs to be very large, or symbolically important to your religion) or burned a prized possession to appease the Saints.
Up to two people might gain Spirit or Transcend from a sacrifice: The person who provided the sacrifice and the person who performed the sacrifice.

### Transcendence

If you try to Transcend, you might gain one advantage per each of the following instances:* The object burned was specifically valuable to the Saint you pray to.
* The sacrificed individual was properly prepared for at least one month before sacrifice.
* The sacrificed individual was important to you (e.g. a family member, a friend).

Or you might gain one disadvantage per each of the following instances:

* The sacrificed individual panics or resists sacrifice *(this can be mitigated by drugging them)*
* You sacrifice a living being that is not human and it is not an important animal to your religion.

A Ritual known primarily by Native characters.
Dragons

Dragons have been a part of the catholic world for more than a thousand years, ever since Saint George tamed and converted the legendary Wyrm of Silene in the third century AD.

From that moment, the European dragons that would otherwise have been massacred by human knights and soldiers became instead a valuable resource of human armies.

For the last millennium, warfare has been shaped by the presence of Dragon Riders, and their use has allowed European kingdoms to secure lasting power over their lands.

The most famous examples were the Crusades, where Richard the Lionheart’s catholic dragons defeated Saladin’s djinn army and sacked the Holy City; the legendary battle where St. Joan of Arc and her Holy Dragon defeated Richard’s descendants, thus ending the so-called Hundred Years’ War; and the liberation of Castile from Moorish forces, at the hands of the freedom force led by Jimena Díaz de Vivar, still remembered as La Saida Campeadora – the most famous dragon rider in history.

Now, however, as every army and kingdom owns a mandatory dragon force of roughly equal power, European forces have come to a stalemate. Unable to expand into each other’s borders, they have turned to new routes for trade and conquest, taking their dragons to previously uncharted lands.

Twenty years ago, Christopher Columbus found such a land – a whole New World, it seems, waiting to be discovered in the middle of the Western Sea. European Kingdoms were quick to send their own ships and dragons to the new territo-ries, looking for new lands to expand into and riches to exploit.

But this land is, of course, inhabited.

And Here, too, Be Dragons.

New World dragons differ from their European counterparts in their sleeker, larger bodies, their lack of lower limbs and the beautiful plumage that adorns their scales. The most important difference, however, is that these dragons have never been converted to any religion or allegiance.

They are free and wise, and have many natural abilities that humans would call sorcery – and indeed humans could only imitate by limited prayers and crude spells. Many of these dragons can even take on human form, and of course only allow themselves to be mounted by those they choose.

It goes without saying that these dragons do not serve their human neighbours; in fact, humans often revere them as divine beings. In return, dragons take care of them, as a shepherd takes care of his flock; thus New World natives have no dragon armies, but are under dragon protection. And their gods won’t take kindly to a swarm of lesser lizards invading their land.

However, even if the Catholic dragons of European armies are generally less powerful than their New World counterparts, they are far more numerous and better organised.

God only knows what will happen when both forces collide - and which side He will favour.
Baptism

### Text

*This is life eternal, that they may know thee the only true God, and Jesus Christ, whom thou hast sent.*

## Spell Detail

### Description

You convert a willing character to Christianity (it cannot be performed on a character who had been Christian or is already a Christian). From now on that character will consider Christianity his religion and will be banished from all others, his Spirit will be reduced to zero, but he will keep his Corruption. He’ll lose any Schools of Magic that he had that cannot be chosen by a Christian (without recovering the experience points spent on them) and the Common Spells from his previous religion; in exchange he’ll gain the Christian common Spells.
Performing a Baptism allows you to obtain Spirit through the Ritual of Conversion if you have that Ritual. If the character being converted was lying about his intentions and was protected by a spell from another religion, the Baptism is a failure without you knowing so - it also means that the Ritual of Conversion automatically fails as if you tried to Transcend and failed with a critical.

### Spell Type

Priesthood Scriptures, Christian Spells

A Priesthood Scriptures Spell which can be known by Catholic characters with sufficient Talent.
Giadrome

**Giadrome** is a Bird Wyvern introduced in 2007 video game called *Monster Hunter Freedom 2*. It is physically very similar to the Velocidrome, the only key difference being the pale blue coloration and the presence of a frost sac. The Giadrome is quite territorial towards other monsters and other Giadromes. It travels alongside its pack and coordinates attacks using barks and calls. The Giadrome is found in the Snowy Mountains and Clamorous Ridge.

