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Game system

Primo Contatto (playtest)

The result of many evenings with friends, a structured but flexible style of play and a challenge to create fantastic adventures on the border between magic and technology.

Time to read: ( words)

Introduction

This is James Taylor speaking from Atlantic node XC312. We have only 1 minute of transmission before our hyperio runs out for good. We have detected strange anomalies in ... Beware of ... God bless America!" The transmissions stop abruptly, as you watch your MTM completely shut down.

Quick start

Diventi’s philosophy

Endless adventures await those who do not settle for the status quo, but seek compelling stories through close collaboration between gamers and game masters.

Before we begin, lets get rid of all doubts: this is not a traditional manual. Quoting a famous painter, we would say: "Ceci n'est pas un manuel." 
Diventi is the implementation of a passion matured on the field, for an agile style of playing but rich in facets. We envisage this game as a toolbox with simple and well-defined compartments, adaptable to different preferences, but that do not require complicated instructions for proper operation. Below we will introduce original mechanics for the management of immersive elements that will help you in the creation of your adventures and that will give you, as players, different ideas of gaming and interaction. The mechanics that you will find in this book have been purposely thought to be familiar, but also compelling and strictly flexible to facilitate your preference in terms of improvisation. About one thing we are absolutely certain: whether you are power-players, lovers of interpretation, fans of the grid, or passionate storytellers: it is this game that will adapt to you, not the other way around.

How to read this book

In this book you will find all aspects of the game treated in a frank and intuitive fashion. You can read each chapter from end to end, or simply jump directly to the parts of interest. This book is yours and you, game master or player, shall decide which aspects to emphasize and which to leave out.

For those who play for the first time

Through role-playing games a group of friends can perform imaginary characters and live fantastic adventures. Here are the key terms to quick-start your game:
 
d20. It stands for "Diventi" or "20-sided dice". It can be rolled to solve checks and situations. Normally, the higher the result, the better.
Player. A member of the group who plays a fictional character.
Game master. The group member that designs situations and has the last word on what happens in the adventure.
Situation. Any scene narrated and proposed by the game master to the players.
Advantage. With advantage a player rolls 2d20 and keeps the highest result. 
Disadvantage. Similar to advantage, but the result that matters is the lowest.
Sandbox mode. Players interpret their characters without following a particular order.
Turn-based mode. Players act in turn according to a predetermined order.

Characters creation

A message to the players of Primo Contatto

A huge celestial object crashed down from the sky in South America, decimating the population and disabling any radio interface. It would be known later in history as First Contact: the creation of the first bubble of magic.

A player character is a fictional alter ego, invented, and portrayed by you through your own imagination. In Primo Contatto you can create a human being close to today’s reality, an individual empowered by mechatronic elements, or a creature mutated by the sidereal influences that have forever changed the planet. Whatever you choose, you can make use of paranormal skills, sharpen your predispositions, and accumulate treasures that have emerged from ancient times. In Primo Contatto endless adventures await you in a world like ours, where the border between magic and technology has become increasingly blurred.

Characteristics

Characteristics represent the attitudes, the areas of specialization, and the level of experience of a character. Each one is described by a narrative text and numerical values that determine bonus or malus in ability checks.
 

Characteristic points

The characteristic points describe a character’s aptitudes in passing adverse checks, with scores ranging from -5 (poor), to 0 (average), to +5 (exceptional).
 
Audacity (Aud): it represents courage, physical prowess, and fortitude that a character can show. Checks related to Aud could be: climbing a wall, overcoming a fear, or resisting a poison.
 
Maestery (Mae): it represents the fruit of training, intuition, or knowledge of faculties that a character can possess. Checks related to Mae could be: distinguishing details with sight, recalling a memory, or crafting an object.
 
Destiny (Des): it represents the influence of external agents on the actions that a character undertakes. Checks related to Des could be: trying your luck, resisting the effects of an incurable evil, or praying for divine intercession.
 
All characters begin with initial points, but they may acquire more by going on an adventure.
 
 
Signature characteristic
At the beginning of their adventures, a character chooses one characteristic among Aud, Mae, and Des to be their favorite and increases its score by 1. This choice cannot be changed in future.
 
Enhanced characteristic
A characteristic can be further enhanced, usually temporarily, thanks to special situations, gifts, or equipment. An enhanced characteristic enables advantage in ability checks.
 

Defense

The defense score, or defense in short, describes a character’s level of protection, which ranges from 1 (poor), to 10 (average), to 20 (exceptional). All characters begin with an initial level of defense, but it is possible to improve it thanks to specific equipment or in particular situations described by the game master.
 
 
Defense checks
In dangerous situations player characters are normally entitled to a defense check, that is to a roll with d20 plus a pre-established characteristic, to avoid injuries or damage. The defense score instead comes into play in particular situations indicated by the game master, for example in case of quick situations, light dangers or sudden threats.
 
Enhanced defense
Defense can be further enhanced, usually temporarily, against a certain source of damage. Enhanced defense enables advantage in defense checks.
 

Life points

Life points are a numerical value that represents how much stress and damage a character is able to endure before falling unconscious or dying. All characters start with an initial level of life points, but it is possible to improve it thanks to specific equipment or in particular situations described by the game master.
 
 
Some actions, such as an attack action, can reduce a character’s life points. When life points reach a value 0, the character is considered as unconscious and stops acting. Other actions, such as resting, can regain life points, putting the character back in the game.

Gifts

A gift is a peculiar skill of your character. All characters create their own gifts by combining the following components:
  1. A flow that activates the gift and influences its strength
  1. A power that defines what the gift does
  1. A tool that describes how the gift propagates in space
All characters begin their adventures with a limited number of flows, powers, and tools, but they can acquire new ones by going on an adventure.
 

Flows

A flow is the intrinsic force that feeds the powers of all creatures, human and non-human alike. When a character acquires a new flow, they can decide to attach it to a gift or keep it in the reserve for future uses.
 
Configured flows: a flow is configured when it is inserted in a triplet, next to a power and a tool. Such a triplet defines a gift. A flow can be configured in a single gift at a time, it describes its type and indicates which characteristic must be used for the ability checks associated with it.
 
Reserved flows: player characters can keep a few of their flows in their reserve and use them to empower existing gifts on the fly. Empowering a gift lengthens the its launch time but unlocks a more powerful effect. Unless explicitly stated, a character cannot mix multiple flows with the same name.
 
The flows of Primo Contatto are divided into different categories, each with particular specificities:
  • Elemental flows: moving two elemental flows from the reserve to a gift requires 1 secondary action, instead of 2.
  • Psychic flows: a psychic flow activates a characteristic increase, both when configured or reserved. This increase is worth +1 or follows the character’s origin, if provided.
  • Sidereal flows: a configured sidereal flow adds a bonus of +3, instead of +1, to the attack check.
  • Technological flows: a technological flow counts as double in the effect of a gift. Technology does not normally work, but it can be awakened by gaining or spending hyperio.
 
