Apocalypse Keys Electronic Edition
Apocalypse Keys Electronic Edition
IT’S TIM
TIME TO FACE YOUR FEARS
OR BECO
BECOM
ME FEAR ITSELF!
Apocalypse Keys
CREATOR
Rae Nedjadi
SYSTEM CONSULTANTS EDITOR
Avery Alder, Josh Hittie Jenn Martin
CONTRIBUTING AUTHORS PROOFREADER
Josh Hittie, Darold Ross Gabriella Rincon
DEVELOPMENTAL EDITOR INDEXER
Sean Nittner Sadie Neat
ART DIRECTOR COVER ARTISTS
Trivia Fox Adrien(ne) Valdes, JN Butler
INTERIOR ARTISTS
Adrian Stone, AnneMarie Rogers, Avery Andruszkiewicz,
Beth Varni, Brittany Rolstad, Carly A.F., Chelsea Geter,
Eddie Dippe, Eden Parkinson, Elemei, Ema Acosta,
Kanesha Bryant, Lorne Colt, Madie Palmieri, Marty Tina G.,
Nala J. Wu, Naomi D Castro, Noo, Raven Warner, Ryan Kingdom,
Sarah Joelle Holstein, Sophie Morse, Trivia Fox, Zakiya Goggins
SENSITIVITY READER MARKETING
Rue Dickey Tom Lommel, Libby Young
LAYOUT & GRAPHIC DESIGNER PROJECT MANAGER
Fred Hicks Sean Nittner
CAMPAIGN GRAPHIC DESIGNERS BUSINESS MANAGER
Cris Viana, Chris Hanrahan
Leandro Johannes de Fiori PLAYTESTERS
VTT DEVELOPER Alex Roscura Guerrero, Alexi
Sophie Lagacé Sargeant, Leah Sargeant, Darold
Ross, Stentor Danielson, Darren
Brockes, Leandro Pondoc, Joel
Notsch, Sherri Stewart, Lowell
Francis, and Patrick Knowles
An Evil Hat Productions publication
in partnership with Sword Queen Games
www.evilhat.com • feedback@evilhat.com
@EvilHatOfficial • facebook.com/EvilHatProductions
@temporalhiccup • www.swordqueengames.com
Evil Hat Productions and the Evil Hat logo are trademarks owned
by Evil Hat Productions, LLC. Sword Queen Games and the
Sword Queen logo are trademarks owned by Rae Nedjadi.
The law of fair use gives you significant rights to quote, critique, and
innovate on this work and to print selections for personal use.
For those working at a copy shop and not at all sure if this
means the person standing at your counter can make copies of
this thing, they can. This is “express permission.” Carry on.
7
What Is Apocalypse Keys?
What Is
Apocalypse Keys?
Apocalypse Keys is a tabletop roleplaying game about monsters holding
back the apocalypse. These monsters are agents who work for DIVISION,
a mysterious organization dedicated to understanding the occult, taming
the supernatural, and protecting the world. A world that is built for
the mundane and for humans. A world that tries to pretend monsters
are not real.
Apocalypse Keys is a game of emotional connection, complicated
relationships, unpredictable mysteries, larger than life apocalyptical
threats, and the brightest hope in the darkest despair. You are monsters
bound by fate, love, and power.
Apocalypse Keys asks you to play characters who are conflicted and
complex, each yearning to connect meaningfully to the monsters and
humans around them. They are terrifying and monstrous, but they
are also aching and human. To play Apocalypse Keys means playing
vulnerable characters in a position to hurt and be hurt. The emotional
tension of the game lies in the characters attempting to move past that
and accept they’ll make mistakes while still striving to be better.
Apocalypse Keys is a game of discovery and creation. You will often
be asked to answer questions by inventing new truths about the world,
and be flexible when new secrets and huge revelations suddenly come
into play.
Apocalypse Keys introduces mechanics for how you explore the
Mystery, but the truth isn’t written in advance—that comes from the
ingenuity and cleverness of the players. You are challenged to be imag-
inative, curious, and open to the process. A game of Apocalypse Keys
can quickly go into new and exciting directions, and the game trusts
that you can collaborate to tell a great story together.
8
What Is Apocalypse Keys?
Thematically the game focuses on the following:
ѵ Forestalling the Apocalypse: Harbingers of the apocalypse
orchestrate horrors from behind the scenes, covering their
tracks, and unfolding their plans of terror and destruction. They
manipulate monsters and humans to serve their goals and open
ancient doors of power. You are all that stands between the
Harbingers and this world, between survival and apocalypse.
ѵ Solving Mysteries: As Omen-Class agents of DIVISION you
must use your unique supernatural powers, contacts, tools,
and skills to unearth secrets. You gather clues and study the
signs, which are called Keys of the Apocalypse. When
you are ready to confront the truth, you try to unlock Doom’s
Door and see what lies on the other side. Can you unlock the
door before time runs out?
ѵ Wrestling with Power: You are a monster, with great power at
your disposal. As an Omen your capacity for destruction and
terror far exceeds most other monsters. Such power is tied to
something humans and the world can never understand. In
this game, when your power overwhelms you and you go too
far, you or others will pay the price. The toll of this weighs
heavily on your heart.
ѵ Emotional Entanglements: You are monsters who fight
monsters, and there are very few like you. Fewer still who
work with DIVISION. Your relationships mean everything.
You create bonds with each other as a means of controlling
your powers, making sure you don’t go too far. Fight, fall in
love, succumb to your emotions, be vulnerable.
ѵ Your Power Will Likely Lead to Your Ruin: You are each tied
to the demands of darkness, and in turn, you are bound to the
terrible fate that awaits you. It may be prophecy, consequence,
enemies more powerful than you, or simply the truth of your
nature. When you look at a Harbinger of the apocalypse, you
know that many of your future paths lead to becoming one
of them. The only thing standing between you and despair is
your force of will and the positive relationships you have with
others. The abyss calls out to you, again and again, awaiting
your answer.
9
Inspirations
What Is Apocalypse Keys?
The Basics
Apocalypse Keys is a tabletop roleplaying game. To play this game
everyone takes part in telling a shared story. This story is told from
moment to moment, through improvisation and the choices the players
make. The rules help you tell a story of power, emotions, mystery, and
high stakes.
The game involves rolling dice, choosing options, trading emotional
currency, and spending resources. These mechanics introduce inter-
esting constraints for our monstrous characters to navigate.
To play this game you will need 3-5 players, and time to play.
The first time you sit down and play will take 3-5 hours. You’ll create
your main characters, create your branch of DIVISION together, and
introduce the Mystery (The First Session, page 187). Each game
session will take about 2-3 hours.
One of you is the Keeper of the Doors, or the Keeper. Everyone else
plays a single Omen, an agent of the mysterious organization known
as DIVISION.
These monsters are called Omens or PCs (Player Characters).
The Keeper and the players take turns telling the story, but they have
different roles. The Keeper refers to the person who presents the
Mystery and facilitates the game. Everyone else at the table is a player
who controls a PC who investigates the Mystery. While the Keeper is
also playing the game, for the sake of clarity and ease of reference, we’ll
refer to the Keeper and players separately.
Because the game is driven by the interest and interpretation of the
players, the Keeper facilitates a living Mystery that responds to those
players. When both the players and Keeper play with creativity and
10
What Is Apocalypse Keys?
intuition, the Mystery truly comes alive and becomes a unique story
that is tied to the characters.
The Keeper presents the Mystery the PCs must investigate. They
craft the antagonists, set the stakes, provide challenges, and describe
obstacles. The Keeper also narrates for the supporting characters, be
they human, monster, or Harbinger. These supporting characters are
also called NPCs (Non-Player Characters).
The players interact with the world, investigate the Mystery, form
meaningful bonds, and attempt to drive back the apocalypse. They tell
the story alongside the Keeper and help maintain the atmosphere and
mystery. The players should also make sure everyone gets a turn in the
spotlight, like a TV show with a large cast of characters.
The rules in this book help tell your own unique story of Apocalypse
Keys. The rules provide inspiration, nudge the intuition, craft compelling
scenarios, provide unexpected twists and turns, guide our choices, and
tell you when to roll the dice.
Content Note
This game deals with mature themes such as the end of the world, super-
natural forces, and the occult. Some concepts lean into experiences that
you may find parallel with racism and marginalization. Depending on
the elements your game chooses to focus on, the following content
may also occur: genocide, cultural genocide, survivor’s guilt, unhealthy
parental and familial relationships, toxic interpersonal relationships,
mind control, emotional manipulation, memory loss, and body horror.
You are encouraged to change aspects of the game to improve your
enjoyment of the game. But it’s also okay to not play this game.
11
Safety First
Safety First
Like most social activities, tabletop roleplaying games fall under a social
contract. There is an unspoken agreement that we have all chosen to
spend time together to play a game and enjoy ourselves.
Because we all have different life experiences, we can sometimes
hurt others even if we didn’t mean to. We can unintentionally say or
describe something that makes someone else uncomfortable, and it can
be hard for others to speak up or even understand what they’re feeling.
When you play this game, use safety tools. Safety tools are how we
ensure that everyone at the table has fun and feels empowered to
contribute. For a horror game like this one, this is especially important.
The Keeper and players all help each other foster a sense of kindness
and warmth. Safety tools are a communication tool that aims to help
everyone feel comfortable and better express themselves while clearly
establishing our boundaries. This makes it easier to support conversa-
tion and mutual respect.
Green, Yellow, and Red is a safety tool that was created for you
and your group to use when playing Apocalypse Keys. While I encourage
you to choose the tools best suited to your group, this is the default set
we use when playing Apocalypse Keys.
12
Green, Yellow, and Red
Safety First
Green, Yellow, and Red is a safety tool that uses lists to remind players
what subjects and themes we want to see in a game and what subjects
and themes should be avoided. The lists can be modified at any time
and can be referred to during play.
You’ll need a way of writing down answers to some questions, to help
guide play. As everyone in the group takes turns answering questions,
write down the answers. This makes it easier to refer to later.
ѵ GREEN: What themes, stories, and ideas are we excited to
explore in this game? This can be as simple as “I’d love to fight a
big bad monster every session or so” or “I’d like to explore queer
relationships.” We can be more specific and bring in media and
touchstones that inspire us, or ask for specific narrative arcs for
our characters.
ѵ YELLOW: What themes, stories, and ideas do we want to see
less of? This can mean it’s fine in small doses, we want it to happen
“off screen,” or we will keep details to a minimum. This can sound
like, “I’m cool with comic book or blockbuster film violence, but
nothing graphic or disturbing. I don’t want to focus on gory details
or bring it into focus,” or “We’re okay with lots of Catholic imagery
in describing our holy symbol arsenal, but I don’t want DIVISION
to be an extension of the church or for evangelism to appear in
the game.”
ѵ RED: What themes, stories, and ideas will we NOT see at all in
the game? This means the group can be sure that this will never
come up, no matter what. In case one of us forgets or makes a
mistake, we can use our safety tools to remind each other and
remove the content from the game. We can do this by saying some-
thing like, “I don’t want to see children be harmed in this game,
even threat of harm.” or “I don’t want sexual assault to come up.
Sexual content that is consensual is fine, the kind we see on general
television that cuts to black immediately.”
It can be hard to know everything we want or don’t want in our game
before we start playing. Because of this, we look at our Green, Yellow,
and Red list as a guide we update as we play. Before play, we’ll write
down our initial choices for each color, in a clear and concise way. But
throughout play, we’ll encounter the unexpected and we may even
discover that our boundaries change. At any moment during play, we
can add something to any of these lists, or move something over to the
Red zone if we decide we’re no longer okay with exploring it. We can
update the guide by saying something like, “I realize I’m not okay with
gaslighting being a main plot point in the game. I’m going to add it to
our Yellow choices.”
13
Agree on a means of checking in throughout the game. Make it a
Safety First
habit to check in during play, during breaks, and after a game. This can
look like showing everyone a thumbs up, and waiting for thumbs up in
return to make sure everyone is okay with where things are going. This
can also sound like, “I know we agreed on no graphical violence, but
I’m not sure about body horror. How do we feel about that?” Or “So
we seem okay with body horror, but please interrupt me at any time
if this is not cool.”
Green, Yellow, and Red will help invite topics we’re excited to explore
and set clear boundaries so we can play confidently and push into
thrilling territory. I encourage you to build on and customize this toolset,
giving your group exactly the tools they need to feel welcome, safe, and
engaged.
For more information on safety tools and their use, the TTRPG Safety
Tool Kit http://bit.ly/ttrpgsafetytoolkit by Kienna Shaw and Lauren
Bryant-Monk is an excellent resource. Different groups will need a
different combination of safety tools. See what works best, and play
with an open heart.
Experiment and tweak Stars & Wishes as much as you like, making
it work best for your group! A strong feedback tool that celebrates and
guides play will lead to an even more fun.
14
The Core Rules
To Do a Thing, Do it
Each move has its own context for when it’s activated, this is called the
trigger condition. If your character is taking a challenging or dangerous
action that matches up with a move trigger, it’s time to make that move.
The Keeper can ask, “You’re charging at the ash guardian to force
them to stop the summoning ritual, it sounds like you’re Unleashing
the Dark. Is that right?” Or a player can call it out directly, “I’m going
to tell Opal about how scared I am to lose the last of my soul to the
demonic weapon built into my arm. I’m going to Reveal My Heart.”
15
If you want to make a specific move, you have to take the relevant
The Core Rules
action to hit the trigger condition. The two are inseparable. You must
reveal your heart and sincerely connect to someone to Reveal Your
Heart. You must push the limits of their supernatural powers to
Power Through Darkness. The Hungry must surrender to the
hunger within them to use the Gnawing Edge of Hunger and feed.
To do a thing, do it.
If you say “I want to Power through Darkness” the Keeper
should ask “Cool, what do you do?” If you say “I’ll Grasp Keys here”
the Keeper should say “That sounds great. How do you do it?”
When a move is triggered, clarify what the character is doing and
what the player is hoping to accomplish in the moment. This makes
it easier for the other players and the Keeper to play out the moment,
trigger the move, and contextualize the results.
Because the PCs are connected to the world and people around them,
it makes it easier to control their power. When a PC runs out of Bonds,
it’s easier to lose that control.
Some moves, particularly DIVISION and Ruin moves, ask the player
to make a choice or answer a question. The outcome is based on their
answer.
16
There Are Always Consequences
The Surge, while exploring the ashes and burned down remains of
a school, uses their elemental powers to sift through the rubble and
Grasp Keys. The player rolls and gets a miss. They find more than
they’re ready for. An old photo, burnt along the edges, some of the
faces blackened shadows. The Surge realizes the picture is their mother
and someone else. Is it someone from the cult they ran away from? A
long-lost sibling?
Will the Surge use their powers of darkness to manipulate the ashes on
the photo and learn how they come closer to becoming a Harbinger
(marking Ruin)? Or will they burn what remains of the photo and turn
away from the truth? Either way, they now know their mother and the
cult are somehow involved.
17
It’s a Matter of Scale
The Core Rules
The Omens in Apocalypse Keys have access to great and terrible powers.
Whenever they make a move, the situation always changes, but how
much it changes is a matter of scale.
Sometimes a move just moves forward to the next action beat. When
the Summoned faces a colossal rift monster they can Power Through
Darkness to force the rift to materialize and provide an opportunity
for their allies... and the fight continues!
Other times, the move will be definitive, either ending the current
conflict entirely or drastically changing the situation. When the
Summoned faces the same colossal physical threat, what happens when
they call upon their hellish creator and demand they strike down the
threat? After the portals to hell open and the demonic armies over-
whelm the rift monster, what terrible promise of love did the Summoned
have to offer in exchange for such power?
While a player decides how much narrative control they wish to exert
in the scene, the Keeper gauges the scale of the moves as they happen in
the game. They use their best judgement, paying attention to intuitive
nudges like narrative pacing, dramatic timing, and emotional pay off.
Keepers are encouraged to use their best judgement, but here’s
some general advice. There will be exceptions to these guidelines,
but this should serve the group well during your first few sessions of
Apocalypse Keys.
18
BASIC MOVES
Moves Summary
Moves are a tool for continuing the conversation. Always follow the
fiction and drama when determining outcomes.
ѵ To Do a Thing, Do It. Every move has a trigger. A player describes
an action and the move follows from it. If a player wants to make a
specific move without describing an action to trigger it, ask what
do you do? Or, what does that look like?
ѵ Roll the Dice or Decide. Depending on the move, the results may
be based on a roll or a decision the player makes. When rolling,
typically you’ll roll + Darkness Tokens.
ѵ There Are Always Consequences. For good or ill, all moves have
consequences that change the situation, the characters, or both. If
the action taken would not create a significant change, it’s probably
not a move, it’s just continuing the conversation. That’s fine, keep
talking until you come to a point where consequences are on the
table. Then make a move!
20
Powers of Darkness
Keeper: Sure, what does that look like? Will you just try to talk them
down, or will you use your powers of darkness?
Keeper: You reach out with your powers of darkness and find one, their
golden eyes glow in the fading light. There’s a moment of connection
between you two as you feel the calm curiosity in their heart. Okay,
let’s make that roll and see how this turns out!
21
Darkness Tokens
The Core Rules
Carlos (Cara): All right, we don’t don’t have time for these hysterics.
“Death has claimed your lover and there is no coming back from that.
You can sit here and mourn if you like, but in the meantime, we wish to
track down this killer. If you can help us, stay. If not, leave.”
Cara is reacting with cold reason and logic, instead of comforting
the gorgon. They went pretty hard here—Cara could have held back,
but they didn’t. So, I’ll pick up three Darkness Tokens.
23
If a player chooses this demand, it means they’re excited to explore
The Core Rules
these questions. They may define what the leviathans are immediately
or discover who they are in play, in relation to the investigation. The
Keeper could populate the Mystery with evidence of the leviathans,
ancient scrolls, witnesses who have dreamt of the leviathans, or a cult
that is actively working towards waking the leviathans.
The Keeper can refer to these demands to guide play, create NPCs,
complicate the Mystery, and so on. If the Keeper can bring in other
aspects of the PC—like their origin or powers of darkness—then so
much the better. Players are encouraged to flirt with these temptations,
discover how these demands define the character, and defy them.
At the start of each session, the players should examine What the
Darkness Demands of You. Is there still a rich amount of tension to
explore? Or is this creating a narrative path that the player is no longer
interested in? Players should tweak, rewrite, or create completely new
demands to better reflect what interests them.
What the Darkness Demands of You offers a guide for the players.
What will tempt or influence the monsters they play? What gives them
the strength to fight off these demands?
Rishi has the following for What the Darkness Demands of You—to
storm heaven and to create dark churches in my name.
Keeper: Do you have an idea for why Rishi would be tempted by these
demands? Or do you want to play to find out?
River (Rishi): I like the sound of dark churches in my name, but I’m
not sure what that means yet. Maybe we could have a cult that’s been
worshipping a version of me before my fall? I don’t think my character
knows about that yet though. What I’m sure about is why my character
wants to storm heaven. They used to be the great Bakunawa, swallower
of moons and the sea serpent that brought eclipse and darkness.
But I fell in love with a divine enemy, the angel Manav. He told me a
secret, that his divine creator was feeding off the energy of my fellow
gods, becoming stronger while keeping us weak. I grew angry, and was
determined to defeat this god in battle and take heaven from her. But
I was betrayed by someone, maybe even Manav, and I fell.
Ruin reflects the Omen’s fall into darkness. The more Ruin an Omen
accumulates, the greater their access to new moves and the possibility
of them becoming a Harbinger greatly increases. What the Darkness
Demand of You guides the PC towards more Ruin (Ruin, page 32).
24
Bonds
25
Taylor is playing Tiana, the Surge, who has access to the power of
The Core Rules
Taylor (Tiana): Let’s go all out, I’ll spend three Darkness Tokens on
the roll. Oh no, that’s a 13 in total, I’ll go too far. I don’t want that to
happen right now.
Taylor (Tiana): I have three Bonds left... if I spend all three, I can bring
the roll down to 10. I have one Bond with the Marquis, and another
with Cara. But one of the Bonds is with What the Darkness Demands
of You. Okay, I’ll describe a flashback that helps me in this moment.
I feel the storm within me—it rages, and it wants me to let go and
flood the city. But I close my eyes, and I remember standing in the
rain with the Marquis and Cara. We just came back from a mission
and I messed up, I messed up so bad. I was expecting disappointment,
judgement, but instead we just quietly headed to the bar. I learned
how to play a card game for the first time.
The Marquis taught us how to play, and Cara pretended to lose to
make me feel better. It rained the whole night. I can’t think of the rain
without thinking of their warmth. And yet, I know in my heart, when I
am forced to destroy all of humanity, I will make sure these two survive
no matter what. I spend the Bonds and pull myself back to the moment,
letting the storm die in my heart.