## Powers and Abilities

Not only does it sport more powerful attack power and higher defense than ordinary Giaprey, it is also capable of spitting a frozen substance that can immobilize prey and foes alike.
Ghost Canth

The **Ghost Canth** appeared in 1984 TV series called *Choudenshi Bioman*. The Ghost Canth (ゴーストカンス *Gōsutokansu*) is a Mecha-Gigan of Neo Empire Gear, assisting Mason and Meltzer.

The Ghost Canth is sent out by Doctor Man to create ghostly illusions to battle Bioman as he tries to reach out to Shuichi Kageyama, his actual son, in hopes of having him join him as his new Gear commander. During the first battle, the Bioman don't know how the illusions are created until Green2 uses his Super-Electron Scope to find the Ghost Canth and forces them to try and take down the giant, only for it to escape.

During the second battle, Bioman has an easier time dealing with the Mecha-Gigan's apparitions when they attack a warehouse that revealed to Shuichi his father's transformation into Doctor Man. When they fight the giant, it creates illusions of defeated Mecha-Gigan in hopes of confusing and hurting them, only for the team to use a Super Flash of their Super Maser to eliminate the illusions and ultimately finishing the Mecha-Gigan off with Straight Flash.

## Powers and Abilities

A ghost-themed Mecha-Gigan with a projector that creates ghostly images, either smaller images such as ghosts and other supernatural creatures during its initial battle, then emissions of the "ghosts" of defeated Mecha-Gigan during its final battle. For combat it has an electric rod for the left hand.
Divine Hands

### Text

*‘For I will restore you to health And I will heal you of your wounds,’ declares the LORD, ‘Because they have called you an outcast, saying: “It is Zion; no one cares for her.”’ - Jeremiah 30:17*

## Spell Detail

### Description

Target a character in physical contact with you or choose yourself as the target - but, you cannot choose a character who already has been the target of this Miracle during this Scene.
The action will be confronted by the character’s wounds, as if it was a Medical action (but performed with your Rites Skill). If successful, remove one injury from the target or remove one Poisonous effect of any level.

### Spell Type

**Old Testament Scriptures**, **Christian**

An Old Testament Scriptures Spell which can be known by Catholic characters with sufficient Talent.
Pater Noster

### Text

*Our Father in heaven, hallowed be your name. Your kingdom come. Your will be done, on earth as it is in heaven. Give us this day our daily bread. And forgive us our debts, as we also have forgiven our debtors. And do not bring us to the time of trial, but rescue us from the evil one.* [ENGLISH]"Pater Noster, qui es in caelis, sanctificetur nomen tuum. Adveniat regnum tuum. Fiat voluntas tua, sicut in caelo et in terra. Panem nostrum cotidianum da nobis hodie. Et dimitte nobis debita nostra sicut et nost dimmitimus debitoribus nostris. Et ne nos inducas in tentationem, sed libera nos a malo." [LATIN]

## Spell Detail

### Description

After starting a non-Charisma, non-Knowledge action or check use this ability to gain one advantage. It does not stack.

### Spell Type

Common, Catholic

A Common Spell, known by Catholic characters.
Exhaustion

Although characters can only perform one action during their turn, it is possible that they end up performing several actions during a single Round if they are targeted by the actions of other characters.

To represent the extra effort required to face many challenges almost simultaneously, characters suffer a disadvantage every time they use a Skill they have already used during the current Round. This effect stacks, so the third time they use the same Skill during one Round they will suffer two disadvantages, the fourth time three disadvantages, and so on.
Gazimon

**Gazimon** appeared in the 1999 TV series animated called *Digimon Adventure*. Gazimon is a Mammal Digimon. A Mammal Digimon with large, sharp claws. It is bipedal, which is rare amongst Mammal types; the claws on its forelegs likely evolved to allow its forelegs to be used as arms, therefore resulting in its bipedalism. It has an extremely aggressive temperament despite its small size, and it never warms up to humans. Although the claws on its forelegs are very effective at attacking, they are also surprisingly suited to digging holes, which it always does as it enjoys watching other Digimon fall into its pitfalls due to its mischievous personality. Gazimon is a gray canine Digimon in long ears like a rabbit and a long, cat-like tail with three belts on the end of it. It has large, black claws on its forelegs which are used as arms when it stands upright.

## Attacks

* **Electric Stun Blast** (*Paralyze Breath*): Creates a gaseous black gas from their mouths, is a paralysis move.
* **Pitfall**: Uses its claws to dig a pitfall under its enemies.
Small Illusion

### Description

Create the illusion of any small (about child-sized) object or creature, such as a flowered bush, a piece of clothing or a snake.
Onlookers might detect the illusion, which you can confront with your Rites Skills.