 Flows table
D
Flow
Associated characteristic
1
Fire
The elemental flow of fire feeds the warm heart of planet Earth.
Aud
2
Earth
The elemental flow of earth is all that surrounds us.
Aud
3
Water
The elemental flow of water is what transforms and feeds life.
Mae
4
Air
The elemental flow of air is creativity and freedom.
Mae
5
Life
The elemental flow of life is the link between all the inhabitants of planet Earth.
Des
6
Rage
The psychic flow of rage is the powerful manifestation of instinct.
Aud
7
Adrenaline
The psychic flow of adrenaline is an amplifier of all vital functions.
Aud
8
Spirit
The psychic flow of spirit is the inner force in each of us.
Mae
9
Discipline
The psychic flow of discipline is the force of a mind free of superfluous thoughts.
Des
10
Domination
The psychic flow of domination is the manifestation of willpower.
Des
11
Light
The sidereal flow of light is the lively energy of the cosmos.
Aud
12
Void
The sidereal flow of void is order and disorder at the same time.
Mae
13
Spacetime
The sidereal flow of spacetime envelops existence in a single homogeneous entity.
Mae
14
Plasma
The sidereal flow of plasma represents the manipulation of reality and physics.
Des
15
Antimatter
The sidereal flow of antimatter represents what is unknown, alien yet present.
Des
16
Metal
The technological flow of metal is the cause and effect of man’s progress.
Aud, Mae
17
Cybernetics
The technological flow of cybernetics is the ultimate product of knowledge and intellect.
Aud, Mae
18
Oil
The technological flow of oil represents the supremacy of man over all other creatures on planet Earth.
Aud, Des
19
Atom
The technological flow of the atom compensates power with instability and represents the ability to overcome our own limits.
Mae, Des
20
Electromagnetism
The technological flow of electromagnetism is linked to the interaction of objects at every point in space.
Aud, Mae, Des

Powers

A power word, or power in short, is a skill that player characters can manifest in combat or in general as they go on an adventure. Each power has two distinct effects:
  • A primary effect that can be used at will, as long as a character has built a complete gift and acts in turn-based mode.
  • An adventure effect that can be used in any game mode, but only once. An adventure effect can be recharged when certain conditions occur, depending on the power itself - see the “table of powers” down below.
All powers include a dynamic value that scales with the number of flows that the characters use when invoking their gift.
 