PCs start the game with four Bonds. Three Bonds with other PCs,
and one with What the Darkness Demands of You (Making Characters,
page 85).
If a character has three or more Bonds with a PC or NPC, at any
time they can erase those three Bonds and mark XP (Experience and
Advancement, page 30). If they do, they reveal something about the
other character (subject to PC and Keeper approval).
26
Conditions
Keeper: The aswang smiles, showing their many razor sharp teeth.
You realize they know you’re lying. Their smile widens and they nod,
placing a hand on your own and looking deep into your eyes. They say,
“Oh my, Rishi. You truly are a tempting one, aren’t you? I could spend
all night listening to your lies.”
The aswang can read you like an open book, you’ll be unable to
convince them with a lie for the rest of the scene. Mark a Condition,
how does this make you feel?
River (Rishi): You know, I initially thought I’d be Raging about this, but
I think they’re turning me on instead. I rather like this aswang, what an
interesting puzzle they are. I’m going to mark Lustful.
27
Breaking Point
The Core Rules
When you mark your fourth Condition, you reach your Breaking
Point. Your emotions overwhelm you and you lose control.
When you do so, read the unique description of your Breaking Point
out loud. Follow the instructions and work with the Keeper and the
others to play out this scene. This is a big moment!
During this scene, you cannot mark or choose an option to mark a
Condition. At the end of the scene, clear all Conditions and mark Ruin
once. You have let out all the pent up emotions and they no longer
control you, but you inch closer to your ruin in the process. Once you
accumulate five Ruin, you’ll trigger a Ruin Advance (Ruin Advances,
page 82).
Playing out the Breaking Point may take only a moment or two, or it
could play out an entire scene. It’s best to decide in the moment what
feels best in play as the story unfolds.
Ann is playing Astra, a refugee from a destroyed planet. As the Last, they
have marked all four Conditions and have reached their Breaking Point.
Keeper: Okay, Ann, can you read out loud the description of your
Breaking Point?
Ann (Astra): All right, here we go. “You’ve barely been able to keep
the grief and anger at bay. It rises in you now and you feel time wither
away as you relive the trauma and heartbreak. Your guilt turns you
into a weapon. Describe how you will make everyone and everything
around you pay for what happened to your people, and how you go
too far. The Keeper will tell you how the faintest hope surfaces before
you destroy it, and who walks away to perpetuate this cycle of violence
and pain.”
28
Keeper: What will you do to make everyone pay for what happened
Ann (Astra): So, I just got thrown into the side of this building by one
of the fire demons that escaped Tiana’s water prison, right? I think this
is when we find out that Astra is traumatized by fire. It was a great fire
that burned most of their planet. I don’t see the fire demon anymore, I’m
back on my home planet and I’m watching everything burn. I scream,
and I lose control of my dimensional phasing power. I tear through
time and space and bring the fires here. I will burn everything down
and there’s nothing anyone can do about it!
Well, at least, that’s my traumatized response, but I’m hoping
someone else steps in to help!
Clearing Conditions
The Omens of DIVISION have been working together long enough to
know that finding moments of reprieve or connection are essential. To
clear Conditions that are affecting a character, there are several moves
that can do so.
All PCs may choose to trigger the move Reveal Your Heart, which
will create a moment of sincere connection. Choosing the option “Clear
one Condition” will immediately clear it, meaning you will unmark it
and are no longer affected by the emotion.
In addition, many moves also offer the opportunity to clear Conditions,
such as the Forbidden Archives, My Anointed One, You
Loved Me Once, among others.
At the start of a new Mystery, all PCs unmark their Conditions.
29
Experience and Advancement
The Core Rules
30
If your character does not communicate telepathically, you may take
31
Ruin
The Core Rules
32
Carlos is playing Cara, the Shade. Cara has broken into a morgue to
Carlos rolls a 9 in total, and the Keeper looks at her notes for the
Mystery and decides which Key to share. She sees one, “a walkman
playing a lullaby, gentle lyrics that grow darker the longer it plays” and
recontextualizes it for the scene.
Keeper: A raspy voice comes from the body, it’s a bright and cheerful
voice, but death has given it a hollow edge. They say, “I heard the song,
and I recognized it. A lullaby, but where was it coming from? I followed
the sound into the dark, and I found the walkman, drowned in water,
but it was playing the song…”
One of the metal drawers starts rattling and slowly opens itself.
There’s a click of the old walkman as it plays back the cassette, and
you hear the sweet and gentle lullaby. But it slowly fades and the sound
of screaming from under the water drowns out the song.
Carlos (Cara): Oooookay, I know I’m like a ghost and all that, but I
am seriously freaked out. I release the body and pull my ectoplasm
back into my suit, does that stop the music?
Keeper: Yup! As soon as you release the body, the walkman clicks and
falls silent. The drawer slowly closes itself.
The Keeper picks up the Mystery Map and writes down the Key that
Cara found. She writes down, “A walkman that plays a creepy lullaby.
It led one of the victims to their death.”
33
Facets of the Mystery
The Core Rules
34
DIVISION BRIEFING
35
Doom’s Door
The Core Rules
36
The Basic Moves
37
Unleash the Dark
The Basic Moves
When you unleash the dark within you to enforce your will on
someone (physically, socially, or emotionally), spend Darkness
Tokens and roll.
On an 8-10 you wield the darkness with control and ease, choose
two:
ѵ Get past their defenses and inflict a Condition
ѵ Get what you want from them
ѵ Avoid reprisals, harm, or cost
ѵ Gain the upper hand, for now
ѵ Expose a weakness or flaw
ѵ Confuse them for some time
On an 11+ your control falters and you go too far. Choose one,
but the Keeper describes an unintended consequence.
On a 7- you have greatly underestimated them, the Keeper will
describe the desperate position you find yourself in.
Omen-class monsters from DIVISION will often have to force, manip-
ulate, or violently engage with someone else. Unleash the Dark
covers three means of confrontation: physical, social, and emotional.
As long as you are trying to force someone powerful to do something
they don’t want to do, you’ll have to Unleash the Dark on them.
This is a perfect opportunity to utilize your powers of darkness if you
choose to. The Summoned might use their colossal strength to
tear a door off its hinges and slam it on the ground, intimidating an
opponent who won’t give in. The Fallen might use their fae glamour
to take on a shape and demeanor more pleasing to their target, offering
lies and charm to get what they want.
If an NPC is willing to go along with the PCs, or if they can’t resist
the physical, social, or emotional pressure, this move is not triggered.
Instead, the Keeper describes how the NPC gives into the pressure.
Usually this means the NPCs will offer information or act in the way
the PC was pressuring them to.
Most significant characters in the game will have Conditions, just
like the PCs. One way to render someone harmless is to inflict enough
Conditions to render them helpless or push them over the edge (Combat
and Conditions, page 185). However, this is not the only way, a PC
may use other options to de-escalate, convince, or manipulate their
opponent into standing down and giving way.
If a player wants to inflict Conditions on an NPC who is not putting
up resistance, clarify what the player wants to achieve. If it can be
achieved without violence or Unleashing the Dark, then it happens.
38
The Basic Moves
If a player or PC wants to officially take out a compliant NPC from
the scene or even kill them, it’s best to talk about that briefly and how
it supports the story thus far. If it makes sense for the fiction, and more
importantly, leads the story into interesting directions for everyone in
the group, then the player just describes how the NPC is taken out or
killed.
Bear in mind that hurting a character in this way, especially one
incapable of resisting or one that is already complying with the PCs,
is an inherently cruel act. The Keeper may decide a PC should mark a
Condition or Ruin to reflect this violence.
Olivia is playing Opal, a fae creature who was found in an abandoned
research facility. As the Found, Opal can use telepathy and mind blasts.
Opal is confronting a human soldier who refuses to cooperate. The
soldier is threatening to force DIVISION out of the investigation.
Olivia (Opal): II’m going to use my telepathy to reach into his mind
and speak directly to him. I’ll say, “Mr. Avila, I think you may have
misunderstood us. This is not open to negotiation. You’ll give us access
to those pretty confidential files of yours, and then you’ll leave.” And
to let him know I mean business I’ll use a mind blast to tear apart the
wall behind me.
I want to intimidate this soldier into telling me everything they know.
Should I roll Unleash the Dark to see if it happens?
Keeper: No, the soldier has seen many things, but they’re still just a
human. In fact, I’ll say that they recognize you for what you are—there
have been whispers in the military about the fae experiments and the
living weapons it created. Mr. Avila’s mind opens up to you, and you
can sense his fears and despair. In a few moments he relents, screaming
he’ll tell you everything they know.
39
In another example, Astra, the Last, is facing a Harbinger on their own.
The Basic Moves
They’re the only thing holding back an immense werewolf with several
heads and dozens of eyes.
Ann (Astra): I’ll use my time distortion. I want to slow down the
Harbinger and force her to deal with me so she can’t get to the town.
The air crackles with energy and time slows down all around us, golden
cracks forming around me. I’m hoping I can move in and get in a few
good hits and get her to back off!
Keeper: It sounds like you’re trying to enforce your will on her physically.
Let’s Unleash the Dark.
Ann (Astra): I want to make sure this works, I’ll invest three Darkness
Tokens on this... good thing I did. I rolled an 8 in total! I get to choose
two options.
I want to weaken the werewolf, so I’ll get past her defenses and
inflict a Condition. As time fractures around me, I get in a dozen solid
punches, using my combat training. For my second option, I’ll confuse
her for some time. I need to keep her distracted so the other agents
have a chance to set up the ritual in the town square.
Keeper: Are you okay with not choosing to avoid reprisals, harm, or
cost? It’s likely you’ll have to take a Condition or a similar consequence
as you hold off the werewolf.
Ann (Astra): Yeah, I’m sure, I need to weaken her and hold her here.
Keeper: Time shatters around you and slows down. The werewolf’s
body splits open, the sound of bone and flesh filling the air, her howl
echoing through the rainforest. As the werewolf weakens she becomes
desperate, and she takes on a more alien form.
The Harbinger turns to look at you, her jaws snap open and she
growls, “When my master asked me to hunt down your kind when
they fled to Earth, it was a pleasure. I made sure to save you, the most
powerful, for last.” Mark a Condition, how does that make you feel?
40
Power Through Darkness
41
If the Surge wants to use their lightning to power up an entire city
The Basic Moves
without overloading the power grid, they can be asked to roll Power
Through Darkness. If the Found wants to reach out telepathically
to force a giant rampaging monster to slumber, they’ll roll for it, or
maybe Unleash the Dark on them. If the Last wants to push past
their limited time manipulation and create a portal to a different time-
line without tearing apart dimensions, they’ll definitely roll to Power
Through Darkness. If a Harbinger is waiting on that runaway train,
then the Keeper may ask for a roll to make sure the Summoned avoids
an ambush.
A character can’t use their powers of darkness to prevent or inter-
rupt the mechanical consequences of a move. If the Summoned takes
a Condition as a result of Unleashing the Dark, another player
cannot intervene to stop that from happening.
The Keeper will often clearly set up a dangerous situation and give
the PCs a chance to prevent the worst from happening. A shapeshifter
will sneak up behind a human investigator, their skin rippling to steal
a new identity. A building will creak and groan as the magical wards
begin to weaken and buckle. A portal will begin to tear through time
and space itself as a tentacle slowly pushes its way through. This is the
perfect time for the monstrous agents to Power Through Darkness
and protect what’s important—if they don’t have another move that can
change the odds in their favor.
It’s important to remember that many of the playbook moves will help
the PCs create advantageous situations, creating new opportunities.
This is especially true for Ruin moves. Players should still feel free to
use Power Through Darkness if they like, but encourage them
to use their own playbook moves in creative ways.
The Fallen can use their fear manipulation to distract the shapeshifter,
but they could also use the playbook move You Loved Me Once to
change the situation, establishing the shapeshifter used to worship
them and see what happens next in the move. The Last can use the Ruin
move, A Tower of Isolation, to mark Ruin and immediately have
a spellbook on hand that will strengthen the magical wards.
42
The Omens have tracked down the Harbinger behind it all, and a violent
Rishi has used their cracked divinity to turn some innocents into new
worshippers and has given them the command to escape and help
others. But the building will give way any minute and crash into the
busy street below. Tiana has a plan.
Keeper: This definitely sounds like you’re pushing the limits of your
powers here. Let’s see you Power Through Darkness. What does it
look like?
Taylor (Tiana): My eyes glow brightly, and the holy symbols I wear
crack as I allow my power to overwhelm me. I let out a huge scream as
I try to push myself as hard as I can while retaining control. My glasses
shatter as lightning fills the sky.
I don’t have Darkness Tokens, so I won’t be adding anything to the
roll... but I got an 11! I went too far... I’ll spend a Bond with my mother.
I start seeing brief flashes of her as she prepares me for the ritual sacri-
fice. She whispers, “You will be strong enough to destroy this wretched
world and bring about the new age. You’ll be strong in a way that your
sister wasn’t.” I’m spending the Bond at a -1 to bring me down to a 10.
Taylor (Tiana): The power pours out of me, and bright, glowing tears
stream from my eyes. Because I almost went too far, the elements
engulf the entire building for a moment, like it’s about to tear it apart,
but then it stabilizes. The fire, air, wind, and water all come together
to change the building just enough to hold it together.
Keeper: Excellent! As you do so, you hear a familiar voice from below,
“Little one, is that you?” When you look down, you see it’s your long-lost
sister—she’s trying to find a way past the crowd to get a better look at
you. I’m offering you a Bond with your sister since she was one of the
innocents you just saved
43
Reveal Your Heart
The Basic Moves
44
The Basic Moves
Sometimes when characters try to reach out to each other, things
can get complicated. Players roll to see if they can find a moment of
emotional intimacy, or if something will undermine it.
The moment could go wrong and someone misunderstands things
terribly, a revelation could unearth a painful suppressed memory, or
a Harbinger could suddenly appear just when you were about to kiss!
A PC can also use this move on an NPC. The move resolves as
normal, and the NPC can choose to reveal their heart in turn and
clear a Condition if they have one marked.
Astra is lost in their memories, harrowed by how the current investigation
has revealed shocking truths about their people. Opal can understand
this, having just learned terrible things about their past in the last scene.
Ann (Astra): I reach out and touch your hand, and I say in a soft voice,
“You remind me of Sidra, my dearest love. You’re kind and generous,
like she was.”
Olivia (Opal): I’ll hold your hand in mine and say, “I can’t replace Sidra,
but I do care about you a great deal.”
Keeper: This sounds like one of you was Revealing Your Heart. Opal,
it feels like you reached out first to sincerely connect to the Astra.
Olivia (Opal): Yeah, and I think I’m falling in love. I want to be special
like Sidra was. I’ll use three Darkness Tokens here—my telepathic
powers are reaching out to reveal my growing feelings.
Okay, I’ll roll. That’s a total of 8! I’ll clear one mark of Ruin—I think
falling in love with you will help me turn away from a terrible fate.
When you are torn between your monstrous nature and your
human heart, or when you are tempted by What the Darkness
Demands of You, make a choice:
ѵ Let your monstrous nature show and describe the damage your
outburst causes, mark one Ruin.
ѵ Describe how you diminish your power and conform to the pres-
sures of humanity and lose all Darkness Tokens.
ѵ Spend a Bond with someone. Describe how they, directly or
inadvertently, help you regain control.
Despite your status as an agent of DIVISION, most of the world will
only see what they want to see. A monster. An Omen, who is only a
step away from becoming a Harbinger themselves.
Many will fear you, while others will begrudgingly accept your help—
only because they have no other choice. Some humans will accept you
for who you are, but this is not the norm. Even the most well-meaning
human cannot help but struggle to connect to you in a meaningful way.
Among other monsters, your status as a DIVISION agent will make
them uneasy or distrustful. Many monsters see DIVISION as an organi-
zation that exploits its monstrous agents. Monsters whisper about how
the powerful humans who control DIVISION have their own agenda.
Most monsters of the world will never be on the same scale of power as
an Omen-class, and it’s difficult to trust someone so dangerous. Only
monsters who pursue the ancient doors of power, the Harbingers, wield
the same amount of power.
This means that you will often deal with forceful emotional turmoil
and pressure from your past, responsibilities, and relationships. The
mission at hand and What the Darkness Demands of You, will often
be at odds. To protect the world and humans, you will often have to
hurt monsters and those like you.
The trigger of this move, when you are torn between your
monstrous nature and your human heart, is meant to find natural
points of tension in the moment. What is your monstrous nature? What
is your human heart? The truth is that you’re not very different from the
humans you protect, but the world won’t accept that. You never asked
to be a monster, and being who you are does not make you monstrous,
but you are not like them.
Another trigger is when you are tempted by What the Darkness
Demands of You. This is a reminder that you wish to be tempted by
what you chose during character creation, and what you can change
at the start of every session (Making Characters, page 85, and The
Second Session Onwards, page 190).
46
The Basic Moves
The Keeper may offer a temptation that aligns with What the Darkness
Demands of You, or a player may offer it themselves. Whatever the case,
this move only triggers if the PC is truly tempted. A player may always
say that this is not the case, and the move does not trigger.
The last move trigger is when a PC has five or more Darkness Tokens
after a move. If a PC picks up a lot of Darkness Tokens but immediately
spends them on a move, this move does not trigger. This represents
how a PC is encouraged to lean into their power, but they must keep
themselves in check. This means a player can choose when they end
a move with 5 or more Darkness Tokens, indicating that they want to
trigger Torn Between and explore this tension.
When a PC is Torn Between, they must make a choice. Unlike the
rest of the basic moves, the player does not have to make a roll. This is
not something that is left to fate.
A PC must choose if they will have an outburst, causing damage or
even hurting someone in the process, bringing them closer to their Ruin.
If they diminish their power and describe how they conform instead,
they don’t destroy anything or hurt anyone, but lose all their Darkness
Tokens. Finally, a PC may choose to spend a Bond with someone. The
person does not have to be on the scene. It is often our relationships
that help us center ourselves, find the eye of the storm, and have a
moment of clarity.
If Torn Between was triggered by having five or more Darkness
Tokens after a move, and the PC let their monstrous nature show or
spend a Bond with someone, they would still have five or more tokens.
When this happens, the player and the Keeper play out and support
this ongoing tension, and the game moves to the next narrative point.
What does it look like when the PC looks like they’ll explode at any
moment? How will this tension affect others? Torn Between only trig-
gers again if the PC has five or more Darkness Tokens after their next
move.
47
Rishi stands in what remains of a crumbling church. A violent cult has
been dealt with and only the cultist leader remains.
The Basic Moves
River (Rishi): I’m going to Unleash the Dark on him. I’ll wrap him in
the coils of my body and ready my soul venom. We need to end this
here, and find the Harbinger responsible for all of this.
Keeper: Before you do that, you notice the cult leader’s eyes widen and
his mouth trembles. He surrenders to your coils and whispers, “I have
worshipped a false god, you are what the prophecies have spoken
of. It is you, cast down from heaven, that we will make rise again and
take your rightful place above all others. Allow me to serve you, and
together we will build an army that will threaten god and her heaven.”
River (Rishi): Wait, is he offering to build dark churches in my name?
Keeper: Indeed, you feel the pull of What the Darkness Demands of
You. What do you do?
River (Rishi): Oh, this is really tempting...before this mission I would
have ignored someone like this, but this cult business is really getting
to me. I think I’m Torn Between.
Keeper: As you feel the temptation fill you, for a moment you see
flashes of what could be. Beautifully glittering churches, warriors rising
from crashing waves, each one covered in divine scales. Together, you
storm the very gates of heaven.
River (Rishi): Ah, hitting my second demand! Okay, I’m definitely Torn
Between. I’ll make a choice. For a moment, you see my eyes glow with
a terrible brightness, filling up the entire church with a light that could
rival the sun. My shadow lengthens and splits behind me, and the great
celestial sea serpent I once was grins with its many teeth. I’m going
to mark Ruin here, I’m letting my monstrous nature show. I tell him,
“Rise, Master Loren. You will be the first of many who will rise with me.”
Keeper: What damage does your outburst cause?
River (Rishi): I was thinking I’d destroy the church, but maybe some-
thing more interesting would be the poor cult leader himself. I pull him
closer and place my hand on his cheek. The soul venom leaks from my
hand and his form will completely change. He is wearing the scaled
armor I saw in my vision, and his skin is now as cold as the depths of
the ocean and his humanity begins to drain away. The church around
us reflects that now, dark and scaled.
Keeper: What do you think of his features changing, just ever so
slightly, to look more like Manav, the angel who betrayed you? Perhaps
over time he’ll look more and more like Manav?
River (Rishi): Yes, his blonde hair turns black, and his face subtly
changes in shape. But when he smiles at me, it’s the exact same loving
smile Manav used to give me. I feel my heart break in response, but
I’m so happy to see him.
48
Grasp Keys
49
Sienna (Scarlet): I think the fae detective knows more than she’s willing
The Basic Moves
to share with us. There must be some connection between her and the
redacted files. I’m going to use my powers of darkness, transfiguration
through pain, and change into a snake and slither after her.