### Spell Type

**Illusion School**

A Spell which may be known by Native characters with sufficient Talent.
Ixcahuina

### Curse of the Flesh

*Action*: He chooses a target within his sight up to 20 metres away. The target must perform a Rites Check against Ixcahuina, if he fails, the target gains:

REACTION: At the end of each Round, suffer one random injury.

### Judge of Character

Characters trying to lie to him suffer one disadvantage.

An NPC introduced in Episode 0: The Coatli Stone.
The Dice

While the rules are written using cards as the base mechanic, DCA can be played with D6 (D6 are dice with 6 faces).

You need to have 5 different colours of D6 dice. You’ll use four types to represent each of the four suits, and the fifth to represent the jokers.

## Playing with Dice

Whenever a rule establishes that you should do something with a card, instead you’ll do it with a die.

Playing with dice follows the same rules as playing with cards, with the difference that they add another step to resolve a confrontation.

Whenever a rule says card, you should read it as dice. When it says the hand of cards, read it as your dice pool; and read the deck as the reserve instead.

## The Reserve

Similarly, to what happens with the cards in the deck, there are dice that are not in any player’s pool. This is called the reserve, and it is shared among all players.

For every 3 players using dice, you need one set of 25 dice, 6 in each colour plus one to represent the joker in a different colour. It is best if the dice are of the same size and texture and cannot be distinguished by touching them.

The reserve of dice should be put in a place easily ac-cessible to all the players but that somehow doesn’t let them see the dice themselves, such as an opaque bag that prevents players from knowing which die they are drawing.

Whenever a die is used it is put back in the reserve, and whenever a die is drawn, it is taken without looking from the reserve. When a rule asks to “play a card from the deck” instead, draw a random die from the re-serve and roll it.

## The Pool of Dice

Similar to the hand of cards, players using the dice rules have a pool of seven dice. If you are playing with dice and a rule refers to your hand of cards, consider it refers to your pool of dice instead.

Every time you would need to draw a card to your hand, draw a die from the reserve and add it to your dice pool instead.Every time you need to play a card, choose a die from your pool and roll it.

After a die has been rolled, it goes back to the reserve (which could trigger a rule that allows you to draw another one).

The main difference between playing with cards and dice is that with cards you know the value of what you are playing beforehand, whereas with dice you have to roll it at that moment and see. During confrontations, this is balanced out with the dice-only step that allows you to flip the dice you roll.
Transmutation

### Description

Use this ability to make a creature or object adopt the appearance of a creature or object of the same size. You can change anything you imagine into anything else, provided the GM approves it and both forms are roughly of the same size. You can only turn the target into a form that is known to you. For example, you can turn a stick into a snake or a boy into a wooden idol, but not a man into an ogre or a girl into an elephant. The Spell has effect until you spend an action to cancel it.Onlookers might detect the illusion, which you can confront with your Rites Skills, or the Stealth of the affected character if any. If the target is a living creature and does not cooperate with the deception – that is, acts in a way that completely contradicts the nature of its illusory form – then onlookers will gain one or more advantages towards detecting it.

If the illusion impersonates an existing character bare in mind that the illusion will only be visual (the voice, facial expresions, and other characteristics of that character will need to be acted out), and therefore characters who knew the impersonated character might gain an advantage towards detecting it (evil creatures or spirits taking over bodies are not rare, so most people know this is a possibility).

A Spell which may be known by Native characters with sufficient Talent.
Ave Maria

### Text

*Hail Mary, full of grace, the Lord is with thee; blessed art thou amongst women, and blessed is the fruit of thy womb, Jesus. Holy Mary, Mother of God, pray for us sinners, now and at the hour of death. Amen.*

## Spell Detail

### Description

During your turn gain one Magic Resistance until the end of the Scene. It does not stack.

### Spell Type

Common, Catholic

A Common Spell known by Catholic characters.
Deformity

### Detail

At the end of the Session, the character feels unclean and corrupt; he gains the trait Deformed, he has suffered a physical and visible deformity that make him look hideous and corrupted, and most characters from any faith will shun him, not by prejudice but by basic instinct.
A deformity may only be reversed if the character somehow loses all his Corruption and then he is the successful target of a magical Medical action confronted by a level 3 TSE.