 Table of powers
D
Power word
1
Manifestation
  • Primary effect. Subtracts 1 life point + 1 additional life point per flow. This power cannot be used in 2 consecutive turns.
  • Adventure effect. Creates a shape whose complexity grows with the number of channeled flows. It recharges before a rest when the character:
  • Creates a custom tool
  • Donates a significant object to an ally
  • Destroys an object of an opponent
2
Invocation
  • Primary effect. Subtracts 1 life point per flow, each turn and for two turns.
  • Adventure effect. Raise, move, or throw objects and creatures. The strength of the effect increases with the number of channeled flows. It recharges before a rest when the character:
  • Overcomes a difficult obstacle
  • Helps an ally overcome an obstacle
  • Creates an obstacle between him and an opponent
3
Alteration
  • Primary effect. Subtracts 2 life points + 1 additional life point per flow, but the power is activated after one turn.
  • Adventure effect. Changes the appearance of objects or creatures. The scope of these changes increases with the number of channeled flows. It recharges before a rest when the character:
  • Pretends to be someone else
  • Helps an ally to temporarily change identity
  • Removes an opponent without engaging in direct combat
4
Tension
  • Primary effect. Subtracts 2 life points + 1 additional life point per flow. In the next turn the character is inhibited, that is, they can not invoke any gift.
  • Adventure effect. Separates or joins two parts of an object. The strength of the effect increases with the number of channeled flows. It recharges before a rest when the character:
  • Forces a blocked passage
  • Helps allies to free themselves from a constraint
  • Immobilizes an opponent without engaging in direct combat
5
Punishment
  • Primary effect. Subtracts 1 life point. If the target is destabilized, immobilized, or incapacitated, it subtracts 2 life points + 1 additional life point per flow.
  • Adventure effect. Creates a fake image that persists until discovered as such. The higher the number of channeled flows, the more the illusion is convincing. It recharges before a rest when the character:
  • Makes a surprise entry into a combat situation
  • Helps an ally stay hidden
  • Lurks from the sight of their opponents
6
Remedy
  • Primary effect. Restores 2 life points + 1 additional life point per flow. Has no effect on targets with 1 or less life point. This power cannot be used in 2 consecutive turns.
  • Adventure effect. Allows the targets to recover their strengths up to the maximum of life points, but has no effect on characters with 1 or less life point. In addition, it sanitizes or cleans a zone by accommodating the gift’s area of effect. The duration increases with the number of channeled flows. It recharges before a rest when the character:
  • Carries out a self first aid
  • Helps an ally after considerable physical exertion
  • Identifies an opponent’s weakness
7
Recover
  • Primary effect. Restores 1 life point per flow, each turn and for two turns. Has no effect on targets with 4 or more life points.
  • Adventure effect. Allows the targets to recover strength up to a maximum of 4 life points. In addition, it enables an additional defense check against long-term negative effects, such as poison, disease, or heavy stress. The check becomes easier with the number of channeled flows. It recharges before a rest when the character:
  • Survives a deep wound or major danger
  • Encourages an ally after a traumatic situation
  • Cuts off an opponent’s supplies or ammunition
8
Cure
  • Primary effect. Restores 2 life points per flow, but the power is activated after one turn.
  • Adventure effect. Allows the targets to recover strength up to a maximum of 4 life points. In addition, it improves the quality of food and victuals in the area. Once eaten, the food gives advantage to the next ability check. The amount of improved food increases with the number of channeled flows. It recharges before a rest when the character:
  • Retrieves food or supplies from the surroundings
  • Finds a safe haven for their allies
  • Locates a secret hideout or lair of an opponent
9
Martyrdom
  • Primary effect. Restores or subtracts 1 life point + 1 additional life point per flow. In the next turn the character is inhibited, that is, they can not invoke any gift.
  • Adventure effect. Allows the targets to regain strength up to their maximum life points. The number of targets is equal to that of channeled flows. It recharges before a rest when the character:
  • Completes a cycle of meditation
  • Supports punishment or adverse effect instead of an ally
  • Catches and keeps alive the leader of their opponents
10
Fortress
  • Primary effect. Adds 1 life point per flow to the targets, even exiding the normal maximum. This power lasts for two turns.
  • Adventure effect. Creates a wall composed of the channeled flows. The duration increases with the number of channeled flows. It recharges before a rest when the character:
  • Finds or creates a safe place to store their tools
  • Finds or creates a safe place for their allies
  • Breaks in or forces a place protected by their opponents
11
Instability
  • Primary effect. Inflicts the destabilized condition on targets up to 2 life points per flow, placing them in disadvantage against any ability check. This power lasts for three turns.
  • Adventure effect. Repairs a damaged object. The action becomes easier with the number of channeled flows. It recharges before a rest when the character:
  • Builds a bridge or link between two separate places
  • Retrieves an object that has been damaged or abandoned by an opponent
12
Repulsion
  • Primary effect. Inflicts the rejected condition to 1 target per flow, forcing them to stay at a distance. This power lasts for two turns.
  • Adventure effect. Captivates targets up to 2 life points per flow. Captivated targets shall answer truthfully to two consecutive questions. It recharges before a rest when the character:
  • Amicably explores the past of an ally
  • Tricks an opponent into a conversation or a disguise
13
Slumber
  • Primary effect. Inflicts the incapacitated condition on targets up to 2 life points per flow, preventing them from acting. Targets return to normal if they take damage. This power lasts for two turns.
  • Adventure effect. Sleeps targets or banishes creatures from other worlds up to 2 life points per flow. It recharges before a rest when the character:
  • Skips a sleep cycle to the advantage of their allies
  • Captures and knocks out an opponent, keeping them alive
14
Camouflage
  • Primary effect. Activates the camouflaged condition to 1 target per flow, granting them advantage to both attack and defense checks. Attacking or taking damage interrupts the effect. This power lasts for two turns.
  • Adventure effect. Camouflages 1 target per flow or allows to sense detailed information about tracks, directions, or paths. This effect can be applied to 1 check per flow. It recharges before a rest when the character:
  • Detects a relevant track or direction
  • Helps an ally stay stealthy after a difficult time
  • Passes a dangerous outpost without being spotted
15
Meta-transportation
  • Primary effect. Activates the accelerated condition to 1 target per flow, letting them use two secondary actions per turn instead of one. This power lasts for two turns.
  • Adventure effect. Enhances a journey to the targets by means of a mount, wings, scales, or paws. The stability of the journey increases with the number of channeled flows. It recharges before a rest when the character:
  • Solves a situation with a stunt or spectacular movement
  • Frees an ally from a constraint that restricts their movement 
  • Throws an opponent from their vehicle or mount
16
Psycho-physicality
  • Primary effect. Temporarily increases Aud attribute of the targets. The character can distribute a bonus of 2 points for each channeled flow. This power lasts for two turns.
  • Adventure effect. Distributes to targets 2 advantages in Aud checks for each channeled flow. It recharges before a rest when the character:
  • Takes action outside their area of expertise
  • Helps an ally to deal in a situation out of their expertise
  • Demoralizes an opponent in a conversation
17
Agility
  • Primary effect. Temporarily increases Mae attribute of the targets. The character can distribute a bonus of 2 points for each channeled flow. This power lasts for two turns.
  • Adventure effect. Distributes to targets 2 advantages in Mae checks for each channeled flow. It recharges before a rest when the character:
  • Performs an action in their area of specialization
  • Gifts a self-made item to an ally
  • Persuades an opponent in a conversation
18
Substance
  • Primary effect. Temporarily increases Des attribute of the targets. The character can distribute a bonus of 2 points for each channeled flow. This power lasts for two turns.
  • Adventure effect. Distributes to targets 2 advantages in Des checks for each channeled flow. It recharges before a rest when the character:
  • Faces a seemingly impossible situation
  • Helps an ally cope with a seemingly impossible situation
  • Scams an opponent in a conversation
19
Protection
  • Primary effect. Protects 1 target per flow from a condition that restricts movement or freedom of action, such as: destabilized, immobilized, incapacitated, slowed down, or repelled. This power affects a single ability check and then fades.
  • Adventure effect. Fortifies a position, preventing opponents from approaching. The strength of the fortification increases with the number of channeled flows. It recharges before a rest when the character:
  • Finds the direction to the next target
  • Finds safe shelter for their allies
  • Takes an opponent as hostage
20
Summoning
  • Primary effect. Summons a creature that mimics the character’s abilities. The character can transfer to the creature a number of powers from their reserve that is equal to the number of channeled flows. The creature’s abilities work with one flow each and inherit the effect area of the summoning gift. The creature persists for three turns.
  • Adventure effect. It makes the summoning permanent. The creature retains its powers for itself and remains faithful as long as it maintains a strong relationship with its summoner. It recharges before a rest when the character:
  • Takes care of a non-human creature of the world
  • Banishes an adversary non-human companion
 

Tools

A tool is an object that can be used as a means of attack, defense, or support. In particular, the tool determines a gift’s area of effect and defines how many and which targets will be reached by the gift’s power. Unless otherwise specified, a tool can be configured with only one gift at a time, and a character can use a limited number of tools.
 
 
Primo Contatto’s tools are divided into two categories: white and technological. White tools offer a wide choice of areas of effect and can be commonly used; the technological ones, instead, offer more powerful effects, but must be awakened with a special resource - hyperio - in order to operate.
 
Areas of effect for white tools 
  • Touch. Reaches 1 target adjacent to the character. If the opponent is vigilant with a hand-to-hand tool, they can use advantage to avoid the blow.
  • Hand-to-hand. Reaches 1 target adjacent to the character.
  • Short distance. Reaches a target in the same zone of the character. If the opponent is in the immediate vicinity, they can use advantage to avoid the blow.
  • Long distance. Reaches a target even if they are in a different zone than the character. If the opponent is in the same zone, they can use advantage to avoid the blow.
  • Small area. Threatens up to 2 targets, friends or opponents alike, in the same zone of the character.
  • Large area. Threatens all targets, friends or opponents alike, in a different zone than the character.
 
Game masters and players can take advantage of the value associated with a tool to distribute loot or evaluate the strength of a dropped item.
 