Keeper: Do you want to Grasp Keys here, or are you just following her
to see where she leads you next?
Sienna (Scarlet): Hmmm, I’m not sure yet. How about I follow her
first? She might get me another lead, and I’ll try Grasping Keys then.
When the player announces their intention or when it feels like their
actions may trigger Grasp Keys, this is a good time for the Keeper
to look at their Mystery Codex. A Mystery Codex is a guide for the
Mystery the Keeper is facilitating for the players. Apocalypse Keys comes
with some prepared Mysteries, and Keepers can change any part of
the Mystery to better suit the PCs and players. However, the Keeper is
free to write their own Mystery (The Anatomy of a Mystery, page 193.
Craft Your Own Apocalypse, page 328).
The Keeper refers to the list of Keys they have from the Mystery Codex,
and chooses or creates one while thinking about how to contextualize it
to the situation (Keys of the Apocalypse, page 201). Once a PC uncovers
a Key, the Keeper writes it down on the Mystery Map. The Keeper
should write down the contextualized version of the Key.
For example, for the Key “evidence of false memories, the Keeper
contextualizes it and writes down “Derek’s memories have been tampered
with, he has false memories related to the incident”.
A player may be tempted to repeatedly trigger the Grasp Keys move
to gain every scrap of information they can. Remember that a Keeper
should provide basic information, or immediate details related to the
Keys the Omens have access to. Should an Omen wish to dig deeper,
they have other ways to gain more context and hidden information.
They could talk to an expert, use their supernatural powers, confront
an antagonist, and so on. This will lead to other moves and more oppor-
tunities to uncover Keys.
50
When a PC rolls a miss when they Grasp Keys, they come across
51
Information Flows Freely
The Basic Moves
in Apocalypse Keys
Apocalypse Keys assumes that when the players or PCs want to have
a better understanding of the situation, characters, and the setting,
the Keeper shares this information freely. PCs trying to pick up basic
information does not trigger Grasp Keys.
The Omens are remarkable characters. Their supernatural powers,
nature, and origins provide exceptional insight. There is nothing inter-
esting that can happen if the characters barely know anything and
need to trigger a move to learn basic information. Grasp Keys is a move
for uncovering Keys and understanding the Mystery at hand, not for
revealing information that can be easily discovered.
In addition, the Keeper should be generous in what falls under basic
information. Keep in mind what the Omens would know and what their
experience would have taught them. The Fallen is knowledgeable about
divine beings, the Shade has a deep understanding of necromancy,
and so on.
Some examples:
ѵ The environment: What do the PCs sense and perceive around
them? What sights, sounds, smells, and other sensations paint the
scene? What do their supernatural senses pick up?
ѵ Social cues: How is the NPC responding to the PCs? Do the Omens
suspect someone is lying to them, or that they believe in what they’re
saying?
ѵ The history of the world: How do the PCs recognize the cave mark-
ings and the deities depicted in them? What do DIVISION files have
on the Factions in the city?
Anything the PCs don’t know, any sudden revelations and unwelcome
truths, can be described as a result of another move, especially on a
miss (Keeper Moves, page 175).
52
The Marquis is fighting off a small army of aswang. The aswang have
Malika (the Marquis): What do I know about the aswang? Are they
always this violent and confrontational?
Keeper: You know aswang don’t normally attack like this. They have
a code that only allows them to attack in order to defend themselves
or others. I’ll tell you this, you have the Power of Darkness of emotion
amplification, and you can tell their emotions are being controlled by
an outside force. Someone is manipulating them.
Malika (the Marquis): I could Unleash the Dark, but I don’t want to
hurt them. I’m worried that if I have a disastrous success or miss that
they could get hurt. I’d rather hurt the person who’s doing this to them.
Keeper: Do you want to try figuring out who’s controlling them? You
could Grasp Keys while fighting off the aswang?
Keeper: Ooof, this is what happens next. As you weave in and out of
the shadows, more aswang appear. You’re completely surrounded!
There’s one that’s colossal compared to the rest, their massive head
brushing against the top of the trees. Their eyes glow a bloody red. So,
I’ll offer you a choice, you can deal with this situation as it is, or you
can mark Ruin and uncover a Key anyway.
Malika (the Marquis): I’m going to mark Ruin and get that Key! I don’t
have any ideas for how to tie this into my Ruin or What the Darkness
Demands, so I’m game for whatever you have in mind.
The Keeper takes a look at her Mystery Codex. She chooses the Key, “A
broken crown of a Harbinger, created with love and spite.” She changes
an aspect of this Key, to better reflect the flash forward Malika described
right before they took a Ruin Advance.
Keeper: The other aswang cower before the huge one, and they all
revert to their human looking forms. They’re shivering in the dark, terri-
fied. The colossal aswang keeps their form and moves closer to you,
you realize they have something in their jaws. They drop it at your feet,
and it’s a crown made of black roses, dripping blood.
53
The Basic Moves
They bow before you and say, “We recognize the betrothed of the
Manananggal Queen, we will prepare this world as he demands.
Together, you will destroy the world and reshape it.”
Keeper: The aswang all melt away into the shadows. Before the large
one leaves, still in their monstrous canine form, you spot a collar made of
gold and jewels, the same one your father made for the Manananggal
Queen.
So let me write down the Key here. ”The Manananggal Queen is
controlling the aswang, and it is all out of love for you.” Does that align
with your character’s Ruin?
Malika (the Marquis): Yeah, it’s great! I have a horrible feeling that
everything terrible that is happening here is my fault. I think I’m going
to have to trigger Torn Between. I’m torn between being the monster
that loves the Manananggal Queen and the human heart that needs
to stay focused on the mission.
Keeper: All right, let’s see how you deal with the revelation!
54
Unlock Doom’s Door
what the ancient Door of Power is, and how to unlock it. Narratively, the
Omens might discuss their trail of clues extensively back at DIVISION
headquarters, or one Omen might suddenly have a eureka moment
while in the field and silently leap into action. But either way, at the
table, these ideas should always be discussed and explored collabora-
tively between all players.
When accounting for each Key and coming up with a theory, the
players must connect each uncovered Key to a Facet of the Mystery
(page 215). The Facets of the Mystery are a guide to the pertinent
truths and contexts of the Mystery, and the theory should take them
into account.
A Key can only be connected to a single facet, but any number of
Keys can be connected to a single facet. A theory is incomplete if any
Facet remains unconnected to a Key.
The players can take turns, choosing an uncovered Key and connecting
them to a Facet—building their part of the theory. Alternatively, you
could have each player connect the Key they uncovered to a Facet. Make
sure everyone has a turn at building the theory, no one player should
dominate the conversation and connect most of the Keys.
When a theory is formed and all the Facets have been connected to
the Keys, it’s time for one player to pick up the dice and roll. The player
who first announced the attempt to Unlock Doom’s Door, will be
the one to make the roll.
This roll works a little differently than it does for other basic moves.
Darkness Tokens and Bonds cannot be spent, and no other move can
affect the results. Instead, roll the dice, add the number of Keys the
group has uncovered, and subtract the Mystery’s complexity.
For example, the players are about to declare what the door is and
how to unlock it. Together, the PCs have uncovered 9 Keys and have
gone over everything they learned, piecing it all together and connecting
each Key to the Facets of the Mystery. With a Mystery complexity of 8,
the player knows they add a +1 to the roll. This comes down to 9 Keys,
subtracting the Mystery complexity of 8.
In this example, if the player rolled a total of 9, their theory is correct
and they have tracked down the ancient Door of Power. This may mean
the PCs get to the door before the Harbinger has, or maybe they arrive
just in time to challenge the Harbinger and sabotage a diabolical ritual.
The PCs may even know something essential that the Harbinger doesn’t,
perhaps another way to unlock the door or a fatal flaw in the Harbinger’s
plans. The PCs are in a good position to unlock the door for themselves
and decide what to do with whatever lies on the other side.
56
If the player rolled a total of an 11 instead, their theory is correct, but
Carlos (Cara): Cool! I’ll build on that since there’s another Key here, “a
shattered amulet, weakly burning sigils along its surface.” I’m connecting
this to the Door of Power too, specifically how to unlock it. I think the
Harbinger has to collect these amulets to gain access to the dream
dimension, and has to destroy each one as they’re used up. We’re just
lucky we found this one, but there are more out there!
57
“My dear Opal, I was wondering when you’d admit this to your-
The Basic Moves
self. But it’s obvious, isn’t it? The Harbinger is your dear Yarin, that
local high school teacher you have a crush on. He’s a shapeshifter,
but not just any shapeshifter. I believe he’s a weakened god of
dreams, hoping to reclaim his power.”
Keeper: Well, what about the night janitor? She’s been following
Yarin around, and she creeped out the Rishi earlier during the
Mystery.
The players finish connecting the rest of the Facets to the uncov-
ered Keys, taking turns to create a theory. Olivia rolls the dice. The
complexity of the Mystery is 6, and the players have uncovered 8
Keys together. Olivia adds 2 to the roll. Olivia rolls the dice, and it’s
a 12 in total! That means the Harbinger has already unlocked the
door, and the Keeper will introduce a complication of some kind.
River (Rishi): We have to track down Opal! And they’re the only
one who can access dreams, where Yarin is!
Keeper: You know Yarin has just started drawing in the divine
energy from the ancient Door of Power. You have a narrow
window of time before he reclaims his divinity and hastens the
apocalypse. What do you do?
58
The Basic Moves
59
DIVISION Moves
DIVISION Moves
60
DIVISION Moves
In the middle of a session, Malika marks their 8th XP, and they take
an Advance. They decide to take a DIVISION move they’ve had their
eyes on, Monster Celebrity.
61
Dream Future Review Protocols
DIVISION Moves
For as long as you remember, you’ve had strange and prophetic dreams.
DIVISION suspects that you were once a time traveller in an alternate
reality, but you have lost the ability to move through time. DIVISION
has the equipment and personnel available to help record and analyze
useful information from the dreams, often leading to breakthroughs
during an investigation. When you take this move, answer at least one
of the following questions:
ѵ What recurring elements are present in every dream you have?
ѵ Who or what only exists in your dreams? And what do they want
from you?
ѵ Why are you worried about the dreams stopping one day?
At the start of each session, tell the Keeper what kind of dreams
you have. Spend Darkness Tokens and roll.
On an 8-10 the experts are able to parse your dreams effectively,
and you uncover a Key. In addition, the Keeper describes someone who
features prominently in the dream, gain a Bond with them.
On an 11+ the experts reveal a living nightmare hiding within
your subconscious, but you uncover a Key. The Keeper describes the
nightmare you catch a glimpse of before it escapes into the real world.
Declare an irrevocable truth about the Mystery that you learn from
the nightmare. Rewrite or add a Facet of the Mystery that reflects this.
On a 7- you dream of a broken future that was erased from the
timeline by a future you that no longer exists. The Keeper describes
the dream and the harrowing future. A part of that future will become
real and infect this reality.
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Fae Liaison
DIVISION Moves
DIVISION formed an uneasy alliance with one of the royal courts of
the fae, and you were assigned to work with a liaison. They are now
invested in your fate, for better or for worse.
When you take this move, answer at least one of the following
questions:
ѵ Who is this fae, and why do they love you?
ѵ How did they permanently complicate your life in a misguided
attempt to help you?
ѵ How did they help you understand What the Darkness Demands
of You?
When you call upon the Fae Liaison for help, tell the Keeper how
large a favor you’re offering the fae in exchange, on a scale of 1-3. The
Keeper will describe a fae creature and its power with an intensity equal
to the scale of the favor. Roll, and add the level of favor you promised.
On an 8-10 the fae recognizes you as one beloved and chosen by
fae magic. Choose a number of actions equal to the scale of the favor
you promised. In addition, gain one Bond with your fae liaison.
ѵ The fae reaches out and uses their magic to recolor your memories.
Clear one Condition.
ѵ The fae creates a temporary magical disguise for you and one other,
describe what it is.
ѵ The fae offers a glimpse into the dreams of someone you care for,
gain one Bond with them.
ѵ The fae will give you one weapon, item, or secret that will help you
face your next challenge.
On an 11+ the Harbinger within you responds to the fae’s magic,
and awakens for a moment. Choose a number of actions equal to the
scale of the favor you promised. In addition, gain one Bond with What
the Darkness Demands of You.
ѵ Force the fae to absorb all nearby magic and give it to you. Clear
one Condition.
ѵ Force the fae to swear their loyalty to you, for now. Gain one Bond
with them.
ѵ Compel the fae to help you work towards What the Darkness
Demands of You. Mark 1XP.
ѵ Demand that the fae peer into the future and describe how you
may gain more power for yourself. Mark 1 Ruin.
On a 7- something terrifying and sinister takes notice of the fae and
their magic, and they come to claim their prize. The Keeper will tell
you what happens next.
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Using Fae Liaison
DIVISION Moves
64
When a player takes this move, they work with the Keeper to declare
DIVISION Moves
what the nature of the fae is in this world. Players are encouraged to
bring in their own culture and perspective of the fae and do not need
to adhere to the Western concept of faeries. For example, many Asian
countries have their own perspective of the fae that can be drawn upon
when using this move.
On a miss, it’s up to the Keeper if the Fae still holds the Omen to the
favor promised, and if the PC receives at least some of the help they
were hoping for.
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DIVISION Moves
66
DIVISION Moves
Ghostly Agent
DIVISION has a high mortality rate—the average agent survives only
a few months on the job. Some of them love the work so much, they
continue to work for DIVISION, even in death. When you take this
move, answer at least one of the following questions:
ѵ Why do you mean so much to the Ghostly Agent?
ѵ What strange or mysterious death befell them?
ѵ What unfinished business do you try to attend to for them?
When you call upon the Ghostly Agent for help, draw them to your
darkness and open your heart to them. Spend Darkness Tokens
and roll.
On an 8-10 they walk through the veil between the living and the
dead, offering their aid. Choose two:
ѵ Take their hand and travel through the veil, physically appearing
anywhere that the veil of death can touch. To take another with
you, mark a Condition.
ѵ Ask them what they have seen through the veil as they have
watched your investigation. Uncover a Key at great cost.
ѵ Whisper into their ear and reveal a secret that has burdened your
heart. Gain one Bond with the Ghostly Agent.
ѵ Tell them how you have worked towards attending to their unfin-
ished business, mark 1 XP.
On an 11+ the Ghostly Agent has witnessed a terrible portent and
they have come through the veil to warn you. Choose one from above,
but prepare to heed the dire warning the Ghostly Agent gives you.
On a 7- the Ghostly Agent tries to come through the veil but they
are ensnared by something dangerous and otherworldly, the Keeper
will tell you what happens next.
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Hero’s Weapon
DIVISION Moves
You impressed a hero who worked with DIVISION for a short time.
They entrusted you with this weapon and its legacy. When you take
this move, answer at least one of the following questions:
ѵ Who was this hero, and how did you impress them?
ѵ What tragedy befell this hero, and how do you uphold their legacy?
ѵ How did this hero become a Harbinger, and why do you still hold
out hope for them?
When you take this move, create one Bond with the hero. When you
use this weapon to protect someone, choose:
ѵ Describe a flashback between you and the hero, gain one Bond
with them
ѵ Describe how you embody or contradict their legacy, clear one
Condition
ѵ Describe how the weapon is corrupted by What the Darkness
Demands of You, gain 2-4 Darkness Tokens
You can describe using the weapon in the field, just as you would a
power of darkness. There’s always a risk that the weapon will become
damaged or unusable until you return to DIVISION to have someone
look at it.
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Holy Symbol Arsenal
DIVISION Moves
DIVISION curates a collection of certified holy symbols and assigns
them to agents as needed. You have shown a divine resonance with a
number of holy symbols, but the priest-technicians warn you that using
the arsenal may be dangerous to a monster like you. When you take
this move, answer at least one of the following questions:
ѵ What’s the story behind the holy symbol you procured for this
collection?
ѵ What holy symbol affects you negatively, and which agent is it
assigned to?
ѵ Which of the holy symbols must you never use, no matter the
circumstances?
When you dampen your powers of darkness in order to use the holy
symbol arsenal tell the Keeper how much you open yourself to the
divine energies of the arsenal, on a scale of 1-3. The Keeper describes
a divine vision and its effects with an intensity equal to your divine
vulnerability. Roll, and add your level of divine vulnerability.
On an 8-10 the darkness and divine energies synchronize to acti-
vate the Hymn of the Righteous. Choose a number of actions equal
to your divine vulnerability. In addition, gain one Bond with the divine
entity that aids you.
ѵ Bind a target and render them helpless, for now.
ѵ Protect a mind, heart, or soul from possession or attack.
ѵ Create an area of divine protection—it will hold for now.
ѵ Create a temporary divine weapon, and gift it to the worthy. Gain
one Bond with them.
On an 11+ the divine energies turn dangerous and the Harbinger
within you takes control. Choose a number of actions equal to your
divine vulnerability. In addition, gain one Bond with What the Darkness
Demands of You.
ѵ Mutilate a target and render them weak, for now.
ѵ Call upon dark entities to take up residence in a mind, heart, or
soul of your choosing.
ѵ Create an area of wild and destructive energies—it will expand
in time.
ѵ Create a weapon of darkness, use it to immediately destroy your
enemies. Mark 1 Ruin.
On a 7- something or someone has corrupted the holy symbol
arsenal, the Keeper will tell you what happens next.
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Using the Holy Symbol Arsenal
DIVISION Moves
DIVISION Moves
While most Omens operate in secret and must hide who they are, you
are a celebrity and have become famous enough to earn honorary
human status. Being “one of the good ones” is a novelty to humanity,
though, and they hold you to impossible expectations. When you take
this move, answer at least one of the following questions:
ѵ How is your public persona drastically different from who you are?
ѵ What does the public expect and demand from you at all times?
ѵ What must you hide about yourself from the public at all cost?
When you take this move, create one Bond with the public. When
you hide who you are to be what the public wants you to be, choose:
ѵ Describe how you compromise yourself in a significant way to
please the public, gain one Bond with them
ѵ Describe how a fan reaches out to you to remind you why your
work at DIVISION is important, clear one Condition
ѵ Describe how your fear and spite towards the public grows, gain
2-4 Darkness Tokens
It is easy for your actions to tarnish your celebrity status and fragile
reputation. The Keeper will tell you what the public demands to regain
their trust and support.
already famous. The animosity between humans and monsters still exists,
but perhaps it’s more subtle or not as overt. In that case, whoever takes
this move can instead be the most famous of all of DIVISION’s agents,
and be the only one officially granted the status of being human. It is
likely they are the unofficial spokesperson and ambassador of DIVISION.
The Keeper and player are encouraged to explore the responsibility of
such a role.
Orphanage Visit
DIVISION has an orphanage and a professional set of caretakers dedi-
cated to raising young monsters that have the potential to become
Omens. You yourself grew up in this way here and/or spent time as a
caretaker. When you take this move, answer at least one of the following
questions:
ѵ Who is the lead caretaker of the Orphanage? What strong history
do you share together?
ѵ Which young monster are you most attached to? What high hopes
do you have for them?
ѵ Why are you worried about the continued operations of the
orphanage?
When you have enough time between or during investigations, you
may visit the orphanage with at least one other PC or NPC. If you do,
each of you describes how you care for the young monsters.
If they’re a PC, you each erase one mark of Ruin. If they’re an NPC,
you gain two Bonds with them.
When visiting the orphanage, you may discover something that hints
at the plans of a Harbinger or witness a terrible portent of what may
come to pass. Describe what you find, and the Keeper will tell you its
significance and hint at the Harbinger’s plans.
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Partly Cursed Weapon
DIVISION Moves
DIVISION has a collection of cursed artifacts. On a previous mission,
your soul bonded with a partly cursed weapon. Partly isn’t all that bad,
right? When you take this move, answer at least one of the following
questions:
ѵ What kind of weapon is this, and what memories does it hold?
ѵ How does the partial curse manifest?
ѵ What does the weapon long for?
When you take this move, create one Bond with the weapon. When
you open your heart to the weapon and let it speak directly to you,
choose:
ѵ Describe how the weapon communicates what it desires from you,
gain one Bond
ѵ Describe how you fulfilled a desire of the weapon, clear one
Condition
ѵ Describe how the curse grows stronger, gain 2-4 Darkness Tokens
You can describe using the weapon in the field, just as you would a
power of darkness. There’s always a risk that the weapon will become
damaged or unusable until you return to DIVISION to have someone
look at it.
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The Peacemaker
DIVISION Moves
There are many Factions that watch every move DIVISION makes.
A tense web exists between numerous Factions, all vying for power,
information, and access to the doors of ancient power. You have been
chosen to represent DIVISION’s interests and work closely with one
Faction in particular, but will the relationship compromise you one day?