A Native Curse.
Erumpent

The **Erumpent** appeared in 2016 movie called *Fantastic Beasts and Where to Find Them*. The Erumpent was a huge African magical beast. It resembled a rhinoceros with a roundish body. It was a powerful creature, with a thick hide capable of repelling most curses and charms, a single long horn, and a thick tail. They were treated with great caution and respect by African wizards and witches. Male Erumpents produced musk.

The Erumpent did not attack unless provoked, but the results were usually fatal. The horn could pierce skin and metal, and the horn contained a deadly fluid that caused whatever was injected with it to explode. There were rare occasions when the injected object or being did not explode, as in the case of Wilfred Elphick, first wizard to have been gored by an Erumpent. As his Chocolate Frog Card depicts him in bandages, but very much alive, it can be assumed that he survived the attack and did not explode.

When Newton Scamander's Erumpent injected its fluid into a tree on the night of 6 December 1926, it did not explode right away. Instead, it liquefied like glowing bubbles before exploding and fell to the ground.

Erumpent numbers were not large, because male Erumpents frequently blew themselves up during mating season. Erumpents only gave birth to one calf at a time.

Erumpent horns, tails, and Exploding Fluid were all widely used in potions, although they were listed as Class B Trade able Materials.

An erumpent was one rare possible corporeal form of the Patronus Charm.

Female Erumpents could reach five times the size of a non-magical hippopotamus, though it was considered medium-sized in Magizoology.
Ghoulmon

**Ghoulmon** appeared in 2006 videogame called *Digimon World Data Squad*. Ghoulmon is a Demon Lord Digimon. Like Daemon, it was originally a high-ranking Angel Digimon, but it fell to the Dark Area and is now one of the Demon Lord Digimon. Even though it is a Demon Lord Digimon, it is different from other Fallen Angel and Devil Digimon in that it does not run the whole gamut of wickedness, but instead does its utmost to carefully maintain a position of neutrality; despite this, it is easily manipulated by the cunning Barbamon. However, it is a terrifying Digimon, and it is told that at the time of the approaching final battle, that whitened appearance will change to jet-black darkness, and it will transform into a god of destruction.

Its multitude of eyes and association with death may be a reference to the mythological Samael.

## Attacks

* **Death Arrow**: Fires arrows of death from the evil eyes on its hands.
* **Explosion Eye**: Fires a laser beam from its central eye when it shines deep crimson.
* **Grey Claw**: Attack with its claws.
* **Death Wave**: Confuses the enemy with a strange radio wave.
Elemental Illusion

### Description

Use this ability to create the illusion of a large (about house-sized) elemental event, such as a cloud, a fire or a lightning bolt. It needs to be something simple and general as determined by the GM. Onlookers might detect the illusion, which you can confront with your Rites Skills.

### Spell Type

**Illusion School**

A Spell which may be known by Native characters with sufficient Talent.
Beast Transmutation

### Detail

At the end of the Session, the character must perform an Easy Rites Check (+0) or become an unclean animal, such as an owl, toad or vulture, permanently. This transmutation works as the Nahualotl spell Skin Change, except the character can’t return to human form. The character can only return to human form if he loses all his Corruption and then somehow learns and uses the Skin Change spell to return to normal.

### Religion(s)

**Native Religions**

A Native Curse.
Reach

Every melee weapon has a different reach. Unarmed attacks and weapons that do not specify their reach have reach 1 by default.

If you are playing with miniatures or tokens, reach 1 allows you to attack miniatures that are in contact with your base or, if you are using a grid, miniatures that are in a space adjacent to yours. Otherwise, reach 1 allows you to attack anything a couple meters away from you. Additional levels of reach multiply that, therefore reach 3 allows you to attack anyone up to three spaces away from you, or 6 meters away.

Characters can use their Melee Skill and weapons to counter attacks from opponents with longer reach. But, even if successful, they won’t be able to deal damage if they cannot reach (instead they could deal deterioration to their attacker’s weapon). This is to represent the character fencing off the attack with his weapons, but being unable to reach his opponent’s body.

## Enguard

Characters with Reach higher than one can perform the Enguard action. After performing this action you can remain Enguard for as long as you do not take damage, nor run, climb or jump. While Enguard you gain the following ability:

Instant: At any time a character is at your maximum Reach you can pause his activation to perform an attack against him, and then resume his activation. If your attack is successful - in addition to dealing damage - you will stop him from moving closer to you if that was his intention (which, if he has lower Reach, he might need to attack you). If failed, he breaks your guard and you are no longer Enguard. Limited to once per Round.