 White tools table
Tool (value)
Properties
Bare hands (0)
Those who master them say that gifts are channeled firstly through the human body.
  • Area of effect: touch
  • Functional: supports 1 power
Blunt Blade (1)
A tool recycled by the Survivors clan. It can make a difference in hand-to-hand conflicts.
  • Area of effect: hand-to-hand
  • Functional: supports 1 power
Saber-bayonet (3)
Tactical equipment for New United Nations envoys.
  • Area of effect: hand-to-hand
  • Advanced: supports 2 powers
  • Flexible: it can be attached to a firearm to compose a single tool
Javelin-lance (2)
Device of offense and defense manufactured by the Xenowarriors. The tip is adorned with obsidian, teeth, or glass.
  • Area of effect: hand-to-hand or short distance
  • Functional: supports 1 power
  • Heavy: requires Aud +3 or higher
Fabric armor (2)
Quilted cotton protections designed by native Xenowarriors.
  • Area of effect: touch
  • Functional: supports 1 power
  • Partial cover: increases base defense to 10 and adds +1 life point, it does not stack with other armors
Sidereal armor (5)
Made of material similar to iron, but more durable and elastic. It adapts to the size of the wearer.
  • Area of effect: touch
  • Advanced: supports 2 powers
  • Full cover: increases base defense to 12 and adds +2 life points, it does not stack with other armors
Light shield (1)
Made of wood or reeds, the Survivors clan uses it both for protection and decoration.
  • Area of effect: touch
  • Functional: supports 1 power
  • Robust: adds +1 life point, it does not stack with other shields
Studded shield (2)
The Protectors have created an iron-reinforced shield, useful in both defense and offense.
  • Area of effect: hand-to-hand
  • Functional: supports 1 power
  • Robust: adds +1 life point, it does not stack with other shields
  • Complex: requires Mae +3 or higher
Bionic prostheses (3)
Made of carbon fiber and titanium. They are equipped with a long-distance internal cannon. The Cuspids stole this technology from international classified sources.
  • Area of effect: hand-to-hand or long distance
  • Advanced: supports 2 powers
  • Experimental: the gun can only be used once if the user is not post-human, then it must be repaired by a resting action
Propeller (1)
The Survivors clan uses it to shoot small arrows with greater force and at a longer distance compared to the same use with their bare hands.
  • Area of effect: short distance
  • Functional: supports 1 power
Bolas (3)
Lightweight and flexible. They are the New United Nations' response for ranged combat when technology is not available.
  • Area of effect: short distance or small area
  • Functional: supports 1 power
Bulletstone (2)
Survivors' stories claim that the runestone placed on the stick collects the flows inside it and then shoots them like bullets in the immediate vicinity.
  • Area of effect: short distance
  • Advanced: supports 2 powers
Flask-device (1)
Made of ceramic or lightweight plastic, the Cuspids have designed this rudimentary bomb to store flows and release them on impact in all directions. 
  • Area of effect: small area
  • Functional: supports 1 power
Vulcanhorn (2)
Ancient relics stolen by the Protectors. This horns are able to collect the energy of flows in a sphere and launch it at medium distance in a parabolic motion.
  • Area of effect: small area
  • Advanced: supports 2 powers
Dart launcher (2)
Ancient throwing weapon revisited by the Cuspids. It is mounted on the forearm and is made of wood or carbon fiber.
  • Area of effect: short or long distance
  • Advanced: supports 2 powers
  • Small: it reaches targets even at long distance, but with disadvantage
  • Complex: requires Mae +3 or higher
Bare bow (1)
The small size and ease of use of the tool makes an archer dangerous especially at long distance.
  • Area of effect: long distance
  • Functional: supports 1 power
Mystical rod (2)
Seemingly simple decorated sticks, these instruments convey flows in rays even at long distances. It is said that the Protectors have opened deep excavations to gather as many rods as possible.
  • Area of effect: long distance
  • Leading-edge: supports 3 powers
  • Mystic: requires Des +3 or higher
Sidereal blade (3)
This blade was stolen from the Fortress of the Three Moons. It is lightweight and adorned with luminescent metal scales. If necessary, the scales can detach and form a vortex around a designated point.
  • Area of effect: hand-to-hand or small area
  • Advanced: supports 2 powers
  • Complex: requires Mae +3 or higher
 
Areas of effect for tech tools
 
 
  • Circle. Reaches 2 opponents adjacent to the character.
  • Pool. Reaches 1 opponent adjacent to the character and creates a pool at their feet. After 1 turn the gift manifests itself again on those who are on the pool.
  • Cone. Reaches 1 opponent in the same area as the character, plus 2 additional targets provided they are all adjacent.
  • Chain. Reaches up to 4 opponents in the line of fire, even if they are in areas other than that of the character.
  • Cluster. Threatens up to 2 opponents in the same area of the character. After 1 turn the gift manifests itself again by threatening 2 additional targets in the same area.
  • Rain. Threatens all opponents in the same area of the character.
 
 Tech tools table
Tool (value)
Properties
Kevlar bodice (2)
Ordinance protections distributed among the agents of the New United Nations.
  • Area of effect: circle
  • Functional: supports 1 power
  • Partial cover: increases passive defense to 14 and adds +1 life points, it does not stack with other armors
Synthetic armor (5)
Developed in the most advanced atlantic laboratories, it supports a large amount of gifts without losing its protective effectiveness.
  • Area of effect: circle
  • Leading-edge: supports 3 powers
  • Full cover: increases passive defense to 15 and adds +2 life points, it does not stack with other armors
Ballistic shield (3)
Used to slow crowds, it can defend the carrier from both white and technology weapons.
  • Area of effect: cone
  • Advanced: supports 2 powers
  • Robust: adds +1 life point, it does not stack with other shields
Pocket pistol (2)
It can discharge quick shots in close-up situations, but loses accuracy as the distance increases.
  • Area of effect: pool
  • Functional: supports 1 power
Mortar (4)
A sophisticated cannon armed with explosive bullets. It is usually installed on the forearm or behind the shoulder.
  • Area of effect: pool or cone
  • Advanced: supports 2 powers
Short rifle (2)
Stolen and distributed by the Cuspids, it offers good performance with a decent latency of fire.
  • Area of effect: cone
  • Advanced: supports 2 powers
Grenade launcher (2)
The Cuspids have armed every single bullet in order to detonate small flow fragments in all directions.
  • Area of effect: cluster
  • Functional: supports 1 power
Autonomous mine (3)
The flagship tool of the New United Nations, uses artificial intelligence to maximize its versatility.
  • Area of effect: cluster
  • Advanced: supports 2 powers
Machine gun (4)
Once common modern weapon, now rare or smuggled. It offers the flexibility of the rifle and keeps its threat level high.
  • Area of effect: chain
  • Advanced: supports 2 powers
Rocket launcher (3)
Usable on vehicle or with both hands, the missiles search for enemies maximizing the potential for destruction.
  • Area of effect: rain
  • Advanced: supports 2 powers
 

Gifts set up

After choosing their flows, powers, and tools, players are ready to activate the gifts of their character. To configure a gift:
  1. Line up a flow, a power, and a tool
  1. Annotate the associated characteristic from the configured flow
  1. Choose an evocative name
 
 
The configuration phase is repeatable at will but it requires a rest action to be completed.
 
Gameplay example - The soul-fire palm. Alejandro had a hard day and he decides to vent his frustration against a lonely trunk. He invokes soul-fire palm - a powerful manifestation gift that channels the flows of fire and spirit. Manifestation subtracts "1 + 1 life points per flow" from the trunk and Alejandro has channeled 2 flows: his gift subtracts a total of 3 life points and creates a solid hole in the hardwood.