When you take this move, ask your Keeper which Factions are in play
(Factions, page 317) and choose which one you have a relationship
with. Answer at least one of the following questions:
ѵ Who is the Faction’s representative that you work most closely with?
Why is your relationship complex?
ѵ Why did you leave the Faction and start working for DIVISION
instead?
ѵ What secrets of the Faction will you never reveal to DIVISION?
When you reach out to a Faction’s representative for help, tell the
Keeper how large a favor you’re willing to offer the Faction in exchange,
on a scale of 1-3. The Keeper describes how much the Faction can help
you, equal to the scale of the favor. Roll, and add the level of favor you
promised.
On an 8-10 the Faction will help as you ask, choose a number of
actions based on the scale of the favor you promised. In addition, gain
one Bond with the Faction.
ѵ The Faction sends additional resources to assist you, describe what
it is.
ѵ The Faction offers valuable information, uncover a Key at great cost.
ѵ The Faction will follow your orders for a time. Gain access to one
Faction move, for now.
On an 11+ the Faction agrees to help, but they actively seek to
compromise DIVISION and awaken the Harbinger within you.
Choose a number of actions based on the scale of the favor you promised.
In addition, gain one Bond with What the Darkness Demands of You.
ѵ Give the Faction an irreplaceable DIVISION resource. Clear one
Condition.
ѵ Give the Faction invaluable information about DIVISION that
will one day be used against them. Uncover a Key and draw a line
between that Key and a Facet on the Mystery Map. Declare an
irrevocable truth about the Mystery.
ѵ Allow the Faction to work towards What the Darkness Demands
of You. Mark 1XP.
On a 7- the Faction is caught up in something truly dangerous that
will compromise your investigation. The Keeper will tell you what
happens next.
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DIVISION Moves
Using the Peacemaker
This move centers the relationship between the PC and Faction. When
using this move, the PC or Keeper are encouraged to use any of the
Faces described in the Faction, or create new Faction representatives.
The Keeper is encouraged to call upon the same Faction representa-
tives, creating a regular cast of characters and deepening the player’s
understanding of the Faction.
75
DIVISION Moves
76
Psychic Invokers
DIVISION Moves
DIVISION has a number of psychics attuned to an agent, sending visions
directly into the mind of that agent across vast distances. This connec-
tion operates within marginally safe parameters, at a high level of risk
DIVISION finds acceptable. When you take this move, answer at least
one of the following questions:
ѵ Who is the psychic invoker you have a good working relationship with?
What is their specialty?
ѵ Who is a psychic invoker you don’t always get along with? Why do
you put up with them anyway?
ѵ Who was the former psychic invoker whose telepathic powers burnt
out while connected to you? How do you care for them?
When you increase your psychic vulnerability to receive information,
tell the Keeper how much you open your mind to the psychic invocation,
on a scale of 1-3. The Keeper describes a vision and its effects with an
intensity equal to your psychic vulnerability. Roll, and add your level of
psychic vulnerability.
On an 8-10 the connection between you and the psychic invoker
registers within safe parameters. Choose a number of questions from
the list below equal to your psychic vulnerability, and the psychic invoker
will show you the answers in great detail. In addition, gain one Bond
with the psychic invoker.
ѵ What past event is directly affecting this investigation?
ѵ What lie was born recently?
ѵ What will most likely happen in the future based on current
probabilities?
ѵ What truth has been hidden? Declare an irrevocable truth based on
this one. Rewrite or add a Facet of the Mystery that reflects this truth.
On an 11+ you and the psychic invoker fail to sync safely and the
Harbinger within you forces the psychic invoker to become a tempo-
rary channel. Choose a number of questions equal to your scale of vulner-
ability—the Keeper reveals what the Harbinger you may become shows
you. In addition, gain one Bond with What the Darkness Demands of You.
ѵ Who can’t I trust?
ѵ What will happen if the Harbinger unlocks the door and claims
ascension?
ѵ How can the psychic invoker help me become a Harbinger?
ѵ What will happen if I take the door of ancient power for myself?
Uncover a Key and draw a line between that Key and a Facet on
the Mystery Map. Declare an irrevocable truth about the Mystery.
On a 7- something or someone has hijacked the connection between
you and the psychic invoker, the Keeper will tell you what happens next.
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Using the Psychic Invokers
DIVISION Moves
The following serves as a guide for the visions based on the scale
of psychic vulnerability:
1. A disturbing vision. A strange portent, or a preview of a minor
obstacle.
2.An intense and difficult vision. A haunting glimpse, a symbolic
dream that reveals something about the Harbinger or the door of
ancient power.
3.A nightmarish vision. A harrowing future, disorienting images
that hint at the horrors waiting behind the door.
78
When playing out the results, the number of questions the PC can
DIVISION Moves
ask is equal to their psychic vulnerability. If the PC set their psychic
vulnerability at 1, they ask 1 question from the list. If they set it at 3,
they ask 3 questions.
The result of the roll determines the nature of the connection between
the PC and the psychic invoker. The questions on a perfect hit indicate a
stable psychic connection where the PC can ask helpful but safe questions.
On disastrous success, the connection awakens the Harbinger within the
PC and the psychic invoker is forced to channel them. The questions are
more insightful, but there is a distressing quality to the questions too.
Some of the options in this move allow the player to directly manip-
ulate the Mystery. When the player chooses “What truth has been
hidden?” they may rewrite or add a Facet of the Mystery (page 208).
When the player chooses “What will happen if I take the door of ancient
power for myself?” they may connect Keys and declare irrevocable truths
(page 207).
Subcontractor
DIVISION works with various experts in the field and has a number of
regular subcontractors. During an investigation, you may call DIVISION
to request an expert subcontractor. It’s hard to get good and reliable
help in a pinch. When you take this move, answer at least one of the
following questions:
ѵ Who is the subcontractor that none of you have met, but all of you
fear?
ѵ What terrible fate befell the last subcontractor who was sent into
the field?
ѵ Who is the head of operational security at DIVISION who is called
in when a subcontractor compromises DIVISION?
When you call DIVISION and ask them to send someone over, tell
them who you need. Ask another player to choose from the list below
and describe the subcontractor:
ѵ MONSTROUS: The expert subcontractor shows up immediately,
but they are also an Omen. Just like you, their Harbinger can tempt
them from within, and they may fall victim to apocalyptic ruin.
ѵ REMOTE: The expert subcontractor can’t make it in time. Without
being directly at the scene, they can only give you partial information,
or a possible lead to go on.
ѵ SHADY: The subcontractor is not exactly an expert, and they may
not always provide reliable information or have the best scruples.
But they show up immediately and offer a good lead to start with.
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DIVISION Moves
80
Ruin
Ruin
On the Edge of the Abyss
A Symphony of Cruelty
My True Face Revealed
As the PCs come closer to their ruin, they gain access to new abili-
ties, called Ruin moves. Ruin moves are more powerful than the basic,
DIVISION, and playbook moves. They often give the PCs the power
to change the narrative or situation in significant and dramatic ways.
Ruin Moves
Ruin moves do not require a roll or spending Darkness Tokens. Instead,
the PC marks Ruin to activate the abilities of the move. In many Ruin
moves, the PC can mark Ruin again to strengthen the effects or act
more like a Harbinger to avoid complications or cost. This represents
how you will cultivate your Harbinger tendencies in exchange for more
power and control.
Many Ruin moves introduce completely new themes to the play-
books—dangerous and sinister themes that hint at the Harbinger the
PCs may become. The Found may find that they are no longer content
to just attune to the thoughts of others, instead taking these darker
thoughts and turning them into something useful, like in the Ruin move
Dark Puppet Strings.
Other Ruin moves introduce dangerous NPCs that will help for now,
but are ultimately guiding the PC to become a truly fearsome Harbinger.
The Summoned may connect to their parent in The Prodigal Child
Will Return and the Surge may call upon their Dark Patron.
The more a PC uses their Ruin moves, the more often they’ll mark
Ruin and gain new Ruin moves. This makes a PC more powerful, but
doing so will bring them closer to becoming a Harbinger themselves.
Should a PC ever completely fall to ruin, the player retires the character
and creates a new one.
81
Ruin Advances
Ruin
82
Malika (the Marquis): Let me look at What the Darkness Demands of
Ruin
me... one of them is ‘to fall in love with a Harbinger of the apocalypse’.
We see that my broken horns are grown back and heavy, and a
black crown of roses bleeds from in between my horns. My golden eyes
flash for a moment, and as the camera pulls back, we see that I’m on
a throne made of blackened bone.
I look to my side, and the Manananggal Queen stands next to me,
his eyes a black starless night and his bloody wings are outstretched.
I reach over and kiss him, promising him the world will be reshaped to
fulfill his every desire. Then the scene fades to black.
Keeper: Awesome! I am totally rooting for you and the Manananggal
Queen. You get to pick a Ruin Advance. How about we move the spot-
light to another character for now, and when we come back, you can
let us know if you have an advance picked out.
When the PC has seven Ruin Advances, the player retires the PC and
creates a new one. The Omen has taken the terrible path, succumbing to
the worst possible fate, and has become a Harbinger. They may return
to antagonize, tempt, or attack the Omens and DIVISION.
Each playbook has several options for a Ruin Advance.
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Permanently Mark a Condition
Ruin
84
Making Characters
Making Characters
Creating Monsters of DIVISION
The PCs are Omen-class monsters who work for the DIVISION. You
are the only ones who can stand against other monsters, study the signs
of the apocalypse, investigate mysteries with your powers of darkness,
and fight the Harbingers of the apocalypse.
Making a character is done in steps:
ѵ Step 1: Choose a playbook that inspires you. Pay special atten-
tion to their powers of darkness (unique supernatural abilities)
and What the Darkness Demands of You (what tempts them to
become a Harbinger).
ѵ Step 2: Bring your character to life, using the prompts as inspi-
ration. By the end of this you’ll have a name, a physical description,
an Origin, their powers of darkness, and an idea for how they may
become a Harbinger of the apocalypse.
ѵ Step 3: Refine your abilities. Choose one playbook move, and
then either one DIVISION move or one Ruin move, depending on
whether your organizational ties or your self-destructive tendencies
are more central to the initial vision for your character.
When choosing DIVISION moves, pick one that another player
hasn’t chosen yet—no two PCs should have the same DIVISION
move at the start of the first session.
ѵ Step 4: Introduce your character to the other players. Focus
on your origin and What the Darkness Demands of You. Tell
everyone what impulse you’ve chosen for now, so the Keeper and
other players can help you achieve that during play.
ѵ Step 5: Create your starting Bonds with the other characters and
What the Darkness Demands of You.
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Step 1: Choose Playbooks
Making Characters
86
CHARACTER PROMPTS
Making Characters
ѵ Your Name: This may simply refer to the kind of name you pick
for yourself. But it could also hint at another person, a past, a
possible future.
ѵ Your Pronouns: Decide what current pronoun others use to refer
to your character: she/her, he/him, they/them, xe/xim, something
else, no pronouns, or any combination of pronouns. Any choice is
welcome, and your pronouns may change as you play. This decision
informs how others will relate to your character.
ѵ Your Look: Choose 1-3 options to sketch out what your character’s
physical appearance or demeanor is. Some are very specific, while
others are open to your interpretation and hint at a history or hope.
ѵ Your Origin: An important choice that ties in directly with
your past and some of the central themes of your playbook. A
Summoned must describe where they were summoned from, the
Last must decide what they are the last of.
ѵ Your Unique Question: Brings to the forefront the central
theme of the playbook. Depending on the playbook, the answer
to this question can signify your inner conflict, further support
your origin, create narrative tension, or embody the seeds of the
Harbinger within. The Found must decide what has replaced most
of their memories, the Hungry must describe what they feed on
and what they leave behind.
ѵ Your Powers of Darkness: How you manifest your will, confront
the apocalypse, and fight back the Harbingers. How you choose to
interpret your supernatural powers, and their possible limitations,
is completely up to you. The Shade’s machines powered by
soul magic may be automatons or small steampunk inspired
devices. The Last’s time distortion may be used in a purely
defensive fashion or may be in the form of a mysterious voice
from the future.
ѵ What the Darkness Demands of You: The most important choice,
and the Keeper will often refer to it during the game. Every Omen
is far more powerful than the average monster, and could become a
Harbinger themselves. Your choice is your initial way of exploring
what will tempt you to become a Harbinger, and what possible
terrible futures await you.
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Step 3: Refine Your Abilities
Making Characters
Each playbook has a starting move, something that defines the Omen.
From there, you further develop who your character is by choosing
one more playbook move. Lastly, pick one DIVISION move or one
Ruin move.
When you pick a DIVISION move, you help establish more details
about DIVISION and your character’s past. You can answer the ques-
tions attached to the move now during character creation, or wait until
the end of the first session (DIVISION Moves, page 60).
When you pick a Ruin move, you start with an easy means of acquiring
more Ruin moves. Ruin moves are more powerful than most moves
in the game, and highlight the potential of your character becoming a
Harbinger themself (Ruin Moves, page 81).
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Making Characters
Step 5: Create Your Starting Bonds
As Omens, the PCs have intimate ties with each other. Each playbook
has three starting Bonds questions. The first two establish relationships
and quickly sketch out a shared history. The third binds the Omen to
What the Darkness Demands of them.
Choose a starting Bond question to ask another player. Take note of
their answer, perhaps adding or tweaking it as you wish, and write down
the number of Bonds it grants you with their character. Then choose
another starting Bond question from the list and repeat the process.
Consider the characters that have been introduced thus far. Feel
free to propose a question to a specific character, or read the question
out loud and ask if anyone is interested in proposing a relationship or
shared history. You can offer changes to any proposal or simply say no
if it doesn’t feel right for the character.
Some of the questions may create a timeline. This can be addressed
by establishing how long-lived monsters can be, but feel free to suggest
time travel or alternative realities. Working for DIVISION can easily
get very weird.
One of the questions focuses on love. Clearly establish if this is a
romantic love, or the love between family or friends.
The first question in the starting Bonds section of your character
sheet establishes 1 Bond with the PC you choose. The second question
establishes 2 Bonds with another PC you choose. There is space on your
character sheet to keep track of the Bonds that you gain and spend.
One Bond works differently from the rest. The third Bond question
is the same for every playbook, “Why am I tempted to give into What
the Darkness Demands?” Ask another character this question. This
can be interpreted as the character having insight to the Harbinger
within you, or further hint at a shared history between you. How they
decide to interpret the question, it gives you a new angle to consider
the Harbinger within.
After the other player answers, you take one Bond with What the
Darkness Demands of You (Bonds, page 25).
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The Playbooks
The Playbooks
Each playbook offers a starting point for the characters. Initially, each
character is defined by their powers of darkness, how they gain Darkness
Tokens, and their narrative themes. Playbooks focus on specific
monstrous themes and unique emotional arcs rather than specific
archetypes. You are encouraged to interpret your powers and origin,
while exploring the themes of the playbook.
For example, a Summoned could be a demonic prince from a hellish
dimension, a highly advanced automaton built to destroy worlds, or a
powerful chthonic being called through by cultists. Each draws upon
powers that are blunt, aggressive, and demanding. The themes of the
Summoned are prophecy, raw power, humanity, and love.
It's Complicated!
The playbooks are organized along a spectrum of emotional and
narrative complexity.
The Summoned is the most straight forward, asking a player to
explore themes of monstrous violence, prophecy, and love. The Shade
is somewhat in the middle, offering a more cerebral character who
cultivates their personal relationship with death. The latter half has
players engaging with nuanced themes, such as grief, hubris, and an
inescapable monstrous nature.
You are still encouraged to pick and choose whatever playbook excites
you the most, but keeping in mind the rising complexity of themes and
emotions may help you make the best choice!
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Themes and Subject Matter
The Playbooks
The following is a summary of each playbook and their emotional
themes. It’s important to remember the subject matter of Apocalypse
Keys may get dark and challenging—you will be playing imperfect char-
acters with messy entanglements.
ѵ The Summoned: A violent monster summoned from another world.
Their power is blunt, aggressive, and demanding. Their themes are
of violence, to struggle against prophecy, and the overwhelming
desire for love. Content warnings: unhealthy parental relationships.
ѵ The Surge: A desperate monster, barely in control of their power,
seeking to share the burden with others. Their power eclipses that
of other playbooks—it is explosive, uncontrollable, and alienating.
Their themes are the cost of collateral damage and navigating
complex and potentially toxic relationships. Content warnings:
toxic relationship dynamics.
ѵ The Found: A psychic monster who can read hearts and minds,
but cannot remember their own past. Their power is inquisitive,
emotional, and strange. Their themes are the intimate knowledge
of the thoughts and emotions of others, and the danger of knowing
what’s best for someone else. Content warnings: mind control,
emotional manipulation, memory loss.
ѵ The Shade: A cerebral monster who defied death and oblivion.
Their power is enlightening, intellectual, and ephemeral. Their
themes are cultivating a fraught relationship with death and the
price of knowledge.
ѵ The Last: A lonely monster from another world who is the last of
their kind. Their power is reflective, sorrowful, and hopeful. Their
themes are the inescapable nature of grief, the trauma of loss, and
the driving fear of repeating tragedy. Content warnings: genocide,
cultural genocide, survivor’s guilt.
ѵ The Fallen: A charming monster who was once a divine being.
Their power is intoxicating, damaged, and deceitful. Their themes
are hubris, the double-edged sword of worship, and the destruc-
tive desire to regain what was lost. Content warnings: unhealthy
parental relationships, emotional manipulation.
ѵ The Hungry: A ravenous monster nearly consumed by their hunger.
Their power is intimate, transformative, and harrowing. Their
themes are body horror, the corruptive nature of their feeding,
and a desperate yearning for true emotional closeness. Content
warnings: body horror, disordered eating.
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The Summoned
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YOUR IMPULSE
The Playbooks • The Summoned
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if the answer is yes, mark 1 XP
or 1 Ruin.
ѵ Did you fight against the prophecy that haunts you?
ѵ Did you learn something significant about your prophecy?
ѵ Did you entangle another monster with your prophecy?
ѵ Did you try to hold on to your humanity, to great consequence?
ѵ Did you give into the power of prophecy and strengthen it?
STARTING BONDS
ѵ You were there when I was summoned: what makes you afraid of
me? (Gain one Bond with them)
ѵ Why can’t you tell me you love me? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Raging b Obsessed
b Lovelorn b Despairing
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The Playbooks • The Summoned
BREAKING POINT
You know that this world is not your own, and you will never belong
here. The dream that is humanity can never belong to you. The darkness
grips your heart and the world you were summoned from bleeds into
this one. You are a beacon to what has been aching to reach this world.
Describe what terrors are unleashed and how an aspect of your
terrible prophecy comes to pass. The Keeper will tell you how the
world is now wounded, warped by what you allowed to come through.
Playbook Moves
The starting move for the Summoned is Sometimes, I Get Angry.
Other playbooks cannot take this move as an advance. Choose one
more move.
B Sometimes, I Get Angry (starting move)
When you Unleash the Dark through anger and violence, take 3
Darkness Tokens before doing so.
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b Come On, Tough Guy
The Playbooks • The Summoned
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b We’re Family Now
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Ruin Moves
The Playbooks • The Summoned
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The Playbooks • The Summoned
b Humanity Was a Dream
When you would Reveal Your Heart to a PC or an NPC who
may become a Harbinger, you may instead choose to describe why
you are destined to become a Harbinger and how this makes you afraid.
If you do, mark one Ruin and the Harbinger within you stirs and
reaches out to the other person, bringing your hearts far closer than
any confession ever could. Choose two:
ѵ Reveal a beautiful shared memory, you both gain two Bonds with
each other.
ѵ Reveal a painful shared memory, you both mark XP.
ѵ Promise that you will always protect the other, even if they become
a Harbinger. You both clear a Condition.
Then the Harbinger within you resonates with the Harbinger
within them. If they mark one Ruin, they choose one:
ѵ Reveal a hope they have for you, you clear a Condition.
ѵ Talk about the good old times, to help you believe in the dream of
your humanity. You both mark XP.
ѵ They promise to never abandon you. They erase any number of Ruin
marks you have, transferring those Ruin marks to their own track.
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Playing the Summoned
The Playbooks • The Summoned
The Summoned is aggressive and direct, but they love fiercely and
passionately. They gain Darkness Tokens by centering violence and
taking on all comers. Their powers of darkness help them be larger
than life. Love is important to the Summoned, be it romantic, platonic,
or familial.
The Summoned came from another world, a terrible one that hungers
for the destruction of this one. Their nature is tied to a devastating fate.
A prophecy hangs over their head, and the Summoned decides how
they’ll defy that prophecy, and for how long.
The unique question of the Summoned is “What is the prophecy
that haunts you?” You don’t need to outline every verse or step of
the prophecy, but have a few ideas that will guide play. Prophecies are
often flowery things open to interpretation and change in the face of
startling revelations.