> *E.g. Carlos has a Reach 3 pike, while Mauri has a Reach 1 sword. Carlos is Enguard, and Mauri tries to approach him for an attack. Carlos triggers his enguard ability, pausing Mauri’s movement action to perform an attack with his pike. Mauri counters this attack with his sword.*
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> *If Carlos is successful Mauri will take damage from the pike and when he resumes his movement action he cannot continue to move towards Carlos. Carlos has managed to keep his ground, and he remains enguard.*
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> *If Mauri is successful, because his sword cannot reach Carlos, he cannot deal damage to him, but he can deal deterioration to Carlos’ pike. Additionally, he has broken Carlos’ guard and there-fore when he resumes his movement he can ap-proach him so he can get him next round.*
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Eucaristia

### Text

*For I received from the Lord what I also delivered to you, that the Lord Jesus on the night when he was betrayed took bread, and when he had giv-en thanks, he broke it, and said, “This is my body which is for you. Do this in remembrance of me.*

## Spell Detail

### Description

All other willing Christian characters near you are the target of this Ceremony, and after taking part in it they can use one Pater Noster and one Ave Maria for free. It does not stack.
You’ll gain one Corruption for each character who benefited from this and had Corruption.

### Spell Type

**Priesthood Scriptures**, **Christian**

A Priesthood Scriptures Spell which can be known by Catholic characters with Talent.
Deterioration

Deterioration is an advanced rule that can be used to add another layer of interest to campaigns. It is recom-mended when playing adventures based around a survival theme, but it might be cumbersome and unfocused when playing campaigns based around diplomacy.

Pieces of gear with a deterioration track can be affected by deterioration. Deterioration is suffered with use or by being affected by abilities. You can track the deterioration ticking it off or placing a token on the corresponding space on the deterioration track starting from left to right.

Every time the deterioration of an item reaches a space with an icon, its effects are triggered. After a piece of gear reaches ten deterioration, it triggers the effects of the last icon on its track as many times as its deterioration points over ten each time it suffers additional deterioration.

> *E.g. If an item with 10 deterioration gains 3 additional deterioration, it triggers the effects of its last icon three times (even if it is not in the tenth space of the deterioration track).*
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## Deterioration Icon Effects

### Jammed

Forced reaction: After a piece of gear reaches a jammed icon, discard a card from the top of the deck. If it is a 1 or 2 it is jammed and can no longer be used until a character spends an action cleaning it.

### Broken

Forced instant: After a piece of gear reaches a broken icon, it can not be used any longer, or suffer any additional deterioration (this is particularly important for shields, as a character cannot use their Shielding ability to suffer deterioration if that would take the shield past its Broken icon).

### Compromised

Forced reaction: After a piece of gear becomes Compromised, discard a card from the top of the deck. If it is a 1 or 2 it becomes broken and can no longer be used.

### Faulty

Forced reaction: After a piece of gear becomes Faulty, characters suffer one disadvantage when using it.

### Dull

Forced reaction: After a piece of gear becomes Dull, it deals one less damage than usual.

### Special

Some items have special deterioration effects, in which case they are described in their respective description.

### Ripped

Forced reaction: After a piece of gear becomes Ripped, it provides one less armour than usual.
Gelatin Jellyfish

The **Gelatin Jellyfish** appeared in 2011 videogame called *Toriko: Gourmet Survival*. The Gelatin Jellyfish (ゼラチンクラゲ *Zerachinkurage*) is a lively and hostile breed of carnivorous jellyfish with an actual brain inside its bell, and its bell appears to be made from a type of gelatin, hence its name. It appears as an enemy in *Toriko: Gourmet Survival* and *Toriko: Gourmet Survival 2*.
Fighting Heresy

### Description

Gain Spirit at the end of a Scene in which one or more heretic or pagan characters have died due to damage dealt by you or because of your influence (e.g. you order them killed, you plotted for their death) as determined by the GM.

### Transcendence

If you try to Transcend, you might gain one advantage per each of the following instances:* Multiple characters were killed.
* Any of them were important to another religion (e.g. a Priest).
* Any of them had the trait Demonic.

A Ritual known primarily by Christian characters.
Absolution

### Text

*May our Lord Jesus Christ absolve you; and by His authority I absolve you from every bond of ex-communication and interdict, so far as my power allows and your needs require. Thereupon, I ab-solve you from your sins in the name of the Father, and of the Son, and of the Holy Spirit. Amen.*

## Spell Detail

### Description

You must listen to another Christian character, who willingly and repented must reveal to you all his sins since his last confession. Then, you will assign them a penance and absolve them. The GM must listen closely to all of this.Based on what she has heard, the GM then decides by how much she’ll reduce the sinner’s Corruption - which she does in secret. In general, if everything was done correctly, she should reduce it as much as the sinner’s Rites Skill value.