Suspended technology

In almost a third of the planet, all technological devices that humanity is accustomed to have suddenly died out. In the skies of South America planes fall, in the Caribbean Sea telecommunication is extinguished and ships lie like wrecks between the waves of the sea or on the ocean floor. A sort of invisible bubble has separated the world into two blocks: one is similar to ours and still has access to all the services that make life as we know it, the other is devoid of any technology but has come in contact with a primordial yet forgotten force: magic. In the world of Primo Contatto magic and technology coexist and interact with each other as sides of the same coin.
 

MTM

MTM: Military Tactics Machine

The MTM is a modular, biotechnological device integrated in the human body, which allows the storage of hyperio units and enables access to special effects thanks to its subsystems. An MTM is always composed of one color, one chassis and at least one subsystem. 
 
 
To generate an MTM players use two methods: roll 3d20 and write down the results or choose the combinations they like with the mediation of the game master.
 
 Colors table
D
Color
1
Crimson
2
Olive green
3
Electric blue
4
Pure gold
5
Silver
6
Copper
7
Carbon
8
Steel
9
Zinc white
10
Jade
11
Charcoal
12
Clay brown
13
Intense black
14
Agate
15
Sandy yellow
16
Ivory
17
Pearl blackberry
18
Papyrus white
19
Pure green
20
Combination of two colors. If it rolls 20 again the combinations are three, and so on.
 
 Chassis table
D
Chassis design
1
A bracelet made of tempered steel covers the entire forearm up to the elbow.
2
An almost entirely subcutaneous bracelet is attached to a carbon ring at the wrist.
3
Two separate rings on the forearm enclose the circuits under a transparent fiberglass film.
4
Multiple visible screws keep the iron shell fixed as if it were an armor bracelet.
5
Hardened carbon laces hold the dials securely bound to the wrist.
6
Shimmering emerald green circuits cover the entire right arm from shoulder to wrist.
7
Small electric spheres constantly fluctuate at shoulder height.
8
A large metal dial is firmly tied to the wrist by hardened carbon laces.
9
Three round dials in a bracelet swirl like wheels clockwise and anticlockwise.
10
A large round dial installed on the chest encloses dozens of virtual hands swirling in all directions.
11
A carbon belt encloses two cybernetic sideburns at the height of the hips.
12
A criptex wrapped around the arm continuously swirl in a whirlwind of countless letters and numbers.
13
A metal cap covers part of the head and is equipped with a luminescent cybernetic eye.
14
Three nano fiber cable ties wrap around the neck, while energy flows continuously flow along the small integrated circuits in the frame.
15
A metallic facial mask covers the lower part of the face, until it connects to the two ruby red discs at the ears.
16
Three thimbles equipped with a LED light project geometric shapes as holograms.
17
A network of magnetic ink tattoos covers the forearm and part of the palm of the hand.
18
A titanium alloy ring levitates just above the forehead. Neuronal cables are connected with small suction cups.
19
An oral appliance rests against the palate. It releases nanorobots into the blood of the carrier by chemical means.
20
Combination of two chassis. If it rolls 20 again the combinations are three, and so on.
 
 Subsystems table
D
Subsystem
1
A flexible container has on the body a pressurized camouflage suit that can blend perfectly in any type of environment.
2
Two thrusters on the sides are activated and provide a boost capable of overcoming any form of impediment.
3
A remote-controlled camera is placed on the face like a mask, changing its features in those of a known or described person.
4
A semi-autonomous drone attaches to the temples to drastically speed up cognitive functions. In this state it is possible to perform an additional primary action in your turn or in the current situation.
5
A sensor accelerated by artificial intelligence is activated under the skin, generating a clone of themselves for the current situation. The clone can absorb a single attack or one negative condition and then disappears.
6
A micro LED antenna connects to the nervous system, allowing you to identify the exact location of nearby, albeit hidden, living creatures.
7
A pair of binocular lenses visualize a distant area with an artificial optical system, allowing you to see and feel as if you were in the immediate vicinity. 
8
A first aid kit automatically disposes roll of bandages, dressing tweezers and antibiotic, immediately closing the last suffered injury.
9
A high-frequency ultrasound generator zeros the minds of a nearby target for a few moments, immediately interrupting its actions.
10
An experimental nanocell enters the circulatory system, optimizing the balance between toxins and excitants. In this state it is possible to eliminate a negative condition or to double the duration of a positive one.
11
A laser pointer automatically searches for the target, projecting a LED beam with millimeter accuracy. With such targeting you can automatically overcome the defense or any resistance of a target.
12
An electrolyte capacitor releases an energizing discharge into the nervous system, freeing the mind from conditions that control it or attracting to itself a designated target, like a kind of magnet. 
13
A safety chamber releases a synthetic wing cloak that allows you to jump forward, glide safely or break free from a condition that restricts movement.
14
A miniature cube opens to form a cybernetic shield that can hinder movement and absorb a direct threat to an ally.
15
A sidereal stone reveals the detailed properties of an object and allows you to see up to 1 minute into the future.
16
A pair of lenses display detailed information about an individual and can captivate a target through a simple glance.
17
A nano-first-aid kit injects the body with a dose of epinephrine that nullifies the pain. As long as the epinephrine is active it is not possible to fall unconscious, incapacitated or knocked down by any injuries.
18
A biochemical membrane is automatically placed on the arms, legs and chest, transforming the body into that of a known or described creature. The membrane cannot change the weight and dimensions of its user.
19
A microprocessor manifests a cloud of nano-shields, creating an impassable wall of 2 square meters in the immediate vicinity. 
20
An electrolytic device releases smoke into the air, completely hiding targets from view or artificial detection.
 

Hyperio and tech-awakening

There are times when a single action can affect the consequences of the story. An agent could reactivate a satellite and eliminate the lair of a criminal organization, a survivor could hook a cybernetic robot to overcome an impossible cliff or a spy could open a gap between two dimensions to relive an event of the past.
 
 
Hyperized effect
Requirement
Activate a technological tool for all the current situation
Spend 1 unit of hyperio
Activate a subsystem of the MTM
Spend 1 unit of hyperio
Using a technological flow
Have 1 or more units of hyperio in reserve
The balance between hyperio spending and accumulating is a tactical choice explicitly foreseen by the game.
 

Accumulating and storing hyperio

To trace how much hyperio a character has available we refer to simple units, without dwelling on specific concepts such as weight or size. A character can accumulate hyperio in the following ways:
  1. Moving a flow from the reserve to the MTM, thus obtaining 1 unit
  1. Extracting material from sources reported by the game master, such as natural deposits, abandoned warehouses or equipment
Hyperio can be stored for a certain period, but tends to degrade with time: when characters take a rest action they lose a certain amount, but the flows previously stored in the MTM return to reserve (see section "Rest").