Their starting move, Sometimes, I Get Angry, encourages you
to Unleash the Dark through anger and violence, making it easy
to immediately pick up the Darkness Tokens needed for the roll. As
the Summoned, you define what violence is and how anger can be a
tool or a flaw.
The other playbook moves suit a range of different playstyles. By
picking up Come On, Tough Guy you are signalling to your Keeper
that you’re interested in big fights with big monsters. Borrowed
Power means you wish to engage with the laws and dangers of
summoning others.
The Summoned also embodies the heroic act of choosing love in the
face of the apocalypse. We’re Family Now makes Bonds made with
the Summoned much more potent. Everything For You, My Love
is a heartfelt moment, the hope that a confession can hold back the
Harbinger within you. The confession of love can be romantic, familiar,
or whatever feels best for the character. The Summoned can be roman-
tically in love with more than one person at a time.
Together We Are Destiny is a cinematic and powerful moment
that invites everyone at the table to freeze time and step out of the game
for a moment. The Summoned can briefly bask in the spotlight while
declaring their new destiny. When this move is chosen, the Keeper is
encouraged to play around with the ideas of prophecy, chosen ones,
creating one’s destiny, and have everyone at the table interact with
these tropes in fresh and exciting ways.
The Ruin moves of the Summoned further strengthen the themes of
violence, prophecy, and human connection.
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None Stand Before Me speaks to the lethal power the Summoned
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The Surge
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YOUR IMPULSE
The Playbooks • The Surge
At the start of every session, choose one to explore during play. At the end of
the session, answer the question—if the answer is yes, mark 1 XP or 1 Ruin.
ѵ Did you let go and cause collateral damage?
ѵ Did you destroy something precious and beautiful?
ѵ Did you use your power to provoke or entice another monster?
ѵ Did you initiate a moment of intimacy with someone weaker
than you?
ѵ Did you bargain with a Harbinger and offer a part of your
power to them?
STARTING BONDS
ѵ You were there when I truly let go. What did I destroy that belonged
to you? Why are you grateful? (Gain one Bond with them)
ѵ I love you, but you rejected me for my own sake. Why? (Gain two
Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Reactive bVicious b Obsessed b Despairing
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BREAKING POINT
Playbook Moves
The starting moves for the Surge are My Hands Around Your Heart
and The Heart’s Eclipse. Other playbooks cannot take these starting
moves as an advance. Choose one more move.
B My Hands Around Your Heart (starting move 1)
Yours is a power that was never meant for you alone to bear. At the start
of each session, choose another PC to be your Heart and share the
burden of your power with. Say why you hope they will save you from
What the Darkness Demands.
When you share an intimate moment together, either of you can
mark a Condition to reflect the nature of your relationship. Choose one:
ѵ You each gain one Bond with the other
ѵ One of you gains a Key at great cost
In addition, when you hit your Breaking Point, your Heart chooses:
ѵ They do nothing, allowing you to hit your Breaking Point. They clear
all their Conditions.
ѵ They intervene, and describe how they hurt themselves to protect
you. You clear all your Conditions, but they mark one Condition
or one Ruin.
When your Heart hits their Breaking Point, you have the last option
to intervene, but if you do nothing, your Conditions don’t clear.
B The Heart’s Eclipse (starting move 2)
Your heart is a wild thing that surges along with your power, one day
your heart will break and your power will consume you. But that day
is not today.
Whenever you roll a miss, you can choose to have your power surge
beyond your control, causing great collateral damage around you. Choose:
ѵ Mark two Conditions, describe how your emotions get the better of
you and gain one Bond with What the Darkness Demands of You.
Treat the roll as if you had rolled an 11+ instead.
ѵ A PC marks two Conditions and gains one Bond with you—they
describe how they hurt themselves to help you. Treat the roll as if
you had rolled an 8-10 instead.
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The Playbooks • The Surge
b I Am Your Destruction
You hold on to your power with an intensity that would break most souls—
you are always a single breath from shattering under the pressure. When
you allow your power to surge and cause great collateral damage, ask
the Keeper what catastrophic destruction you cause. Choose two:
ѵ You permanently gain an aspect of the Harbinger’s powers of dark-
ness, the Keeper will tell you what it is. Mark one Ruin.
ѵ The power within you surges to give you visions of the past, present,
or future. Uncover a Key and draw a line between that Key and a
Facet on the Mystery Map. Declare an irrevocable truth about the
Mystery.
ѵ You protect the one person who matters most, gain one Bond with
them.
ѵ You use the destruction to reshape your environment, creating a
golden opportunity or a fleeting moment for an ally. Gain one Bond
with them.
Ruin Moves
b Alpha and Omega
The burden of power can be carried between two, should fate choose
to be so kind. When you take this move, declare a PC or NPC you are
bound to by fate. If they agree, they declare what shared fate awaits
you both.
The two of you are connected always, sharing emotions, thoughts, and
unable to stay away from each other for very long. When you wish to
deepen the connection between you two. Choose:
ѵ Mark one Ruin to have them appear by your side, defying logic or
plausibility–though they may have suffered to do so.
ѵ Mark one Ruin to change a small but significant aspect of your
shared fate, to bring it closer to ruin. If you do, immediately gain
one Bond with them and one Bond with What the Darkness
Demands of You.
107
b My Dark Patron
The Playbooks • The Surge
A Harbinger claims that they will help you, assuring you that they are
working against the other Harbingers for their own agenda.
When you call upon your patron and tell them what you need,
the Keeper will describe what you must do for them in return. Choose:
ѵ Mark one Ruin to agree to their terms, and describe how your dark
patron becomes stronger.
ѵ Mark two Ruin to display your power to horrifying effect, instilling
fear and respect in them. They give what you need without
advancing their agenda, but you suspect this was part of their
plans all along.
108
b My Anointed One
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All of this comes with a heavy burden. Such raw power draws the
The Playbooks • The Surge
attention of others, those who would use the Surge for their own agenda.
The unique question of the Surge is “What collateral damage do
you leave in your wake?” Collateral damage is a very real threat that
haunts the Surge. The Keeper is encouraged to bring this up as a cost,
complication, or consequence, especially on a miss.
Unlike the other playbooks, the Surge has two starting moves, My
Hands Around Your Heart and My Heart’s Eclipse.
My Hands Around Your Heart emphasizes how much the Surge
hopes others will save them from their worst aspects. It’s easier for the
Surge and their Heart to gain Bonds with each other and uncover Keys
of the apocalypse. This offers a complex and nuanced space for your
relationships: will the Surge resist the path of co-dependent relation-
ships, or will you give in as a moment of reprieve?
My Hands Around Your Heart makes it easier for either the
Surge or their Heart to reach their Breaking Point. Because of this, the
move offers a narrative opportunity when either are about to hit their
Breaking Point. If the Heart chooses to hurt themselves to protect the
Surge, the Surge clears all Conditions and no longer hits their Breaking
Point. But the Heart can choose to do nothing.
My Heart’s Eclipse means that the Surge will only miss on a roll if
they choose to do so. Your powers are always barely under your control,
and when you let go you can achieve great and terrible things. The
threat of power and the promise of collateral damage are always present.
I Am Your Destruction is another way the Surge can quickly
change a scene and gain power or opportunity, in exchange for causing
catastrophic destruction. The Keeper decides the level of catastrophe.
This can be as emotionally devastating as erasing all the memories
someone had of their love for the Surge, or it can be as horrifying as
destroying an entire city (or planet!). The Keeper is encouraged to follow
what makes sense in the fiction and what is appropriately dramatic
and interesting.
One of the options the Surge can choose is “You permanently gain an
aspect of the Harbinger’s powers of darkness.” The Keeper can choose
to interpret this in any number of ways: an object, a weapon, or even
a new power of darkness the Surge now has access to.
The Surge can experience visions of the past, present, and future to
better understand the current Mystery. Because triggering I Am Your
Destruction causes catastrophic destruction, the Keeper may decide
that this is the great cost required to uncover the Key.
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Once the Surge has this Key, you draw a line between that Key and
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The Found
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YOUR IMPULSE
The Playbooks • The Found
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if the answer is yes, mark 1 XP
or 1 Ruin.
ѵ Did you reclaim a fragment of your memories?
ѵ Did you let go of one of your memories and replace it with a
new one?
ѵ Did you open your mind or heart to another monster?
ѵ Did you act in a way that contradicts what you know of your
past self?
ѵ Did you use the emotions or memories of another to create a
cruel advantage?
STARTING BONDS
ѵ You were there when I was found. Do you pity or admire me? (Gain
one Bond with them)
ѵ You love me, but I don’t understand love. Why won’t you give up
on me? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
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CONDITIONS
BREAKING POINT
Time weighs heavily on you, and there is much you have allowed
yourself to forget. The puzzle box in your mind opens up, and there
is no looking away from the truth.
Describe the terrible flashbacks that reveal your role in ushering
in the apocalypse, and what this revelation drives you to do. The
Keeper will add layers of heartbreak and despair to your memories.
They will then reveal someone from your past determined to destroy
you and all you hold dear. What clues do you see that reveal how close
they are to tracking you down?
Playbook Moves
The starting move for the Found is You Can’t Hide Your Heart
from Me. Other playbooks cannot take this starting move as an
advance. Choose one more move.
B You Can’t Hide Your Heart from Me (starting move)
You are sensitive to the surface thoughts and strongest feelings of those
around you. When you deepen your senses, spend Darkness Tokens
and roll.
On an 8-10 you sense more under the surface, ask two:
ѵ What do you wish would happen?
ѵ What are you hiding?
ѵ What are you truly afraid of?
ѵ Who or what do you love above all else?
ѵ How can I make you trust me?
ѵ What don’t you realize you know? Draw a line between a Key and
a Facet of the Mystery. Declare an irrevocable truth about the
Mystery.
On an 11+ their mind bleeds into yours, choose one above and they
will choose one to ask you as well. The Keeper tells you how their heart
is corrupted by your power, gain one Bond with them.
On a 7- the darkness within you takes hold and will break the mind
and heart of who you were connecting to. The Keeper tells you what
price you must pay to save them from the worst of your power.
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b Walk with Me in Dreams
The Playbooks • The Found
You have learned how to travel through the portals that connect all
dreamers. Even locations, objects, and Harbingers dream. When you
seek out insight or wisdom in dreams, spend Darkness Tokens and roll.
On an 8-10 you find exactly what you are looking for. Choose two:
ѵ You unearth a secret.
ѵ You implant a suggestion that shifts reality.
ѵ You hide something in the dream.
ѵ You bring back something from the dream.
ѵ Declare an irrevocable truth about the Mystery that you learn from
the Dream. Rewrite or add a Facet of the Mystery that reflects this
truth.
On an 11+ you come across something disturbing, choose one from
above and one from below.
ѵ You lose control of your powers in a terrible way, mark a Condition
ѵ You are in the grasp of something horrifying, mark Ruin
ѵ You endanger someone, destroy one Bond with them
On a 7- the dream comes alive and leaks violently out into the world.
The Keeper will tell you what happens next.
b A Man of a Thousand Faces
You have learned how to reflect the thoughts of memories of others, to
help them see who they wish to see. When you allow your form to fluc-
tuate and take on the face of another, spend Darkness Tokens and roll.
On an 8-10 the thoughts and memories come together in song and
your form harmonizes with it, choose two:
ѵ You look like one person who causes fear and easily intimidates
others
ѵ You look like a different person to different people, someone incon-
spicuous and easily underestimated
ѵ The shape and form is stable and will last for as long as you can
concentrate on maintaining it
ѵ You gain the memories and thoughts of whoever you look like
On an 11+ your own thoughts and memories are discordant and
the song falters for a moment, choose one above and one below:
ѵ One of your own memories must be sacrificed, destroy one Bond
ѵ You learn something disturbing through the thoughts and memory
of another, mark a Condition
ѵ An aspect of your subconscious escapes into the mind of another,
mark 1 Ruin
On a 7- a thought or memory bears the mark of a Harbinger, causing
you to lose control of your form entirely. The Keeper will tell you what
happens next.
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b You Are Not Alone
Ruin Moves
b Dark Puppet Strings
The darkness wants to be molded by you, and yearns for your control.
When you take this move, create a puppet made from the dark and
twisted thoughts you have collected from others over the years. Describe
two emotions it can feel and understand.
When you seek to command your puppet mark one Ruin and choose
one:
ѵ It protects you or someone else important to you
ѵ It creates a cunning diversion
ѵ It passes itself off as someone or something else for a time
ѵ It mirrors one power of darkness from another PC, immediately
using it to great effect
Once the task is completed, the puppet wishes to escape into the
land of dreams. Choose:
ѵ Allow it to escape, knowing that it will create others like itself and
infect more dreams.
ѵ Mark one Ruin to leash it to you, for now. It will await your next
command. The first time you do this, name it. It will see you as
its parent.
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b Where Do You End, Where Do I Begin?
The Playbooks • The Found
You know that the heart is such a strong, but fragile thing. When you
know the desire or emotional state of an NPC (or a PC, if invited),
you may touch them and alter it. Mark one Ruin and choose two:
ѵ Deepen it ѵ Shift its nature
ѵ Lessen it ѵ Shift its target
ѵ Bring it to the center ѵ Remove it for a time
As long as you remain in control of their desire or emotion, you feel
what they are feeling. You may release your hold on their heart at any
time.
b Let Sleeping Gods Lie
Somewhere in your memories lies the truth—you were once a terrible
and vengeful cosmic being, destroyer of souls and worlds, before heroes
forced you into slumber. What you are now is just a dream come to
life, while the real you continues to sleep, yearning for a new age of
destruction.
Create your own personal Doomsday Clock with 12 ticks and name
it The Dream Ends.
When you reach out to your true self and take back some of your
destructive cosmic power, choose:
ѵ Mark one Ruin and tick The Dream Ends once. Cosmic dreams
of terror bleed from you. The dreams cause horrifying hallucina-
tions around you and the vulnerable are infected by corrupting
nightmares. You cannot control who is harmed or the nature of
their corruption.
ѵ Mark two Ruin, and tick The Dream Ends twice. You wield cosmic
dreams of terror like the sharpest weapon—infect a specific vulner-
able target with horrifying hallucinations and bring one of their
nightmares to life. In addition, gain one Bond with My True and
Cosmic Form.
When The Dream Ends clock fills, you wake up and regain your
True and Cosmic Form. Whatever the current Mystery is, it is set aside.
In this moment, you become the next Harbinger of the apocalypse,
emerging from an ancient Door of Power. You are whole, complete,
but terrifying and beyond mortal comprehension. Give yourself a new
name and title befitting the cosmic horror you are.
You are no longer part of DIVISION. The other PCs must deal with
you, one way or another. Once your apocalyptic threat is dealt with,
retire this character and create a new one.
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b Crowned by Dream, Exalted by Nightmare
Mystery, you may declare “an irrevocable truth”. Both this connection
to a Facet, and the truth, should be taken into account when someone
decides to Unlock Doom’s Door. Even if the result of the move
is a miss, this connection and truth remains (Connecting Keys and
Irrevocable Truths, page 207).
On a disastrous success, the target of the move will ask a question in
turn. This means they can choose: What don’t you realize you know?
For example, if a supporting character asks this question, the Found
will answer their question. The Keeper draws a line between the Key
and Facet as normal, and also declares an irrevocable truth.
On a miss, your psychic powers overwhelm the target. The Keeper
describes the price you must pay to save them from the worst of the
consequences. If you decide to not pay the price, the Keeper will
describe the worst case scenario.
Walk With Me in Dreams opens up a new plane of existence for
the players to explore: the world of dreams. When you take this move,
you are encouraged to define the laws and nature of dreams, and allow
this to change as the story unfolds. One of the options on a roll of 8 or
higher is “Declare an irrevocable truth about the Mystery that you learn
from the dream.” You may attach this truth to any Key the Omens have
already uncovered, or take note of it somewhere on the Mystery Map.
In addition, the Found rewrites or adds a new Facet of the Mystery.
This shows how the Found can perceive the context of the truth, or
see the bigger picture. There is no limit to how much a Facet can be
rewritten, or how many Facets can be added to the current Mystery. As
long as it makes narrative sense to you, you are encouraged to rewrite
or add as you like (Manipulating Facets, page 208).
A Man of a Thousand Faces gives the Found limited shape-
shifting abilities, as they draw upon the thoughts and memories of
those around them. If you choose both options, “You may choose to look
like one person who causes fear and easily intimidates others” and “You
may choose to look like a different person to different people, someone
inconspicuous and easily underestimated” you can switch back and
forth between these forms at will. However, the forms are not stable,
and you won’t have the memories and thoughts of the forms you take.
If you don’t choose either of those forms, the Keeper may instead tell
you what form you take instead.
You Are Not Alone, The Truth Above All Else, and It Was
Just Me for a Long Time all help the Found express their relation-
ship with themselves and with others. Even if the Found can peer into
the minds and hearts of others, it does not mean that they can always
easily get along with the people around them.
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The Playbooks • The Found
The Found’s Ruin moves show another side of psychic connection
and emotional truth, and how tempting it is to control how others
think and feel. These moves also introduce sinister twists and turns
for the character.
When someone chooses to play the Found, it’s important to ask how
the other players feel about the manipulation of emotion, especially for
moves such as Where Do You End, Where Do I Begin? Have
an honest conversation with each other about it, and take note of how
the move works.
In moves like Dark Puppet Strings and Crowned by Dream,
Exalted by Nightmare the Found can confront what it means to
create. The first move in particular asks the player to confront questions
like sentience and the responsibility of creation.
Where Do You End, Where Do I Begin? gives the Found the
power to subtly manipulate the state of an emotion and even the target
of the emotion. The moment the Found uses this move on someone,
they feel the same way unless they mark Ruin again.
Let Sleeping Gods Lie offers a shocking revelation: that the Found
is a figment of a dream, and their true self is a being of pure cosmic
horror. When you choose this move you are not guaranteeing that you
will absolutely become an apocalyptic threat, but it does center that
possibility. Remember to clearly communicate any secrets and desires
with the other players.
This can sound like, “I really like this move and the power it brings,
but I’m not sure if I’m going to actually end up becoming my True and
Cosmic Form” or “I do eventually want to have this climactic showdown
as this cosmic horror with everyone else, but I hope there’s a chance
for the character to be redeemed, maybe and choose a different path,
before I switch to a new character” (Mysteries, Interrupted, page 218).
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YOUR IMPULSE
The Playbooks • The Shade
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if the answer is yes, mark 1 XP
or 1 Ruin.
ѵ Did you have an intimate or harrowing moment with Death?
ѵ Did you go too far in search of the truth?
ѵ Did you give into the temptation of the living and indulge in
pleasure or vice?
ѵ Did you prioritize DIVISION’s interests over your fellow monsters?
ѵ Did you find something or someone worth living for?
STARTING BONDS
ѵ You were there when I died. How did witnessing my death transform
our relationship? (Gain one Bond with them)
ѵ I love you, but I can’t accept it. Why do you allow me to remain
ignorant? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Lonely b Distracted bVicious b Obsessed
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The Playbooks • The Shade
BREAKING POINT
Your delusion shatters, and you are forced to look at the painful
state of your hollow soul. Death has left its mark on you—you are a
twisted and miserable thing that yearns for mutual destruction. There
is no going back for you, there is only the inconceivable void of this
pitiful existence.
Describe how the void in your soul pulls at and weakens the life
force of everyone and everything around you, hurting the innocent
and the weak. The Keeper will tell you how Death gains more power
through you, and how something beautiful in the world dies as a result.
Playbook Moves
The Shade‘s starting move is Death Walked Here. Other playbooks
cannot take this starting move as an advance. Choose one more move.
B Death Walked Here (starting move)
Death reaches all places, and into the heart of all things. When you
seek to reconstruct events or learn something valuable in an area,
spend Darkness Tokens and roll.
On an 8-10 Death shows you exactly what happened here. In addition,
you draw Death close to you, ask two that Death will answer:
ѵ What glimpse beyond these events can you show me?
ѵ What important item or knowledge was taken from here?
ѵ What evidence here will help my investigation?
ѵ How can I use any of this as leverage?
ѵ What draws Death close? Draw a line between a Key and a Facet
of the Mystery. Declare an irrevocable truth about the Mystery.
On an 11+ the whispers of Death overwhelm you, choose one from
above and one from below.
ѵ Death lingers and holds you, mark a Condition
ѵ Death shows you what you do not wish to see, mark Ruin
ѵ You bring someone else closer to Death, destroy one Bond to no
effect
On a 7- the laws of the dead and dying are compromised somehow.
The Keeper will tell you what happens next.
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b Soul Like a Steel Trap
The Playbooks • The Shade
Your cold analytical skills help you devise the perfect plan. When you
study a tense situation, spend Darkness Tokens and roll.
On an 8-10 the plan starts to form, ask two:
ѵ What do DIVISION files tell me about this?
ѵ Which of our powers of darkness will be most effective?
ѵ What weakness do I perceive?