If the sinner forgets or avoids mentioning some of his sins or if the penance does not seem strong enough - as determined by the GM; the GM can consider that the Absolution failed completely or partially, and not reduce at all the sinner’s Corruption or just reduce it a few points, also in secret.

Additionally, if the sinner does not complete his penance in a reasonable time he’ll suffer twice as much Corruption as his Rites.

### Spell Type

**Priesthood Scriptures**, **Catholic Spells**

A Spell from the Priesthood Scriptures, known by Catholic characters with sufficient Talent.
Counteractions

A counteraction is an action performed to counter or avoid another character’s action. Attacks are considered valid counteractions against other attacks, and if they are successful they are resolved as if the character managed to avoid their opponent’s attack and hit them instead.

Characters can confront any number of actions that target or directly affect them during each Round. However, performing one or more counteractions causes a character to become Spent, and forfeit their turn if they have not taken it yet.
Prejudice System

The 16h Century, for all its enlightenment, was a pretty dark age for diversity.  Uncontrolled slavery, rampant xenophobia, ingrained misogyny... All of them and more were part of the different cultures.

To reflect this fact, we have introduced an optional prejudice system (you do not have to use it, if you don’t feel comfortable about it). In it, each player will have the Prejudiced Trait during Character Creation. The GM will at all times be able to trigger  this trait to test the characters against their inner demons.

As the campaigns advance and players bond with each other, they will be able to increase their Tolerance Skill and get rid of their prejudices one by one, becoming better people in the process.
Mometzco Pinqui

### Description

Only female spellcasters may use this ability. The first time you cast this Spell choose a type of predatory bird (such as a falcon, eagle, owl or vulture), every time you cast this Spell you’ll become the same bird.
Use this ability to remove your own legs and change them for the wings and legs of your bird.While in bird form, you:

* Gain the ability to fly. You’ll move as fast as the animal you choose.
* Gain 1 advantage towards Athletic, Melee and Stealth.
* Cannot use Crafting, Riding, Charisma, Medical or Order Skills.

You may remain in bird form for as long as you like, but you must keep your cut legs somewhere safe and spend an action to put them back on to return to human form. If you ever misplace your human legs, you become trapped in bird form until you recover them and put them on.

### Spell Type

**Nahualotl**, **Native**

A Spell known by Nahualotl characters with sufficient Talent.
Teotlipan Moquetzani

### Description

This ability is often used by a group of 2 to 4 spell-casters working together and sharing the high Spirit cost equally.
This ability summons the essence of a Dragon, Divine Spirit or Saint to live inside a living person with no Corruption. The person becomes '*Teotlipan Moquetzani*, that is, an avatar of the chosen Saint or divine spirit.

If the target of this ability has any Corruption, the spell fails automatically.

The Teotlipan Moquetzani gains the following:

* 1 advantage to confront the next effect or action that would result in his death, unless it is a Sacrifice Ceremony.
* 1 advantage on Skill checks and actions related to the Saint’s power or area of influence.
* Any Mesoamerican characters, or followers of the Mesoamerican religion, within sight of the Teotlipan Moquetzani gain 1 advantage on all Discipline Actions and Checks.

All these abilities are lost immediately if the Teotlipan Moquetzani gains even 1 point of Corruption.

The effects of being a Teotlipan Moquetzani last for a full day; the Teotlipan Moquetzani may spend 1 Spirit and a Ceremony to refresh the effect on himself for another day.

A Spell known by Nahualotl characters with sufficient Talent.
Gameron

**Gameron** appeared in 1966 TV series called *Ultra Q*. Gameron (ガメロン) was a small turtle kaiju that appeared in *Ultra Q* episode 6.

Born as a regular turtle, Gameron was given a chemical by a boy named Taro in his biology lab. Little did anyone suspect that the chemical was actually a top secret mutagen that the school had been given by mistake. Later that day Gameron grew much larger and managed to scare off a pair of robbers that were trying to kidnap Taro. After Taro got on the turtle's back Gameron started to fly across Tokyo and went into the ocean to find the Ryūgū-jō.