Relationships

Relationships are a list of facts, links, or specificities that enriches a character and their group. Their use is exclusively narrative, representing an important tool for both players and game masters to emphasize team-playing and make the character unique. All characters begin with initial relationships, but they can acquire more by going on an adventure.
 
 
A group bond expresses a common experience among all the characters, such as belonging to a society, having a shared value or ideals. A personal peculiarity is a physical or psychological aspect that distinguishes the character from others.
 
Relationships become more useful the more they are shared between game masters and players. Not being constrained by mechanics, they lend themselves strongly to interpretation and can be expressed in short sentences or longer stories. Any version is valid if approved by the game master and compatible with the preferences of the player who interprets them.
 
Gameplay example - A group bond. Alejandro, Will Taylor and Damian have joined the New United Nations to explore South America to find out secrets about Primo Contatto.
 
Gameplay example - Mutual respect. Will Taylor has learned to respect Alejandro: there is something about him that reminds him not to take himself too seriously. 
 
Gameplay example - Alternative forms. Damian is a hyperian shapeshifter, he can evoke a white tail similar to that of a fox.

Origins️

An origin defines where a character was born and where they lived most of their past life. There are various origins from which you can choose and each of them includes important aspects that will refine your character’s relationships.
 

Native

As a native you experienced Primo Contatto firsthand and came out alive. You may not be able to rely on modern technology as before, but the forces of nature have awakened a latent power in you.
  • For each psychic flow you control add +1 Aud, -1 Des or +1 Mae, -1 Des, or +2 Des
  • Additional flow: choose an additional flow and add it to your list
  • Add a relationship related to the location of the adventure
 

Foreigner

Primo Contatto has forever changed all civilizations on the planet. You have lived the event from afar, immersed in a society that sees it both as an opportunity for scientific progress and as a potential threat to humanity.
  • For each psychic flow you control add+1 Aud, or +1 Mae, or +1 Des
  • Fast learner: add an additional +1 to your signature characteristic
  • Add a relationship with a society of the contemporary world
 

Hyperian️

After Primo Contatto a material never seen before came out of the bowels of Earth: hyperio. You have undergone excessive exposure to hyperio and it seems that this has generated in you a psychophysical mutation.
  • For each psychic flow you control add +1 Aud, -1 Defense or +1 Des, -1 Defense, or +1 Mae -1 Defense, or +2 Defense
  • Additional power: choose an additional power and add it to your list
  • Add a relationship that describes the mutation you’ve been through
 

Post-human️

As a post-human, you have a biological heart and an artificial brain. You’re one of the very few technologies that continues to work around the planet.
  • For each psychic flow you control add +2 Aud, -1 Des or +2 Des, -1 Mae, or +2 Mae, -1 Aud
  • Persistent hyperio: you do not lose any units of hyperio after a rest action
  • Add a relationship that describes the digital part that composes you
 
Player characters choose their origin at the beginning of the adventure, after which it can no longer be modified.

Predispositions️

Predispositions represent a set of abilities the characters are particularly drawn to. Abilities granted by a predisposition are released gradually through three levels: talented, expert, and master. All characters begin at a talented level, but they can gain progress by going on an adventure.
 

Elemental

  • Talented: you feel an affinity with the planet and all its elements. Choose an elemental flow: from now on it will be considered your signature’s. When you use your signature flow to empower a gift, you gain advantage to attack checks.
  • Expert: the power of the natural elements flows through your veins. You can configure an two gifts, instead of one, with your bare hands.
  • Master: you are able to manipulate the elements to your liking. When you use a gift with your signature flow, an elemental alter ego appears at your side and immediately invokes a mirror gift. The mirror gift inherits the original’s elemental flows, power and area of effect.
 

Psychic️

  • Talented: you are particularly inclined to exert your influence in the world. Choose a psychic flow: from this moment on it will be considered your signature flow. When you use your signature flow to empower a gift, you can add to the effect a condition between destabilized, incapacitated and repelled.
  • Expert: your mental capacity is disruptive. You can use your signature flow to configure two gifts, instead of one.
  • Master: you are able to impose your ascendant in the world. Add +2 to your signature characteristic. In addition, your defense is permanently enhanced against destabilized, incapacitated, and repelled conditions.
 

Sidereal️

  • Talented: Primo Contatto has given you a psychophysical mutation. Choose a sidereal flow: from now on it will be considered your signature flow. When you use your signature flow to empower a gift, you can make 1 additional secondary action.
  • Expert: you have awakened knowledge lost in ancient times. Once for rest, when you fail an ability check, you can decide to try it again.
  • Master: body and soul are now close to a new reality. Two pairs of wings allow you to make incredible leaps: you can make movement actions by employing half of the normally required actions (minimum 1).
 

Tecnologic️

  • Talented: you are a child of the Third Millennium. Choose a technological flow: from now on it will be considered your signature flow. You can use your signature flow when hyperio units drop to 0.
  • Expert: technological advancement gives you incredible flexibility. You can change the power of a gift configured with your signature flow by spending a free action, instead of a rest action.
  • Master: you master the vanguard of progress. When you spend hyperio its effect lasts twice as long.

Gameplay

In this chapter we tackle the mechanics behind the game, including the management of ability checks, movement, and time. In particular, we introduce the concept of game modes: a mechanics that helps to determine how many actions a character may perform in a given situation.

Free-form mode️

While in free mode the game master presents situations with no particular time or order limits. This mode is particularly suitable for:
  • Exploration
  • Interaction with objects or other characters
  • Carry out activities that do not have time constraints
 
 
A free-form situation can be handled by the following steps:
  1. The game master proposes a situation
  1. Some players intervene, suggesting possible actions
  1. The game master asks for a contribution to players who have talked less than the others
  1. The game master states the final consequences
 
 Gameplay example - The trip
Game master: “You are miraculously alive. You get up and land on the coast of the Americas, the sand is white and warm, while your lifeboat lies in pieces on the dock just beyond. The fortress of which you have heard so much can be seen on the horizon, surrounded by a fog of lights of many colors. How do you organize yourselves to cross the rainforest that separates you from the destination?”
Alejandro Alivera: “I rise from the ground, spitting sand. I thank the luck for having assisted me once again and I start looking for my companions and our strange android-guide.”
Doctor Kringle: “I open my eyes and realize that I have been thrown several meters from the shore. Miraculously unharmed, I get up too, I see Alejandro and I check MTM to see where we are.”
Will Taylor: “I have a few more minutes to swim to land. I feel drenched, but also relieved once standing on this quiet sunny day. I enjoy a few moments of calm, I take a deep breath and I scan the horizon in search of fires or signals from other groups within our reach. Our goal is to avoid unnecessary contact and proceed with speed.”
Game master: “Your MTM do not respond to any command, the screens return intermittent screens, as disturbed by something in the air. There’s no way to tell if you’re alone. The experimental Byte model, programmed by the NNU to guide you to the fortress, lies at the edge of the beach, on standby. You see, Byte looked like a man in every way, except for the steel arm that betrays his true nature.
Byte: “I proceed with my localisation  routine. I consult the maps and check the fastest passage to reach the fortress. I also make sure to adjust my pace with that of my teammates."
Game master: “Ah! Byte, you have to wait for the combined password of Alejandro, Kringle and Will. Once activated by the pass-word you quickly proceed in the deep forest that lies ahead. With Will’s help, you locate traces of an inner camp and avoid unnecessary contacts. The land here seems to have returned to a primordial state, the plants grow luxuriant and the typical fauna stands out here and there as you cross the dense palms. It is evening when you finally arrive in Caracas. Among the ruins of the city there is a huge crystal fortress, bent on one side after the fall from the sky. There is no doubt: you have arrived."