ѵ Who or what can help me?
ѵ How could we best end this quickly?
On an 11+ ask one from above, but you come to a harrowing reali-
zation about the situation. The Keeper will ask you a difficult question
that you must answer.
On a 7- the Harbinger has prepared for this moment and a trap is
sprung. Prepare for the worst.
b I’m the Expert Here!
When someone spends a Bond with you to receive the +1 or -1
bonus, they may ask for your expert advice. If they follow it, they may
also choose one:
ѵ They clear a Condition
ѵ You gain one Bond on them
ѵ They may change a detail or context about a Key
126
b The Devil’s Advocate
127
Ruin Moves
The Playbooks • The Shade
128
b The Corridor of Doors
When you allow the Harbinger within you to access the Corridor
of Doors, unlock a door:
ѵ The Door of the Spider Lord, of webs and cunning, of patience
and guile
ѵ The Door of the Veiled One, of spite and rage, of whisper and blade
ѵ The Door of the Scaled Princess, of serpent and monsoon, of
thunder and flood
ѵ The Door of the Black Prince, of plague and despair, of swarm
and ichor
ѵ The Door of the Twin Moons, of gravity and stars, of darkness
and void
ѵ The Door of the Broken Mother, of oaths and strength, of war and
conquest
ѵ The Door of the Blood Queen, of pain and torture, of love and hate
When you have unlocked a door, choose:
ѵ Mark one Ruin, whatever is behind the door is unleashed. You
cannot completely control what happens next, but you are given a
fleeting opportunity to bargain with whatever comes through. The
door will disappear from the corridor, and reappear somewhere in
the world. Cross it out from the list. When the corridor of doors is
empty, lose access to this move and choose another.
ѵ Mark two Ruin, whatever is behind the door acknowledges your
power and control, and sees you for the fearsome Harbinger you
will become. They will obey your commands for a time, before
returning to the corridor of doors.
130
their wisdom with the Shade, but this information can come at a cost.
131
The Last
133
YOUR IMPULSE
The Playbooks • The Last
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if yes, mark 1 XP OR 1 Ruin.
ѵ Did you share a story of your people and what you lost?
ѵ Did you seek solitude and turn away from hope for the future?
ѵ Did you allow yourself to find hope in the arms of another monster?
ѵ Did you compromise the beliefs and traditions of your people
for the sake of someone else?
ѵ Did you find an innocent target for your grief, despair, or fear?
STARTING BONDS
ѵ You know of another like me. How does keeping this secret from
me protect me? (Gain one Bond with them)
ѵ We loved each other, once. Why do we keep hurting each other?
(Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Cornered b Distant b Merciless b Despairing
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The Playbooks • The Last
BREAKING POINT
You’ve barely been able to keep the grief and anger at bay. It rises
in you now, you feel time wither away as you relive the trauma and
heartbreak. Your guilt turns you into a weapon.
Describe how you will make everyone and everything around you
pay for what happened to your people, and how you go too far. The
Keeper will tell you how the faintest hope surfaces before you destroy
it, and who walks away to perpetuate this cycle of violence and pain.
Playbook Moves
The Last’s starting move is Ashes to Ashes. Other playbooks cannot
take this starting move as an advance. Choose one more move.
B Ashes to Ashes (starting move)
You are the last of your kind, there will never be another. When you
declare how the wisdom of your people may help in a situation,
spend Darkness Tokens and roll.
On an 8-10 your wisdom shines brightly in the dark, choose two.
ѵ Recall ancient knowledge. Ask the Keeper any question, they will
answer it honestly and with great detail.
ѵ Awaken latent abilities within. Choose another Power of Darkness
from another playbook, you have access to it, for now.
ѵ Recognize the signs of portent hanging over your fellow
monsters. Each PC gains one Darkness Token.
ѵ See a fractured memory in the face of another monster. Declare
what that memory is and gain one Bond with that PC or NPC.
On an 11+ the dark of your despair threatens to consume you,
choose one from above. The Keeper will describe how an aspect of your
people’s tragedy will be repeated, in spite of or because of your actions.
On a 7- the ashes of your people demand fire and retribution. The
Keeper will tell you what happens next.
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The Playbooks • The Last
b Harrowing Beauty
Sometimes, your mask of humanity slips. When you peel away at the
mask of humanity, you may mark a Condition to tear away your mask
and reveal the true alien horror you are.
This will end an attack or interaction as your opponent is momentarily
stunned by the revelation. Doing so will provide a fleeting opportunity
before they come to their senses.
b Tragedy’s Long Shadow
You will do whatever it takes to avoid the tragedy that befell your people.
When you’re in a tense situation and see the echoes of that tragedy,
tell the Keeper what you fear will happen, spend Darkness Tokens
and roll.
On an 8-10 you know exactly how your friends can avoid the worst
of what is to happen. Each PC around you gains one Bond with you.
On an 11+ you realize you must carry this burden alone. Add +1 to
every move to avoid impending disaster as long as you are acting alone.
On a 7- it is worse than you feared, the Keeper will tell you what
happens next.
b Reshaped by Despair
When you choose to Unleash the Dark, describe how your form
changes through violence and beauty, causing those around you to
despair. When you do, you may choose one from the following options,
even on a miss:
ѵ I uncover a Key at great cost
ѵ I gain their affection and admiration
ѵ I gain their fear and loathing
ѵ I see into their soul and declare what I find there
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The Playbooks • The Last
b A Flickering Hope
At the start of each session, describe a memory you have of your
people. Choose to speak with love, sorrow, or both. Say what you hope
for, spend Darkness Tokens and roll.
On an 8-10 your memory grants you an epiphany. Choose two:
ѵ Describe how a fellow monster reminds you of someone from your
past, gain one Bond with them.
ѵ Describe how the tragedy of your people haunts you, gain a Bond
with What the Darkness Demands of You.
ѵ Describe the long overture of the apocalypse and how it claimed
your people, uncover a Key.
On an 11+ your memory turns dark, choose one from above and the
Keeper will describe a sign of terrible things to come or a significant
complication.
On a 7- your hold on the memory falters. The Keeper tells you what
price you will have to pay to save your memories from the Harbingers’
grasp.
b You Are All I Have Left
You are the last, but there is an echo of the past that will never leave
your side. Choose one:
ѵ a small machine that holds the soul of a loved one
ѵ a specter who can only be seen by you
ѵ a homunculus who looks exactly like someone you betrayed
ѵ something that reminds you of what you lost and will never have again
Gain one Bond with the echo.
When you spend time alone with the echo, gain one Bond with it.
Tell everyone else at the table how your time together is spent. How is
it lonely, sad, or moving?
137
The Playbooks • The Last
Ruin Moves
b Tragedy Will Not Claim Another
You have grown attached to your fellow monsters and care deeply
about their fates.
When a PC or NPC is in peril, mark Ruin to suddenly appear at the
scene, ignoring usual limits of time, distance, or plausibility. In addition,
gain one Bond with them.
If you wish to appear in a superior position or bearing a golden oppor-
tunity, mark Ruin a second time.
b I Carry the Hope of my People
You are determined to embody the beauty and terror of your people,
no matter the cost. You will be beautiful, and all will look upon you
with despair.
When you reach deep into your ancestral memory and embody
the paragon of your people, choose:
ѵ Mark one Ruin, describe how your form changes for a time, and
temporarily gain another power of darkness from any playbook. In
addition, gain one Bond with What the Darkness Demands of You.
ѵ Mark two Ruin, describe how your form changes forever, revealing
more of the Harbinger you may become. Permanently gain another
power of darkness from any playbook.
b Reaching Beyond Time and Space
You once had friends who stood and fought with you, long ago, in the
light of better days. They were powerful, brave, and full of hope. They
loved you enough to promise that oblivion could not hold them forever.
But calling them comes at great cost to you.
When you break the sacred laws of time and space to reach one
of these friends, mark one Ruin and choose one from below. Describe
how your friend and their power come through for a time, they are even
more powerful than you remember them being. Their time is short on
this plane of existence.
ѵ a space-witch who died sacrificing themselves for you
ѵ a shadowy creature of fear who hid their heart of gold
ѵ an invincible warrior who died of heartbreak
ѵ a being of pure elemental magic who gave you the last of their power
ѵ a heroic leader with a dark past
ѵ or someone who was seen as a hero to you and your people
When your friend leaves, cross them from the list. The oblivion will
claim them again, corrupting their soul forever and turning them into
a Harbinger.
You may mark one Ruin again to offer oblivion a part of your soul
instead, allowing your friend to finally find peace in the next world.
138
The Playbooks • The Last
b Tower of Isolation
Hidden away on Earth is a fortress that
was meant for your people. Now, there is
no one else but you. When you take this
move, choose two features of this place:
ѵ An aide or assistant
ѵ interdimensional portals
ѵ a containment system
ѵ an oracle of knowledge and secrets
ѵ the weapons of a great enemy
ѵ mementos and artifacts
of your people
ѵ catacombs and all that
remains of your people
ѵ a sleeping god who should
never awaken
ѵ something else that hints at
the long history lost forever to
time and its treasures I must
now guard with honor
When you call upon the resources
of your fortress to immediately solve
a problem or address a challenge, say
what you want to happen. The Keeper
will tell you how your people expect you
to use these resources lawfully through
honor and duty. Choose:
ѵ Mark one Ruin, call upon your limited
resources and honor your people as
tradition demands. The Keeper will
describe how your fortress weakens,
as more of your people’s legacy fades.
ѵ Mark two Ruin, ignore the tradi-
tions of your people and use your
resources as you wish, feeding the
Harbinger within you. In addition,
gain one more feature for the tower
as you learn about the secrets your
people kept from you.
139
Playing the Last
The Playbooks • The Last
The Last is a monster who is unlike any other—they have lost everything
and must create a new path for themselves. Grief deeply touched them,
and they will take the wisdom of their people to face the apocalypse.
They show their love by protecting others from experiencing the same
grief.
The Last gains Darkness Tokens by exploring their loneliness and
giving into their doubt, despite their wisdom. They ask those around
them to reflect on the nature of the past and future. Their powers of
darkness echo the themes of time, and they can easily bend any laws
of time and space.
This playbook shines best when a player draws upon the Last’s tragic
past and connects it to the current Mystery. Many of the Last’s moves
invite reflection, and encourage the player to declare how the present
circumstances echo the tragedy that befell their people.
The unique question of the Last is “What tragedy destroyed your
people?” You don’t need to describe the tragedy in detail, but have a
few ideas that will guide play. There will be opportunities to establish
details and connect the past to the present.
The Last’s starting move, Ashes to Ashes, asks the player to declare
aspects of their people’s wisdom. The Keeper may encourage the move
by asking provocative questions like, “Your people had mortal enemies
that resembled the dread werewolf, do you want to use Ashes to
Ashes to recall their wisdom?” However, the Last should feel free to
trigger this move on their own.
Harrowing Beauty and Reshaped by Despair describes how
truly alien and other the Last is. In a world full of monsters, the player
is encouraged to go all out in describing what could terrify another
monster.
Tragedy’s Long Shadow and A Flickering Hope both speak
to the grief and tragedy that guide the actions of the Last. Tragedy’s
Long Shadow encourages the Last to bring context into a tense situ-
ation and work out with the Keeper what awaits. A Flickering Hope
frames a more reflective moment to connect to the past.
In A Flickering Hope, the Last’s memory of their people is at
stake. On a miss, it is revealed that the memory is within the grasp of
the Harbinger. What this means can be interpreted in different ways,
and the Keeper is encouraged to describe what makes sense in the
narrative. It could be that the Harbinger will burn away the memories
forever, corrupt them, or use them to glean essential information that
could spell trouble for the Omens or DIVISION.
If the Last decides to not pay the price to keep their memory out of the
grasp of the Harbinger, the Keeper will describe the worst-case scenario.
140
You Are All I Have Left creates an NPC that is directly tied to
141
The Fallen
143
YOUR IMPULSE
The Playbooks • The Fallen
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if yes, mark 1 XP OR 1 Ruin.
ѵ Did you bless the weak with the immeasurable glory of your
presence?
ѵ Did you taunt or seduce those who would seek to destroy you?
ѵ Did you humiliate yourself for the intimacy you crave for?
ѵ Did you tell the truth when you shouldn’t have?
ѵ Did you betray someone you love?
STARTING BONDS
ѵ You made sure my fall was swift and terrible, why don’t I hate you
for it? (Gain one Bond with them)
ѵ You long to worship me, your heart yearns for me. Why do I keep
my distance from you? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Lustful b Raging b Forlorn b Obsessed
144
The Playbooks • The Fallen
BREAKING POINT
You were once beautiful and loved, perfect and beyond despair.
You are gripped with how far you have fallen, how much of your glory
was ripped away from you. You are unworthy of love, and your heart
screams in anguish.
Describe how you use what little power you have left to bring
you painfully close to your former divinity, and how it twists and
consumes everything around you. The Keeper will tell you what
horrors you birth and what twisted shadow of a god escapes quietly
into the world.
Playbook Moves
The Fallen’s starting move is Call Me Master. Other playbooks
cannot take this starting move as an advance. Choose one more move.
B Call Me Master (starting move)
No one can resist the call of your dark heart, not for long anyway. When
you declare how you mesmerize onlooking NPCs with your faded
power, spend Darknesws Tokens and roll.
On an 8-10 you have claimed new worshipers. Choose two:
ѵ They will fulfill a single command exactly as you wish
ѵ They will grant you new powers temporarily, describe them
ѵ They will create a place of worship and power in your name
On an 11+ you wonder if this is truly what you desire. Choose one
from above and one from below:
ѵ An old enemy takes notice and makes a move against you, mark
a Condition
ѵ Your true self emerges for a moment, destroy one Bond
ѵ Receive a terrible vision of your future, mark one Ruin
On a 7- the song of your dark heart awakens a slumbering horror,
the Keeper will tell you what dark and terrifying entity answers you call.
145
b Mother of Monsters
The Playbooks • The Fallen
You have the ability to bring into the world terrifying monsters of
beauty. Describe the process and what you wish to bring into the world.
Spend Darkness Tokens and roll.
On an 8-10 the child is perfect and obedient. It helps as you wish
and sees you as a parent. Describe what dark powers it has.
On an 11+ the child is perfect and rebellious. It does as you ask for
now, but it sees you as its lesser. The Keeper describes what powers it
has. Choose one:
ѵ Mark a Condition and describe how you convince them to worship
you, for now
ѵ Mark one Ruin and birth another exactly like it
ѵ Do nothing, but know that it will become an enemy
On a 7- something has gone terribly wrong—the Keeper will tell you
what happens next.
b Fleeting Divinity
You have a collection of beautiful relics that were created in worship
of you, and small fragments of your lingering divinity are contained
within them.
After any roll you make, you can expend one of these relics to
modify the result by +1 or -1. Describe the relic that you hold, and
what happens as the divinity is within cracks and fades. Does it leave
behind ash and blood? Glass and tears?
Whatever happens, it has been used up forever. Mark a Condition.
You have at your disposal a vast supply of these beautiful relics, which
may all be sacrificed at the cost of chipping away at your divinity.
b Honeyed Tongue and Clouded Minds
You have only survived in this wretched state because of your ability
to lie and charm. When you Unleash the Dark through lies, you
can also choose one from below, even on a miss:
ѵ A part of my lie becomes truth
ѵ I learn a valuable secret
ѵ They are tempted to worship me
ѵ They will give me temporary shelter or protection
146
b You Loved Me Once
147
Ruin Moves
The Playbooks • The Fallen
b Tremble Before Me
Your words once swayed gods and broke the gates of heaven. When
you speak in your true and ancient voice, all living mortals are driven
to despair.
When you Unleash the Dark and enforce your will socially or
emotionally, you may choose to mark one Ruin. If you do, treat the
move as if you rolled an 8-10 and choose four options instead of two.
b My Beloved Nemesis
The one who orchestrated your fall is out in the world, they thrive as
they plot and scheme. When you take this move, tell the Keeper what
grand plans they have and what power they stole from you. Explain
why you still care for them. Gain one Bond with them.
When you wish to connect to your nemesis, choose one:
ѵ Mark one Ruin: Describe a flashback that features an intimate
moment between you two. How does it fuel your desire for revenge?
Or do you wish for something else? Clear one Condition and gain
one Bond with your nemesis.
ѵ Mark two Ruin: They will appear on the scene, defying logic or plau-
sibility. They will mysteriously offer to help you, for now. Gain one
Bond with them and one Bond with What the Darkness Demands
of You.
148
b I Will Rise Again
149
Playing the Fallen
The Playbooks • The Fallen
The Fallen is a monster of charm and lies, they have plummeted from
great heights. Their power lies in finding those who worship and love
them, and using what faded power they have left. Their pride and hubris
compromises their love, but they yearn for it just like anyone else.
The Fallen gains Darkness Tokens by giving into their pride. They
ask others to reflect on worship, loyalty, and betrayal. Their powers of
darkness can be more subtle than the other monsters. Their greatest
power lies in their deceitful nature.
This playbook is best suited for players who enjoy social interactions
and exploring tense emotional confrontations. The Fallen is entirely
capable of defeating a Harbinger through sheer words and wit alone.
The Fallen has strong themes of worship, making it easy for them to
become a charismatic cult leader or the head of a dark church.
The unique question of the Last is “Who are the gods who taunt
you?” When answering this question, consider what rivals, enemies,
and horrors you wish to introduce into the ongoing narrative of the
game. The Keeper is encouraged to introduce these gods into the current
Mysteries, or complicate things for the Fallen when they roll a miss.
The Fallen’s starting move, Call Me Master, allows for any number
of worshippers to be gained. There’s a lot of power to wield in this
move, and the Keeper is encouraged to offer opportunities for the Fallen
to collect more worshippers with what remains of their power. On a
miss, the Keeper will create or reintroduce an entity that still wishes to
worship the Fallen, but to great and terrible consequence.
Mother of Monsters provides the Fallen with the power of
creation. Once the Fallen creates the child, the Keeper is encouraged
to have them appear regularly, to give the Fallen a chance to play out
the complex relationship between created and creator.
With Fleeting Divinity, the Fallen gains access to a personal collec-
tion of relics, which can be items, weapons, or artifacts. The player does
not have to specify what these are. Waiting until the perfect time to
declare a relic that ties in to the moment or current Mystery is a perfect
way of using this move. This collection of also provides more context
of the Fallen’s past and what they lost.
Honeyed Tongue and Clouded Minds, You Loved Me Once,
and My Lovely Nemesis all display the immense power of charm and
emotional manipulation available to the Fallen.
You Loved Me Once has the Fallen declare a new lover or
worshipper. This move can be triggered any time the Fallen first encoun-
ters an NPC or Faction. It can be used on an antagonist or even a
Harbinger, and the Keeper is encouraged to lean into this. It should
be noted that a Harbinger loving or worshipping the Fallen shouldn’t
impede their plans or turn them into a docile monster. This move does
not disempower or change the plans of an antagonist. The Harbingers
will always remain dangerous, but it can add to their motivation or desire.
150
The Lies That Serve Me further empowers the Fallen’s supernat-
At the start of every session, choose one to explore during play. At the
end of the session, answer the question—if yes, mark 1 XP OR 1 Ruin.
ѵ Did you surrender to the hunger within you at the worst possible
moment?
ѵ Did you find a willing victim to sate your hunger?
ѵ Did you infect another monster with hunger or desire?
ѵ Did you protect someone pure and beautiful?
ѵ Did you offer another kindness at great cost to yourself?
STARTING BONDS
ѵ You remember what I was like before my hunger claimed me, why
do you wish to protect others from me? (Gain one Bond with them)
ѵ Your heart wishes to consume me, why do we bring out the worst
in each other? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
154
CONDITIONS
BREAKING POINT
Whatever was pure and good in you was fed to your hunger long ago,
and now you are only emptiness and malice, a mockery of life and
dignity. You are nothing but ache and pain, desperation and terror. You
are only your hunger, you can only bring misery and suffering to others.
Describe how your hunger ravages and cruelly transforms your
body, how you lose control of the monster inside you and leave
carnage and terror in your wake. The Keeper will tell you how your
hunger infects and creates a multitude of monstrosities as hollow and
soulless as you are.
Playbook Moves
The starting move of the Hungry is The Gnawing Edge of Hunger.
Other playbooks cannot take this starting move as an advance. Choose
one more move.
B The Gnawing Edge of Hunger (starting move)
When you surrender to the hunger within you, describe how your
body transforms and what you feed on. Spend Darkness Tokens and roll.
On an 8-10 you blunt the worst edges of your hunger and feed only
as much as you need. Choose one:
ѵ Describe how your form becomes more human, clear one Condition.
ѵ Describe who you wish you could feed on instead, gain one Bond
with them.
ѵ Give into the euphoria of the feeding, describe how you feel and
create or replace a Hunger Condition to reflect this.