Upon arriving, Taro met a young Otohime, the beautiful daughter of Ryūjin, the god of the sea. She was obnoxious, and started to anger him. After Taro used Gameron to follow her, Otohime created Kai Dragon out of a missile. She flew atop the dragon, and managed to fire a few fireballs, taking out the large turtle. Taro fell towards the sea, but Otohime managed to rescue Taro from drowning. She fixed his burned clothes and gave him a a box which will protect him as long as he didn't open it before she brought him back to reality. When Taro awoke, he told everyone about everything he experienced but they laughed, noting his story is similar to the legendary Urashima Taro. Forgetting the little girl's warning, Taro furiously opened the box, turning old but however awakened for real as the whole thing was a dream. Ever since the incident, Taro grown fed up with turtles except for his classmates, as all of them started to grow fond of turtles.

## Powers and Abilities

* **Intangibility**: Gameron is capable of walking through walls. He can also take other beings with him should they be on his back.
* **Flight**: Gameron can fly in the speed of Mach 3.
Exeggutor

**Exeggutor** appeared in 1996 video game called *Pokémon Red & Green*. Exeggutor is a Coconut Pokémon. Exeggutor's three heads all have minds of their own, and every decision involves a telepathic discussion. Sometimes one of the heads drops to the ground and grows into an Exeggcute.

## Alolan Exeggutor

In the tropical sun and sand, Exeggutor grows exceptionally tall, unlocking draconic powers that are hidden deep within. Trainers that are in Alola are very proud of the tree-like Exeggutor and consider this to be its ideal form.
Gammaizer Electric

**Gammaizer Electric** appeared in 2016 TV series called *Kamen Rider Ghost*. Gammaizer Electric (ガンマイザー・エレクトリック *Ganmazizā Erekutorikku*) is one of the 15 Gammaizers, the godly protectors of the World of Gamma. When taking the human forms of Adel, it is called **Adel Electric** (アデルエレクトリック *Aderu Erekutorikku*).

Gammaizer Electric appeared in the Prayer Chamber with the other Gammaizers as pillars until they appeared with the others to Adel, taking his image.

Gammaizer Electric along with the other 12 Gammaizers and an illusory duplicate of Gammaizer Fire appears to attack Deep Specter and Necrom but saved by the appearance of Ghost Mugen Damashii. It attempted to attack Ghost's new Mugen Damashii form in a united front with the remaining Gammaizers, but their combined attacks had no effect. After Gammaizer Liquid was destroyed, it and the remaining 11 Gammaizers retreat.

Gammaizer Electric along with the remaining 10 Gammaizers appears next to Adel. It fought against Ghost Grateful Damashii and the 15 Damashii Parka Ghosts and easily defeated them, with Gammaizer Electric taking out Edison, before merging with Adel to transform into his Perfect Gammaizer form.

Following Perfect Gammaizer's disastrous confrontation against Ghost Mugen Damashii, Gammaizer Electric was left as one of the final three Gammaizers surviving alongside Gammaizer Time and Gammaizer Oscillation.

Along with the other 2 surviving Gammaizers, Gammaizer Electric was reunited with the other destroyed Gammaizers after Adel connected to the Great Eye and together with other 14 Gammaizers, all doppelgangers created by each Gammaizer is merged into a new copy.

Gammaizer Electric and the other 14 Gammaizers are briefly summoned by Adel for preparation for Demia.

Gammaizer Electric makes a brief appearance when Makoto tries using the Deep Specter Eyecon to connect to them but only lasts for a second. Gammaizer Electric together with the other 14 Gammaizers use their power to create another Deep Specter Eyecon for Makoto doppelganger.

Gammaizer Electric appears together with the other 14 Gammaizers to launch out attacks all at once at Ghost Mugen Damashii, Deep Specter and Necrom.

After Adel attacks Ghost Mugen Damashii, Deep Specter and Necrom, Gammaizer Electric and the other 14 Gammaizers merge back into Adel.

Along with the other 14 Gammaizers, Gammaizer Electric is seen fighting against Edison and the remaining 14 Damashii Parka Ghosts and easily defeated by them. After Adel renounces his evil ways, Gammaizer Electric with the other 14 Gammaizers forcibly fuse with him into the Perfect Gammaizer form but defeated by Ghost Mugen Damashii. Gammaizer Electric appears to be destroyed but is revived from the backup stored in the Deep Specter Eyecon from Makoto doppelganger and fuses with the Great Eye along with the combined form of Frey and Freya to form the Great Eyezer.

Upon Great Eyezer's defeat by Ghost and 15 Damashii Parka Ghosts, Gammaizer Electric and the other 14 Gammaizers are permanently destroyed.