Turn-based mode️

In turn-based mode the player characters act in a predetermined order. This game mode is particularly suitable for:
  • Combat
  • Hectic events
  • Managing situations that include a tactical atmosphere
 

Initiative

The characters generate an order of initiative by rolling 1d20 plus a characteristic established by the game master. Initiative defines the order of rounds, from the highest to the lowest number. Initiative checks can be calculated situation by situation or once for all at the beginning of the game session.
 
 Esempio di gioco - La trattativa
Game master: ”General Carson is convinced that you have to make it with what you have, but he gives you a minute of his time to convince him otherwise. Please roll 1d20 for initiative using your Des, let’s see if you’re lucky enough to cope with him.”
Alejandro Alivera [rolls 1d20+Des and gets 13]: “I’m ready to reply!”
Doctor Kringle [rolls 1d20+Des and gets 11]: “Ok, I feel Ikm quite ready too.”
Will Taylor [rolls 1d20+Des and gets 1]: “I’m not sure what he meant with that last phrase…”
Game master: "General Carson got 20, these power games are his daily bread. The order of play will be General Carson, Alejandro, Doctor Kringle and finally Will."

The turn of play️

The player has one primary action and one secondary action. Ability checks require precisely a certain type of action, but a primary can always act as a secondary without any penalty.
 

Invoking gifts️

A gift can be invoked if the character has lined up a flow, a power, and a tool. In a turn it is possible to invoke a gift declaring its name and investing a certain number of actions. To invoke a gift it is necessary to invest at least 1 primary action.
 

Empowering your gifts️

When player characters have flows in reserve they can decide to lengthen the launch time of a gift to add them to the action and get a stronger effect. The final effect must be determined by reading the description of power. To empower a gift it is necessary to invest additional secondary actions equal to the number of flows. Once the flows are used for the empowerment they become spent and may return available only after a rest action.
 
 Gameplay Example - The Cold Steel Fist
Game master: “Bytes, despite your repeated blows, the crystal does not give a hint of subsidence. Its surface reminds you that of a diamond…”
Byte: “Uhm, not even pure force is enough? Very well, I active protocol 2.0. Game master? Once again I invoke my iron fist gift, but I also empower it with the flow of water.”
Game master: “You were smart to let the water flow in reserve, but invoking a gift with two flows will consume your entire turn. Please, roll an attack check and describe to us how the steel fist also intercepts the cold power of water. The crystal’s defense is 10.”
Byte [rolls 1d20+Mae and gets 12]: “Sure, there’s no time to waste. Now, I diverge my cooling systems directly on the palm of my hand. Closing it, my fist not only turns into a hard metal ball, but drops a slight frost of cold. The gift inflicts 2 metal damage plus 1 additional damage from cold."
Game master: “Your fist enters the crystal like a wrecking ball, smashing it into hundreds of pieces in an instant. The road is now clear.”

Interact with the environment️

A situation, in addition to affecting characters and antagonists, could include objects, traps, other actors or environmental events. In their turn player characters can invest a secondary action to interact with such objects and use them according to their purposes. The game master may require an ability check to refine the consequences of such action.
 

Move

In a situation the game master can organize a place in several zones. Player characters must spend one secondary action to move within a zone and two secondary actions to move from one zone to one that is adjacent. The game master may require an ability check or change the cost of the movement action if the space is particularly difficult to cross.
 

Perform a tactical maneuver️

Any character may spend a secondary action to perform a maneuver and improve their combat situation. All characters have access to the same set of maneuvers, but choosing one over another can make the difference between a short-term or longer-term success.
 
Strike. Subtracts 1 life point from a target in the area of effect indicated by the tool. The character is required to make an attack check to verify that the blow went to score.
 
Get ready. Grants an instant bonus of +2 at attack checks. A character can prepare up to 2 times, bonuses are cumulative. Making another maneuver, other than getting ready, immediately resets the bonuses previously accumulated. Preparing several times over the limit prolongs the duration of the effect.
 
Parry. The character chooses an opponent and reduces any damage suffered by them by 1 life point. You can parry multiple times, but each time you have to choose different opponents. Parrying multiple times to the same opponent renews the effect, otherwise the maneuver lasts until the next turn.
 
Dodge. The character enhances their defense from attacks suffered by a chosen opponent. You can dodge multiple times, but each time you have to choose different opponents. Dodging several times to the same opponent renews the effect, otherwise the maneuver lasts until the next turn.
 
Release. Doubles the bonuses provided by the "get ready" maneuver. A character can release only after accumulating the same maneuver 2 times. The effect lasts until the next turn.
 

Reawakening technology

If the character accumulates at least 1 unit of hyperio their technological flows become available. Also you can spend hyperio to activate powerful hyperized effects installed in the MTM (see chapter "Suspended technology").
 

Spending free actions

At the discretion of the game master a character can perform actions at no cost. Opening a door, shouting a sentence, recalling a memory are possible free actions that the game master could grant. This rule has no specific limits and adheres more to the principle of common sense than others.
 
 Table of actions and related costs
Action
Cost (actions)
Spending hyperio
Free
Interact with the environment
1 secondary
Move in the current zone
1 secondary
Move changing zone
2 secondary
Effettuare una manovra
1 secondary
Moving a flow from the reserve to the MTM
1 secondary
Invoking a gift with 1 flow
1 primary
Invocare una dote con n flussi
n azioni, una deve essere primaria

Ability checks

The ability check is the tool available to game masters and players to determine whether the character is successful in a situation. During the session the game master announces the ability check, lays down a numeric threshold and decides the associated characteristic. The player faces the ability check rolling 1d20 and adding the characteristic proposed by the game master. The final result is determined by the golden formula:
 
 
The ability check is successful when the result exceeds the reference threshold laid down by the game master.
 