On an 11+ your hunger grows deeper, edged with endless teeth as
your humanity slips further away. Choose one:
ѵ Ask the Keeper what the Harbinger within you screams for, gain one
Bond with What the Darkness Demand of You. If you give into the
Harbinger, clear one Condition.
ѵ Give into the worst of your hunger and go too far, inviting chaos
and terror. Name a new fear you have and create or replace a hunger
Condition to reflect this.
On a 7- you lose control of the hunger completely, the Keeper
describes how your form twists into obscene and heartbreaking new
shapes. Prepare for the worst.
155
b The Better to Eat You With, My Dear
The Playbooks • The Hungry
When you reflect on the Keys uncovered thus far, you may feed
on an aspect of a Key. The Keeper describes how your body violently
changes in response. Mark a Condition to reflect how the transforma-
tion makes you feel.
Choose two questions to ask the Keeper, they will answer honestly
and in great detail:
ѵ What do my eyes feast on that others have missed?
ѵ What do my teeth tear away to reveal someone else’s hunger?
ѵ How do my claws break the Key to change it into a truer shape?
ѵ How does my blood purify the Key and lead me to another?
156
On an 11+ another Harbinger within you seeks to re-form itself,
157
b I Remember the Taste of You
The Playbooks • The Hungry
You’ve fed upon countless victims, and their remnants merged inside
you to become a unique consciousness. This alien horror living under
your skin will one day consume you in turn.
When you first encounter a named NPC or Faction, you may
declare that the remnants within you recognize them. When you
do so, spend Darkness Tokens and roll.
The Keeper will tell you something significant and valuable, even
on a miss.
On an 8-10 the remnants whisper many secrets, choose one:
ѵ You once fed on them, gain one Bond with them
ѵ The sight of them calms the hunger within you, clear a Condition
ѵ They may one day consume you, erase 1 Ruin
On an 11+ the sight of them drives the remnants within you into
a frenzy, choose one:
ѵ You offer them a part of you to feed on, gain one Bond with them
ѵ They will one day kill the hunger within you, mark 1 Ruin
On a 7- they know about the remnants within you and the power of
your hunger. They will immediately place you in a vulnerable position,
the Keeper will tell you what happens next.
158
Ruin Moves
159
The Playbooks • The Hungry
161
The Better to Eat You With, My Dear has the Hungry feed on
The Playbooks • The Hungry
162
Until Only Hunger Remains outlines a terrible end for the
163
End of Session
End of Session
164
Humanity and how it is defined against or alongside the monstrous
End of Session
nature of the Omens is a theme players are invited to explore, a question
that only they themselves can answer. Monstrousness and humanity are
not dichotomous, the relationship between the two is messy and visceral.
When playing, you’ll find that various monsters and humans define
these themes differently. Only you can decide for yourself when you are
a monster that evokes fear and when you are a human deserving of love.
When you decide if you have expressed your monstrous nature or
expressed your humanity, what this looks like could change with every
session, or even several times during a session. Narratively, it can be
influenced by:
ѵ How humans treat monsters
ѵ How monsters feel about humans
ѵ The ways a monster is denied their humanity or made to feel other
ѵ If your Omen expressed their emotions or vulnerabilities in a
significant way
If you did any of these things during the session, you probably
expressed your monstrous nature or expressed your humanity:
ѵ Your Omen often suffered from disastrous success, rolling an 11+
ѵ Your Omen was often Torn Between
ѵ You often marked Conditions or Ruin for your Omen
ѵ Your Omen hit their Breaking Point
166
The Keeper
167
Principles
The Keeper of the Doors
As a Keeper, the first thing to keep in mind are the principles. This
is a general set of guidelines to help you create the right atmosphere
for the game:
ѵ Keep the Mystery strange, foreboding, and personal
ѵ Play to find out what happens
ѵ Don’t worry about not having the answers
ѵ Offer ruin and hope in equal measure
ѵ Offer dangerous opportunities
ѵ Show the monstrosity of the world
ѵ Be a fan of the Omens
ѵ Keep it emotional, put relationships first
ѵ Uphold the Rule of Cool
ѵ Make DIVISION a complex home
ѵ Hint at the Harbinger they may become
ѵ Remind them that the world does not accept them
168
Keep the Mystery Strange, Foreboding, and Personal
169
Don’t Worry about Not Having the Answers
The Keeper of the Doors
The narrative of the Mystery moves along when the Omens stumble
across revelations that produce more questions. As the Keeper, you
never have to worry about what the answers to these questions actu-
ally are. Your only job is to provide compelling questions and signal
possibilities. It is the job of your players to finalize these answers as
they seek to Unlock Doom’s Door.
This gives you the freedom to stun your players with startling reve-
lations, introduce horrifying nuance, and basically say anything that
sounds cool and mysterious. It may not make any sense to you as you
say it, and you may not see how everything could even begin to connect
to each other to create a coherent or solid theory. But you are just one
person who is facilitating a complex game and keeping track of many
moving pieces. If you need to cut away to another PC or call a quick
break to recharge your creative batteries, do it!
Your players, on the other hand, have access to a group mind and are
better able to keep track of the details in a way that you cannot. They
will naturally begin to make sense of what is going on fairly easily, in
ways that will surprise you.
The players also have access to the Mystery Map, and can keep refer-
ring to the Keys uncovered so far, the Facets of the Mystery, and other
pertinent details. Use the Mystery Map to your advantage and don’t
keep all the information in your head.
As the Keeper, you’ll often be thinking on your feet. Sometimes you’ll
get stuck when responding to a move, feel free to ask the players for
their input. When the Hungry loses control and their body begins to
twist into new shapes, ask them, “What does your body change into,
that breaks your heart and spirit?”
170
Offer Dangerous Opportunities
171
Be a Fan of the Omens
The Keeper of the Doors
As the Keeper, you are here to provide the Omens with interesting
challenges and opportunities for them to shine. The apocalypse is
coming, the world is ending, and the darkness makes its demands.
But at the same time, you are here to believe in the PCs and watch
them rise to be heroes. You hope they can court their ruin without
falling to it.
Provide impossible odds and terrifying scenarios, knowing that
the Omens will pull upon their great and terrible powers to become
the heroes they need to be. When your players come up with daring
plans and desperate gambits, you are here to say yes and hope they’ll
succeed. Give them the narrative tools they need to trigger their
moves or provide a weakness their powers of darkness can take
advantage of.
The Summoned asks, “You said the shadows here react strangely—
if I use my powers of darkness to control them, will it have a greater
effect on the Harbinger?” You say yes, and start thinking of ways
the Harbinger is susceptible to the shadows. The Hungry asks, “The
diwata and I just had an intimate moment, are they willing to become
my thrall?” You say, “Let’s see a little more intimacy from you, some-
thing truly vulnerable, but yes they’re willing.”
When a player rolls a miss or disastrous success, resist the urge
to minimize the Omen’s actions or make them look incompe-
tent. The Omens are holding back an apocalypse and facing off
Harbingers, lean into raising the stakes in creative ways or revealing
how dangerous the situation truly is. “You reach out with your hand
and your corrupting touch burns away their armor. But the burned
flesh transforms and the Harbinger is now a hulking monstrosity
made of too many teeth.”
172
Uphold the Rule of Cool
173
Hint at the Harbinger They May Become
The Keeper of the Doors
The Ruin track and Ruin moves are there to remind them they may
become a Harbinger. When you’re not sure of what comes next,
look at What the Darkness Demands of You and work from there.
Whenever a PC fills their Ruin track, they offer an enticing glimpse
of what may come. This gives you an idea of what hints you can drop,
and what themes you can introduce into the story. The future’s not
set in stone, but certainly there are signs it could come to pass.
Entice the PCs with power, peace, or a means to an end—but also
provide opportunities and characters who are there to guide the
PCs towards salvation, who reflect the better aspects of their nature.
Deepen a Relationship
When a PC is interacting with an NPC, take the opportunity to deepen
the relationship. Have characters show their suspicion, gratitude, or
interest. If your players have expressed interest in romance, NPCs
may flirt and fall in love with your PCs. Describe how an NPC shows
their trust and need for emotional connection.
As long as you’re coming from a sincere place and not expecting a
specific reaction from the PC, allow the relationship to deepen and
change over time. Remember to have NPCs return in future Mysteries,
however briefly. An NPC that’s been around for a while is often the
best version of a living history of at least one PC. How much the
NPC has changed and grown will always reflect how much a PC has
changed and grown in turn.
If there’s a significant moment of connection, such as a confession
or promise made, a moment of intimacy or comfort, you may also
give the Omen a Bond with the NPC.
177
Inflict a Condition
The Keeper of the Doors
Impose Ruin
Asking an Omen to mark Ruin is another solid Keeper reaction, but
how often you use this move will depend on the narrative preference
and playstyle of your players.
Some players revel in playing to lose, or the idea of inviting tragedy
and doom for their PC. The mechanics of Apocalypse Keys support
this style of play, by drawing out the dread and excitement that
comes with an Omen taking one step at a time towards unleashing
the Harbinger within.
If your players want to hurtle towards the Ruin faster, ask them to
mark Ruin on a miss or when they go too far with a disastrous success.
Ask an Omen to mark Ruin when they interact with aspects of their
Origin, What the Darkness Demands of them, or any other time it
makes sense narratively.
Some playbook and DIVISION moves offer Omens a chance to
interact with Ruin, such as Orphanage Visit (page 72) and
Your Ruin on My Lips (page 159). By imposing Ruin on your
players and awakening the Harbinger within them, you encourage
players to interact with more mechanical and narrative aspects of
their playbook.
178
Tick the Doomsday Clock
Complicate a Theory
Until someone is ready to Unlock Doom’s Door, it’s unlikely that
your players will have a complete or solid theory. With every Key that
is uncovered, every new layer of context that is revealed, your players
will often think out loud, consider a connection between a Facet and
a Key, or develop a tentative theory.
“It’s strange how the sister of the Broken Crucifix didn’t report this to
their superiors,” or “Have we really lost our memories, or is someone
just trying to make it seem like we did?” File away these comments
in the back of your mind, or write them down somewhere for you
to reference later.
When it’s time for you to complicate a theory, reveal something
new that changes the context or opens up new possibilities. The Sister
did report this to their superiors, but received difficult orders and
refuses to endanger those she has sworn to protect. The PCs come
across an old VHS tape and play back a recording, one of them is on
it and says, “I’m about to give up my memories willingly, I just hope
it will be worth it.”
Complicating a theory doesn’t require keeping track of what the
players think is going on. When the Omens uncover a Key or inves-
tigate a Mystery, everyone in the group, including yourself, will make
typical assumptions. Introduce a new truth that will threaten these
comfortable assumptions, which in turn will make the players ques-
tion all their other assumptions and keep the Mystery fresh.
179
Separate the Monsters
The Keeper of the Doors
The Omens may feel pressured to split up and cover more ground
when solving the Mystery. The game doesn’t punish PCs for going
their separate ways, and it’s also a good move to make as a Keeper.
Have an enigmatic character show up and insist they speak to one
of the PCs alone. Perhaps one of the PCs falls through a hidden panel
while investigating a mysterious passage. Make sure that whatever
happens, it’s interesting.
180
Introduce a Hard Choice
181
Advanced Keeper Moves
The Keeper of the Doors
The Summoned
ѵ Bring their prophecy to bear
ѵ Introduce a violent antagonist
ѵ Show them love they can never have
Their main themes are prophecy, violence, and love. Make the
prophecy feel inescapable and threatening, like the sword of Damocles
hanging over the neck of the Summoned.
Use a violent antagonist to mirror or contradict their use of violence.
Support the beliefs of the Summoned or expose their hypocrisies.
Remind them that violence is a tool, and what it looks like in the wrong
hands.
Lastly, show the Summoned forms of love that are beyond them. This
could be the form of a vulnerable character who falls in love with the
Summoned and could be hurt by the prophecy. Or it could be a glimpse
of love between others, distant and beyond reach.
182
The Surge
The Found
ѵ Describe the psychic and emotional landscape
ѵ Offer a fragment of a memory
ѵ Reveal the undeniable truth of what their past self did
Their main themes are secrets, memory, and identity. When a
Found is in the group, remember to regularly describe what their innate
senses can perceive. This is a great way for all the players to connect to
the scene, even if their Omens aren’t privy to this information.
The tragedy of the Found is in the memories they’ve lost access to.
Offer them opportunities to connect to memories, theirs or someone
else’s. A fragment of a memory can be as detailed or vague as you like,
but give at least enough to entice the Found to learn more.
The mystery of their past gives you a large creative space to play
with. How can their past self mirror who they are now? How can it
contradict it?
The Found is a playbook that can easily become introspective, reflec-
tive, and subtle. Provide opportunities to deepen their inner world, find
ways to connect it to the present and the Mystery.
183
The Shade
The Keeper of the Doors
The Last
ѵ Confront them with the depth of their loss
ѵ Show the inescapable cycle of tragedy
ѵ Contradict the history and legacy of their people
Their main themes are loss, tragedy, and legacy. What have they
lost personally? What has the world and the Universe lost now that their
people are gone? Build this loss in layers, revealing far reaching effects.
Tragedy repeats itself endlessly. The cycle can be large and sweeping,
or poignant and heart-breaking in its subtlety. Experiment with the
scale of the tragedy.
The Last has many opportunities to define their people, their history,
and the legacy they left behind. Contradict what the Last believes to be
true, offering evidence, testimony, and shocking truths.
The Fallen
ѵ Confront them with a divine rival or enemy
ѵ Offer a worshiper who will go too far
ѵ Remind them of how far they have fallen
The Fallen’s main themes are hubris, worship, and lies. Draw from
who the Fallen chooses are the gods that taunt them, and create divine
rivals and enemies to sharpen their hubris against.
Having a Fallen in the group is an opportunity to explore the nature
of worship, faith, and divinity. What does it mean when a worshiper
goes too far? How will the Fallen respond to such devotion?
Remind the Fallen of the divinity they once had access to. Who has
thrived all these years while the Fallen has despaired? What evidence
of their former glory remains? Who has risen while the Fallen has
slipped into new depths?
184
The Hungry
The Doomsday Clock is a reminder that the PCs are racing against
time. They must discern the plans of the Harbinger, track down the
ancient Door of Power, and understand how to unlock it. All the while,
the Harbinger already knows what they must do, they just need enough
time for their machinations to come to pass.
Each Mystery has a Doomsday Clock with a
number of ticks. Each tick describes what happens
to move the Mystery forward. The last tick of the
clock describes what happens when the Harbinger
unlocks the door and gains its power.
An ancient Door of Power that’s relatively easy
to access will mean the Doomsday Clock will only
have 4 ticks. Other doors that offer more power
may require the Harbinger to perform complex and
difficult rituals, giving the Doomsday Clock 12 ticks.
At the start of the Mystery, the Keeper sketches
out a circle that represents The Doomsday Clock,
divided into the appropriate number of segments.
Each segment is one tick of the clock. The Doomsday
Clock should always be visible to the players, either
drawn on an index card at the center of the table or
in the margins of the Mystery Map.
When the Keeper ticks the Doomsday Clock
forward, they fill in one of the segments. The Keeper
then presents what happens and how it affects the
investigation. It may be something subtle, such
as a portent or a disturbing discovery. It may be
something more direct, like a glimpse of what
the Harbinger is doing in the shadows, or a
violent confrontation.
The Keeper always has one eye on the
Doomsday Clock, moving the Mystery ever
forward (The Mystery Moves Forward — The
Doomsday Clock, page 210).
186
The First Session
[5-10 min Player and Keeper check-in. If you’re playing with people
5-10 min]
for the first time, have each person introduce themselves by giving their
name and pronouns. Check in and ask why they’re playing Apocalypse
Keys or what they’re excited for.
[3-5 min Go over the CATS (Concept, Aim, Tone, and Subject Matter)
3-5 min]
of Apocalypse Keys. Make sure your players all have a common set of
expectations, and they understand the premise and themes of the game.
When you introduce the CATS, it’s an open discussion. Adjust based
on the preferences of everyone at the table. You can find the CATS
document for Apocalypse Keys at http://bit.ly/AKCATS. You should
create your own copy of the CATS document and make any changes
to reflect your style of facilitating the game.
187
[5-10 min Discuss safety tools. You can use Green, Yellow, Red on
5-10 min]
The Keeper of the Doors
page 12. You are also encouraged to use any other safety tools that
best suit your group. The TTRPG Safety Toolkit by Kienna Shaw and
Lauren Bryant-Monk, which you can find at http://bit.ly/ttrpgsafety-
toolkit, is an excellent guide.
[40-70 min Create Characters. Refer to page 85 for guidance.
40-70 min]
[5-10 min Take a break. This is a good time to get up, stretch your legs,
5-10 min]
and check in with everyone.
[10-15 min Build DIVISION together. Just establish enough to start
10-15 min]
the session with, you can learn more about DIVISION as you play the
game. Ask any of the following questions, or make up your own. Make
sure that each player takes a turn creating an aspect of DIVISION.
ѵ Where is DIVISION located? Are there many branches or just this
one?
ѵ What about DIVISION is mundane?
ѵ What about DIVISION is strange?
ѵ How are the monstrous agents, like you, treated differently than the
human agents? How does this show in DIVISION structure?
ѵ What’s your favorite area of DIVISION?
ѵ What area is off-limits, even to you?
188
[10-15 min Introduce the Mystery. You may create an NPC who assigns
10-15 min]
189
The Second Session Onwards
The Keeper of the Doors
From the second session, the monsters will investigate the mystery, hold
back the apocalypse, and dance precariously between power and ruin.
Here’s a general guide to help facilitate future sessions:
[5-10 min Check In and Safety Tool Review. Check in on how everyone
5-10 min]
is doing. From there, go over the safety tools you used in the last session
and ask if anyone would like to tweak anything or change tools entirely.
ѵ Remind people that they can reach out to you in private if they’re not
comfortable discussing sensitive topics with the group. Every session,
describe each tool briefly as a reminder, and go over any topics that
are off limits and shouldn’t show up in the session.
[3-7 mins Character review. Ask the players if they’d like to change
3-7 mins]
any aspect of their character. Each player then chooses what impulse
their character will explore for the session.
ѵ Do they want to change What the Darkness Demands of You? Add
or change a detail about their origin? Do they want to swap out a
move or Advance for something else? Do they want to change their
impulse?
[3-7 mins Review the state of the Mystery. Remind everyone briefly
3-7 mins]
what the premise and inciting incident of the Mystery is, and then review
what the Facets are and any Keys that have been uncovered thus far.
ѵ If you’re playing face to face, make sure the Mystery Map is within
easy reach of everyone. If playing online, remind everyone where
they can look to keep track of Keys and Facets.
[3-7 mins Ask driving questions. Once the Mystery is fresh in every-
3-7 mins]
one’s minds, ask pointed questions that help the players think out loud
and decide where they want to drive the investigation next. Here are
some driving questions you can ask as a Keeper:
ѵ Who do you think is the Harbinger?
ѵ What do you think the ancient Door of Power is?
ѵ Which person of interest or NPC do you want to interact with?
ѵ Which location do you want to revisit or visit for the first time?
ѵ What lingering questions do you have? What threads do you want
to follow? Where do you think they’ll lead?
190
[2-3 hours Dive back into the Mystery. Most of the session will have
2-3 hours]
[5-10 mins End of Session. Go over the End of Session and impulse
5-10 mins]
questions, players will mark XP and Ruin as appropriate.
[5-10 mins Check in with your players and wind down. Take notes and
5-10 mins]
go through everyone’s Stars & Wishes or your Green, Yellow and Red list.
191
In Between Mysteries
The Keeper of the Doors
When the PCs have solved the Mystery, confronted the Harbinger, and
dealt with the door of ancient power, it’s time to head back to DIVISION.
You may want to resolve any cliffhangers, quickly tie up any loose ends,
and check in with NPCs before heading back.
In between investigations, the Omens head back to DIVISION. This
is a good time to address or interact with any applicable DIVISION
moves (page 60), interact with NPCs at DIVISION, and for the PCs
to spend some down time together or separately.
If the group wants to report in to a superior and debrief, let them
play that out. If not, PCs can focus on other social interactions instead.
Fewer of the moves will trigger at DIVISION than investigating a
Mystery, and the players can focus on roleplaying their PCs as they
like. This is a perfect opportunity to Reveal Your Heart and feel
Torn Between.
This can take up the rest of a session if the Omens Unlocked
Doom’s Door early enough. Or you can save spending time at
DIVISION for the next session, playing this out as a prologue before
the next Mystery is introduced.
Some players like having an entire session dedicated to spending time
at DIVISION, as a chance to play their characters where the stakes aren’t
so high. Alternatively, some players enjoy the idea of DIVISION having
its own secrets and intrigue. What’s hidden in the forbidden archives
of the library? Who has unexpectedly shown up at DIVISION to offer
information about the Harbingers?