## Powers and Abilities

* **Electrokinesis**: As its name said, it has the powers to freely manipulate electricity.
Fatigue

The life of an explorer is not without risks and sacrifices. It won’t be rare for characters to live through extreme circumstances that will bare them hardships of all kinds. This is represented with Fatigue.

At any time after suffering adversities the GM can determine that a character should perform a normal Survival or Athletic check (3), if it results in a failure, that character will suffer Fatigue.

A character suffers one disadvantage towards all of his actions for each instance of Fatigue he’s got. If a character suffers Fatigue too many times, the GM can determine that he dies.

Examples of situations that might cause Fatigue:

* Spending several days without eating, drinking or sleeping enough.
* Running all day long from a hunting party.
* Climbing to mountain tops thousands of metres tall.
* Not having the appropriate clothes for the environment.

## Recovering Fatigue

While in normal health state, characters recover one Fatigue per full day spent resting and without suffering the consequences of Fatigue (e.g. if you suffered Fatigue from the lack of food, spend a day resting and having access to enough food).
Scenes

At the beginning of each scene, all players except the GM draw cards from the deck until they each have seven cards in their hand.

A scene is a sequence of events during which the GM narrates what the characters find and what happens to them. During a scene, characters are constantly performing actions, with little to no rest periods in between, and usually within the same location.

Scenes are the main building blocks of the story, like the scenes of a film. They are an important concept because they determine when the players and the GM replenish their hands of cards.

A player’s hand of cards rep-resents their PC’s stamina: A full hand are fresh and eager, while PCs with very few or no cards in their hands are exhausted and probably demoralised. When characters take a break long enough to restore their energy, it usually means they have reached the end of the scene.

There is no set duration or type of event that unequivocally determines the end of a scene, and it is up to the GM to determine when a scene ends.

> *E.g. The player characters plan to enter a temple in the city of Tenochtitlan. They wait for nightfall to avoid the crowds, silently enter the building, and search for the treasures inside. They encounter two temple guards, and after fighting them off, they get the gold and make a run for it. This sequence of events can be played out as a single scene, or be broken down by the GM into several scenes. For example entering the temple without being seen could be one scene, fighting the guards another scene, and escaping to safety would be the final scene.*
>
>

Making scenes longer (more challenging) or shorter (easier) is a great way for the GM to adjust the difficulty of the game.

During a scene, the characters will be constantly performing actions. If an action does not trigger a Round or it is not confronted, it is considered successful by default.

When performing unconfronted actions, the mood around the table should be relaxed and conversational. The GM must ensure that all players enjoy a similar amount of time in the spotlight, and allow everyone to describe what their characters do during that period.

If there is some kind of in-game conflict — such as a fight, an argument, a chase, or any other type of fast paced or competitive situation when characters try to outperform others — it is time for a Round, which sets the order in which characters declare actions, and use counteractions to confront them
Ambush

It is possible for an encounter to begin with one of the sides (or at least a number of characters) unaware of what is happening. This is not limited to combat, you can also be caught by surprise in many other circumstances and the variety of possibilities makes ruling it a futile effort. Instead, the following rules provide a list of ideas to represent this kind of situations. Choose the situation that best fits your story’s circumstances, or make up your own.

* Characters are caught without their weapons drawn. They won’t be able to use their weapons during the first round, but they will be readily available during the next.
* Characters are scared and will have to perform a Discipline Check at the end of the first Round. If the attacker is or appears to be mighty, they might even suffer Fear.
* Characters are caught in disarray and cannot be in a Formation during the first Round.
* Character’s defences are low, and they are easy prey, the first attack of each attacker during the first Round gains one advantage.
* The opponent’s arguments are so well constructed that the characters are caught scrambling for ideas. They can’t attempt to lie throughout the conversation.
Exodus Serpent

### Text

*Aaron cast down his staff before Pharaoh and his servants, and it became a serpent. Then Pharaoh summoned the wise men and the sorcerers, and they, the magicians of Egypt, also did the same by their secret arts. For each man cast down his staff, and they became serpents. But Aaron’s staff swallowed up their staffs. - Exodus 7:10-12*

## Spell Detail

### Description

Invoke a huge serpent that will follow all of your commands, and will disappear when killed or at the end of the Scene. The serpent can act the same round it is invoked.

### Spell Type

**Old Testament Scriptures**, **Christian**

## Attack

### Melee

*Piercing*, *Magical',* Poisonous II ***2+***

## Details

### Height (cm)

167

An Old Testament Scriptures Spell which can be known by Catholic characters with sufficient Talent, which invokes a Serpent under your command.