Enhancement and weakening. An enhanced characteristic allows the character to face the ability check with advantage - i.e. rolling the 2d20 and choosing the best result. In some cases a characteristic may be weakened that is put at a disadvantage. An ability check with disadvantage is faced by throwing 2d20 and choosing the worst result.
 
Attack and defend. When a character attacks, for example to subtract life points or apply unfavorable conditions, the game provides specific mechanics to hit or defend. 
 
Attack checks: attacker and defender roll 1d20 each and add up the characteristic shown in the configured flow. However, if the defender has the same flow in reserve or configured in a gift, they have the right to use their signature characteristic to avoid the blow. In case of tactical maneuvers the characteristic to be used is always the signature one.
 
 Table of attack checks
Attacker gets a higher value than the defender
Attacker passes the check successfully
Gift: full effect.
Maneuver: full effect.
Attacker gets a value equal than the defender
Attacker passes the check partially
Gift: half effect.
Maneuver: no effect.
Attacker gets a lower value than the defender
Attacker fails the check
Gift: no effect.
Manouver: no effect.
Simplified attack check: the game master replaces the defender’s roll with their defense score. The results remain the same as the ones mentioned above. The simplified attack check is suitable for fast situations or when the defender is caught by surprise.
 
 Gameplay example - The fire blast
Game master: "Will, to your left Alejandro is doing everything he can to unlock the door. In front of you three hyperians advance undeterred. How do you react?"
Will Taylor: "It is no time to make scruples. I grab the American crossbow, charm the tile with my fire dart and point to the nearest hyperian."
Game master: "Very well Will, proceed with the attack check. Hyperians do not spend energy to protect themselves, their defense is 10."
Will Taylor [rolls 1d20+Aud and gets 13]:  "Hit! The dart cuts through the air before exploding on the hyperian. The gift deals 2 elemental points of damage"
Game master: “The fire ignites, completely enveloping the hyperian in a tongue of flames. In its place remain only ashes.”
  Gameplay example - Identify new flows (standard ability check)
Game master: "Dr Kringle, in front of you a giant crystal pulses with celestial energy. A vague figure can be seen between the walls of the stone, apparently asleep. You sense a latent, dormant power coming from within."
Dr Kringle: "I look at the crystal for a few moments before I realize that I should probably try to figure out exactly what’s in front of me. I would like to focus attention on the walls and try to identify the nature of the power I feel."
Game master: "Good idea, but it will take a proper ability check. Choose Aud if you feel the courage to touch the walls, or Mae if you trust your intuition more."
Dr Kringle [rolls 1d20+Mae and gets 19]: "I’m definitely keeping my distance as I look at the surface of the crystal."
Game master: "You observe small, but severe cracks on the surface of the crystal. A fluffy and warm energy inspires you confidence, while you see it disappear into thin air, as if it transcended reality. It is the sidereal flow of space-time.
 Gameplay example - Activate a special object (ability check without rolls)
Game master: "Alejandro, you found it. A living stone sculpture encloses a pool of crystal clear water a few meters from you. What do you do?"
Alejandro Alivera: "I approach intrigued and glance at the surface of the water. What do I see?"
Game master: "The pool is enchanted: from the reflections of the water you see the contours of a reflected room. The pool requires more power to refine the image. Are you evading the request?"
Alejandro Alivera: "Ah! I would say no. I touch the edge of the tub with my fingertips, trying to feel the vibrations of the water. I concentrate, I would like to release part of my spirit to enter into communion with the figure."
Game master: "The pool vibrates slightly, as if a stone had plunged into the center of the image. When the waters subside you see it clearly: the room of the celestial nucleus. A large floating crystal reflects celestial light in all directions."
 Gameplay example - Overcome a difficult task (ability check with advantage)
Game master: "Will, wherever your eyes lay, you see high oblique walls. Built by non-human hands, it’s amazing how they could have resisted, despite the ruinous fall from the sky. Magnificence aside, they are an obstacle. You don’t see openings. What do you do?"
Will Taylor: "To hell with the walls! We will climb them like any other building. They will be tens of meters high, but I don’t fear them. I have the climbing kit with me."
Game master: "Very well, you will need an ability check for this. Choose Mae if you feel confident in your climbing skills, or Aud if you want to make the most of your equipment. Either way, since you use the kit, you can use advantage on your next roll."
Will Taylor [rolls 2d20+Mae and gets 15]: "Not great, but can I aim for the top?"
Game master: "It takes you almost two hours and several attempts. But finally, you reach the top of the eastern tower. When you’re panting, you realize that you don’t have to exert yourself to stay in balance: despite the inclined plane, your feet remain firmly anchored to the surface."

Conditions

Player characters begin their adventure in normal condition, that is in full power to use gifts and various abilities. Particular situations may leave them in different conditions, yet favorable or unfavorable, usually for a limited period of time.
 
 Table of conditions
Condition
Effect
Destabilized
You’re at a disadvantage in any ability check.
Immobilized
You cannot perform movement actions.
Incapacitated
You cannot act. The loss of life points immediately removes this condition.
Inhibited
You can’t invoke gifts.
Invisible
You cannot be spotted or be the target of an attack check.
Camouflaged
You have a advantage on both attack and defense checks.
Slowed
You must spend 1 primary action to move, interact or perform a tactical maneuver.
Rejected
You cannot attack or move towards who or what caused this condition.
Stunned
You can’t act, even if you lose life points.
Accelerated
You can use 1 additional secondary action each turn.
Adding new conditions
The game master can add new conditions to their liking. Improvising new conditions is possible by assigning advantage or disadvantage to ability checks following a principle of common sense.

Rest

Between one adventure and another, the characters can enjoy moments of worldly life, relaxation and recovery. Rest is a free-form action dedicated to the consolidation of ideas or relationships, the treatment of wounds and the reconfiguration of gifts. At the end of a rest action player characters max out their life points, reset any negative condition and recover in their reserve any flow previously used to empower their gifts.
 
Se non diversamente specificato riposare degrada progressivamente le unità di iperio accumulate.
 

Managing distances

When the game master considers that space is important, they can introduce into the game the concept of zone: a zone is an area of abstract space to which the game master assigns a name such as "the corridor", "the kitchen", "behind the counter", etc. The interaction between zones and actions works as follows: 
  • A character can reach anyone in the same zone by spending 1 movement action.
  • A character can reach an adjacent zone by spending 2 movement actions.
 
 Gameplay example - Keeping track of zones
DUNGEON ENTRANCE
Zone 1
Will Taylor
Byte
← Adjacent characters
Dr.ssa Red
←  To reach her, Will must spend 1 movement
HEAD OF THE EXCAVATOR
Zone 2
Kael
←  To reach him, Will must spend 2 movements
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Discoveries

Short campaign



The fire rift

Micro-adventure


The abandoned station

Micro-adventure


Fortuitous escape

Micro-adventure


Ambush at the pit

Micro-adventure