Whenever the players are ready to leave DIVISION, you can skip
ahead to the start of the next Mystery. Make sure your fellow players
know this. They only need to linger around the break room for as long
as it is interesting to do so.
192
The Mystery
The Mystery
The Anatomy of a Mystery
The Omens are here to stop the Harbingers. If they don’t succeed,
ancient doors will open, allowing great and terrible power to flow into
the world. If enough of these doors open, it will hasten the end of days
and herald the apocalypse.
So, no pressure, right?
The PCs are here to use their powers of darkness to investigate
Mysteries and defeat the Harbingers. This happens through the
Mysteries. Apocalypse Keys comes with a number of Mysteries for you
to run. As the Keeper, you will refer to them as you facilitate the game,
or create your own.
Apocalypse Keys offers you and your players creative spaces to make
each Mystery truly your own. You’ll notice that the Mystery Codex details
a strong premise and starting point for the Mystery. From there, the rest
of the Mystery is a colorful palette for you to draw from: people, loca-
tions, Keys, and so on. From there, natural questions will emerge, and
Apocalypse Keys is not here to give you the answers. Instead, follow the
questions that excite you and your players and go from there!
Each Mystery has been written to be evocative, to inspire your own
creativity. Spaces have been intentionally designed for you and your
players to do with as you please. This makes it easier for you to play
to find out and make the Mystery strange, foreboding, and personal.
Remember, each Omen brings with them a wealth of cool stuff to
explore. The generous creative space in each Mystery gives you enough
room to tap into an Omen’s origin, impulse, and What the Darkness
Demands of them.
Apocalypse Keys doesn’t outline each detail in the Mystery or answer
every possible question. I wrote this game for you to be bold and creative.
I believe the Mystery you craft alongside your players is always going
to be the best possible story for you to enjoy!
193
Each Mystery Codex follows the same general outline:
The Mystery
ѵ Title
ѵ Quick Facts: Mystery complexity, Time and Place, Contact
ѵ Message from DIVISION
ѵ Content Warning
ѵ Description
ѵ Beginning the Mystery
ѵ Establishing Questions
ѵ Contact
ѵ People of Interest
ѵ Locations
ѵ Keys of the Apocalypse
ѵ Facets
ѵ The Doomsday Clock
194
Remind the players that the Mystery complexity is on their Mystery
The Mystery
Map. This helps the players keep track of how many Keys they need
to uncover.
The time and place provide context for the Mystery, while the contact
is most likely the first person the PCs will interact with.
The message from DIVISION outlines what the Omens are expected
to do during the course of the investigation.
Before introducing the Mystery, give your players any content warn-
ings of the Mystery. If any of your players express anything less than
enthusiastic consent for what’s listed in the Content Warnings, adjust
the Mystery as needed. You may age up characters, change aspects
of the premise, remove people of interest or Keys, and so on. If you
need to set aside the Mystery and choose another one for your players,
then that’s good, too.
The description establishes anything that’s important for you, the
Keeper, to know about before presenting the Mystery. The description
can provide further detail about the location, the monster community,
the premise of the Mystery, or anything else.
The description is not intended to be read aloud to the group in full,
but it should detail things the Omens should know either beforehand
or when a player asks you about it. For example, the player may not
know anything about the manananggal from the Philippines, but the
character they play should at least have a basic understanding of who
these monsters are.
It’s easy to accidentally give your players too much information in
one go, making it hard for them to remember everything. Instead, it’s
recommended that you read the description in full to yourself, and
decide when and how to give out essential information from it.
Beginning the Mystery walks you through the opening moments of
the Mystery. You can follow it to the letter, or change as much as you
like to suit you and your players.
The first glimpse of our contact briefly describes the impression the
Omens have of the contact and lists the establishing questions below.
Establishing questions tie in at least one of the PCs to the Mystery.
This invites investment from the player, and gives the player a chance
to create an important aspect of the Mystery. Ask both questions, but
point each question to a different PC.
The contact is the first person the Omens will interact with for the
Mystery. This includes their pronouns, a physical description, and guid-
ance on a detailed interaction with the PCs.
195
People of interest (POI) are there to interact with the PCs. When
The Mystery
196
The Mystery
A Mystery may also include any of the following:
ѵ Custom moves
ѵ New Keeper moves
ѵ Factions
ѵ Additional notes
In some Mysteries a custom move will be available, to help the
players interact with specific parts of the Mystery or Location. Make
sure the custom move is easily referenced to during the course of the
Mystery, and help your players trigger the move whenever they like.
Keeper moves are added to the general ones (page 175), to help
further evoke the themes and horrors of a specific Mystery.
Factions can help you understand the political machinations at
play, who is involved and why, and how they might interact with the
monstrous agents from DIVISION. Additional notes help provide
further context for the Mystery.
197
The Flow of the Mystery
The Mystery
198
The Mystery
DIVISION BRIEFING
Interact with Present the Mystery
DIVISION personnel, and message
explore DIVISION from DIVISION
INVESTIGATE
CONTEXT
Omens talk to POI,
explore locations,
learn more about
uncovered Keys
RETURN TO DIVISION
UNLOCK
DOOM'S DOOR
DOOR
REMAINS
HIDDEN
Theory was wrong!
(Irrevocable
truths remain.)
DOOR IS
DOOMSDAY
REVEALED
CLOCK FILLS,
THE DOOR The Omens track
OPENS! down the door OR
reach it moments
Omens face the
after the Harbinger
worst-case scenario.
has unlocked it.
CONFRONT THE
HARBINGER
199
The Investigation
The Mystery
FACETS
Before the Omens even begin investigating the Mystery in earnest, they
have a set of thematic signposts that guide their actions. The Facets
outline the most important aspects of the Mystery.
Every Mystery has two Facets: the Harbinger and the Door of Power.
When DIVISION sends Omens to investigate a Mystery, they are always
seeking out the Door of Power and the Harbinger that conspires to
unlock it.
From there, each Mystery has a unique set of Facets that the Omens
shouldn’t lose sight of as they uncover Keys and begin forming their
theories. When the players are ready to collaborate and declare the
truth in an attempt to Unlock Doom’s Door, they connect each
uncovered Key to a Facet to build a theory.
For example, the Omens should keep in mind the Murder Victims
while investigating the Manananggal Murders. When exploring Island
Zero’s outpost, they must discover the truth behind The Possession and
Disappearance of Luna Nakahara and Hydra Omicron.
If you have the Found or the Shade in your game, remind the players
that both playbooks begin with moves that can declare, rewrite or add
Facets of the Mystery.
Some playbook and DIVISION moves, if chosen, can also grant this
ability.
More about Manipulating Facets (page 208) and connecting the Keys
to the Facets (page 207) can be found later in this chapter.
200
GRASP KEYS
The Mystery
The Mystery can’t be solved and the Door of Power can’t be discovered
unless the PCs are actively uncovering Keys. Some playbook moves
will let a PC uncover a Key at great cost as an option, but the most
reliable way is through the move Grasp Keys. Be generous in the
interpretation of this move.
Sometimes it can be obvious: the PCs are going over a crime scene,
investigating the forbidden library beneath an ancient church, ques-
tioning a witness, and so on. Or they may use their powers of darkness.
The Shade will let the dead speak and hear what they have to say
or the Hungry will use their corrupting touch to burn through a
safe and find secrets within.
Other times, Grasping a Key can look very different from just
investigating a scene or interrogating a person. Sometimes, other moves
can also uncover Keys based on context.
If the Summoned is beating up a slimy monster in the sewers because
it is clearly hiding a secret somewhere inside it, as the Keeper, you might
decide that it is possible for a Key to literally fall out of it. You may ask
the Summoned if they want to specifically use their powers of darkness
to look for a weak point and see if it reveals its secret, which could
count as literally Grasping Keys from inside the body of the beast.
201
For example, the Key is a corrupted video recording, what little
The Mystery
you see shows disturbing images and chilling voices. Interpret the Key
as you like and describe exactly what they are able to see: a figure
with glowing eyes peering into the lens, a child-like voice whispering
curses, and so on. Then describe the degraded quality of the video,
informing the players that if the Omens want to see the rest of the
video recording, they’ll have to find a way to restore the video, through
mundane or arcane means. You’ve given the PCs plenty to work with
and a possible next step, but you haven’t taken away the intriguing
aspects of the Key that move the Mystery forward.
Once you get the hang of offering a Key and contextualizing it, you
can start making the Mystery more personal. Because you are keeping
the Mystery strange, foreboding, and personal (page 169) you can
best serve this principle by connecting the Keys, even tangentially,
to an Omen’s origin or What the Darkness Demands of them, etc.
Each prepared Mystery has about twenty different Keys to choose
from. These all suit the themes and tone of the Mystery, but you may
always create your own Keys as you like.
The list starts with more mundane Keys and gets stranger and more
harrowing as it goes on. This helps you decide what tone to go for
when offering a Key to the PCs. Do you want to start off the investi-
gation with something straightforward, but intriguing? Or will you
shock them out of the gate?
The more Keys you use from the end of the list, the more arcane,
esoteric, or haunting the Mystery will be. The more Keys you use from
the top of the list, the more grounded in reality the Mystery will be.
You’re encouraged to offer a mix of both, but feel free to tailor the
tone of the Mystery to what excites you and the players.
The Keys are meant to be diverse and open to interpretation, offering
many different ways the Mystery can develop. You are encouraged to
change details of the Key, or create a new Key if you feel it will push the
story forward in interesting directions. Remember that each Key can
complicate a theory (page 179) and keep the players on their toes.
This means a Key can support a developing theory, or contradict it!
A single Key will not solve the Mystery. Instead, each Key will lead
to more questions, provide more leads and suggested directions, and
encourage the players to take a closer look at the details.
A player may decide to study the Key further to gain more context,
perhaps by using a playbook move to gather more information from
the Key itself, or a person of interest. If this is the case, let them
trigger the playbook move and recontextualize any details of the Key
as needed. Recontextualizing or learning more about the Key will not
create a new Key. Instead, you will just rewrite what is known about
the Key in the Mystery Map.
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As the Keeper, an important skill to develop is contextualizing the
Keys on the fly. For example, if the Key is a painting that gently bleeds,
The Mystery
soft sighs coming from the black void in the middle of it, the context of
how the Omens Grasp Keys will change how the Key is uncovered.
Here are some examples:
While interrogating a suspect, the suspect suddenly starts raving
about the dreams they had of a painting that bleeds, only to wake
up and find their hands covered in paint and blood.
While searching for clues in a haunted attic, they find the painting
itself. Covered in a dusty white cloth, with blood slowly seeping through.
While contextualizing the Key, you also need to take into account
the results of a roll. If the player rolled an 8-10, they uncover the
Key without complication. The examples above work perfectly well.
However, if the player rolled an 11+, that means there’s a significant
complication, cost, or fall out in uncovering the Key. Using the same
examples above, let’s change things a bit to reflect the 11+ result.
While interrogating a suspect, they suddenly start raving about the
dreams they had of a painting that bleeds. As the suspect describes
the dream, they close their eyes and hold their hands to cover their
face, paint and blood pour out of their eyes and they scream. “But I’m
awake, I’m awake! Don’t show me the void, please, please stop!” they
scream in horror. If the PCs don’t do something soon, the suspect will
be eaten by the dream and transform into a servant of the Harbinger.
While searching for clues in a haunted attic, they find the painting
itself. Covered in a dusty white cloth, with the blood slowly seeping
through. When the PC reaches out to pull away at the white cloth,
they see a growing void at the center that pulls in the light. A terrible
gurgling scream, like someone drowning, comes from the void. A
hand shoots out and grabs the Omen by the wrist, pulling them into
the painting!
203
Remember the principle of playing to find out. You can ask evoca-
The Mystery
tive questions like, “When the suspect starts raving about the dreams
they’ve had, why does it sound painfully familiar to you?”
Picking a Key from the list (or making one up on the fly), contextu-
alizing it, and applying complications is a skill you’ll refine over time.
Take your time with the first Mystery you run. Each time you offer a
Key, contextualizing in the moment will be easier and faster than the
last time.
It should also be noted that the same Key can be reinterpreted,
depending not only on the context, but your own improvisational skill
or intuitive creativity. Here is how the Key, evidence of a pilot that no
one remembers, can be offered during a Mystery:
If the Key is given as is, the Omen discovers files and video recordings
of a teen pilot training for battle. No one in the outpost recognizes the
pilot, even when evidence shows the pilot interacting with many of the
personnel.
204
The Mystery
Cara, the Shade, is chasing down a hooded figure through the twisting
corridors of an apartment building. Carlos wants to Grasp Keys, hoping
that the mysterious runner will lead them closer to Unlocking Doom’s
Door. Carlos spends two Darkness Tokens and they roll a total of 11!
The Keeper looks at the Mystery Codex and the list of Keys. She quickly
settles on “a small and crooked shrine to a forgotten god of pain and
violence, who destroyed their own name.”
Keeper: You push yourself and they’re so close, you reach out and
your fingers brush against their shoulder. You’re about to reach them
when they fling themselves around a corner and barrel down a narrow
flight of stairs. You hear them scream, “Do not forsake me, Winged
One! I am your faithful servant, we will reclaim your name and power
through blood!”
You catch up to them and your footsteps echo in a decrepit basement.
You stop just short of a collection of bones and dozens of lit candles
collected against the wall. You realize it’s a shrine of some kind, the wax
and bones have been sculpted into a horrifying figure of many wings.
Keeper knows Carlos rolled an 11, which means there is significant cost,
complication, or fall out. She chooses a complication.
Keeper: You see that under the wax and bone there’s something like
a cage...it’s one of the manananggal you were talking to just earlier,
Mickey. He’s bound and gagged, and his eyes are full of fear. The
stranger turns to Mickey, and the hood falls away. You see the strang-
er’s face is covered in scars dripping wax, and they wear a necklace
made of bones.
They take out a dagger made from sharpened bone, and they’re
about to stab Mickey! They say, “Wretched creature, you give me no
choice! I will take the power you have squandered! All power for the
Winged One!” What do you do?
205
While Carlos thinks about how Cara will respond, the Keeper quickly
The Mystery
writes down the Key on the Mystery Map for everyone’s reference. The
Keeper writes down the contextualized Key: A shrine of bone and
wax. The shrine is made to a god of pain and violence called the
Winged One.
206
CONNECTING KEYS AND IRREVOCABLE TRUTHS
The Mystery
A Key is connected to a Facet when the players Unlock Doom’s Door
and form a theory together. A theory accounts for all the uncovered
Keys and how they connect to each Facet of the Mystery.
When a PC declares the full context of a Key, they explain the connec-
tion between a Key and a Facet. The player takes the Mystery Map and
draws a line between the Key and Facet.
However, some moves will let players connect a Key to a Facet before
Unlocking Doom’s Door. Notably, both the Found and the Shade
have starting moves (You Can’t Hide Your Heart from Me
and Death Walked Here) that offer an opportunity to draw a line
between a Key and a Facet of the Mystery.
The Surge may also do this through their playbook move I Am Your
Destruction, while two DIVISION moves offer the same (Psychic
Invokers and The Peacemaker).
When a player connects a Key to a Facet with these moves, they
explain the connection as normal and draw the line on the Mystery
Map. As part of the move, they declare an irrevocable truth. The player
writes down this irrevocable truth on the Mystery Map. Drawing this
persistent line and declaring irrevocable truths demonstrates an Omen’s
ability to discern a core aspect of the Mystery.
This drawn line and irrevocable truth affect Unlock Doom’s Door
in three ways. First, when the players build a theory, this Key is already
connected to a Facet. Second, any theory should take into account the
irrevocable truth. And third, should the theory be the wrong one (which
happens on a miss during Unlock Doom’s Door), this drawn line
and irrevocable truth remain even when crafting a new theory.
This means that when they Unlock Doom’s Door again during
the same Mystery, the players cannot redraw this line or disregard any
irrevocable truths. The connection and truth persist between attempts.
207
The Mystery
Cara, the Shade, uses Death Walked Here to reconstruct events from
the past through Death’s eyes.
Carlos (Cara): The second question I’ll ask is, “What draws Death
close?”
On the Mystery Map, Carlos draws a line between the Key and the
Facet they connected. They write down the irrevocable truth, “Murder
victims are carefully studied and chosen for a ritual.”
MANIPULATING FACETS
There is another way an Omen can affect the shape of the Mystery:
manipulating the Facets of the current Mystery through specific moves.
Normally, the Facets persist throughout the current Mystery. Notably,
both the Found and the Shade have playbook moves (Walk with Me
in Dreams and The Devil’s Advocate) that offer an opportunity
to rewrite or add a Facet of the Mystery. The two DIVISION moves,
Psychic Invokers and Dream Future Review Protocols also
provide options to do so.
When a player chooses the option to rewrite or add a Facet from
these moves, they declare what Facet they are rewriting and why, or
add a new Facet to the Mystery. They make the appropriate changes to
the Mystery Map. As part of the move, they also declare an irrevocable
truth. The player writes down this irrevocable truth on the Mystery Map.
Changing the Facets of the Mystery and declaring irrevocable truths
demonstrates an Omen’s ability to see the bigger picture affecting the
Mystery.
208
The Mystery
By rewriting a Facet, the Omen establishes another perspective on
what is important to consider during the investigation. For example, the
player may take the Facet The Decline of the Manananggal and rewrite
it as The Rise of the Manananggal. This offers a startling revelation:
the Mystery is affected by the manananggal reclaiming their power
in society.
A player can rewrite the Facet as much as they like, dramatically
changing what guides the Mystery. In the same example, the player can
instead rewrite the Facet The Decline of the Manananggal and rewrite
it as The Conspiracy of the Diwata.
Even if every Mystery has the Facets The Harbinger and The Door
of Power, these Facets may be rewritten. When Unlocking Doom’s
Door, both the Harbinger and the door will still have to be taken into
account in some way for you to interpret the results of a perfect hit or
a disastrous success. But by rewriting either Facet, the Harbinger and
Door of Power become less central to the theory formed.
There is no limit to the number of Facets that can be added to the
Mystery. However, in the unlikely event that the Facets will outnumber
the uncovered Keys, ask the player to rewrite a Facet instead.
Opal, the Found, uses Walk with Me in Dreams to seek out insight and
wisdom. They have entered the dream of the Parasitic Library and
explored its strange consciousness.
Keeper: Woah, that IS a big one. Now you also get to rewrite or add
a Facet to the Mystery!
Olivia (Opal): I’m rewriting the Facet “the secrets locked within the
Library.” I think the Parasitic Library is trying to learn how to reclaim
their former identity and form, and that’s something we have to keep
in mind. I’m rewriting this to “The Parasitic Library’s Original Identity.”
On the Mystery Map, Opal writes down the irrevocable truth, “The
Parasitic Library was once an Omen.” They also rewrite the Facet as
they described.
209
The Mystery Moves Forward
The Mystery
210
Each tick describes what happens as the Mystery moves forward. It
The Mystery
could be something that happens off-screen, as you briefly describe a
Harbinger cloaked in shadows and enacting another step of their plan.
Or it could be something that happens in the location as a result of
what the Harbinger does.
The Doomsday Clock is kept out in the open, for you and the other
players to remember the stakes of the Mystery and the hidden presence
of the Harbinger. When you reach over to tick the Doomsday Clock,
it’s an exciting time for everyone in the game.
Before you tick the Doomsday Clock, refer to the detailed version of
the Doomsday Clock in your Mystery Codex. In the same way that you
briefly study the Keys of the apocalypse to decide how to contextualize
it for the moment, do the same for each tick of the Doomsday Clock.
Each tick comes with at least one question to help you contextualize
the Doomsday Clock. You can ask this question to yourself to inspire
your creativity, or ask one of the players and build on their answer.
Sometimes what happens is subtle—you tick the Doomsday Clock and
narrate to the players a strange coincidence or sinister omen. Other
times it will be a confrontation, loud and impossible to ignore. A tick
may focus on the Harbinger’s actions, which should ripple outwards
and affect the investigation in some way.
Like Keys, you can change any aspect of the Doomsday Clock to
better suit the situation, flow of the Mystery, and general pacing. You
may replace any of the ticks entirely with your own ideas, if you feel
confident doing so.
How often you tick the Doomsday Clock is something that is informed
by the flow of the Mystery.
Keeper: So we’ve uncovered two Keys here, it makes sense that this
is all the information you can get here in this location. Where would
you like to head next?
Keeper: You both have uncovered a Key each, how about we end the
scene here and cut to the Summoned and see what they’re up to?
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WHEN TO TICK THE DOOMSDAY CLOCK
The Mystery
You can tick the Doomsday Clock when you want to:
ѵ Complicate the flow of the Mystery, slowing down the pace as
the monsters need to address the tick.
ѵ Move the Mystery along, when players are distracted or need
something to react to.
ѵ Create appropriate consequences when a player rolls a miss.
This option is best used sparingly, perhaps 1-3 times a session,
depending on how many ticks the Doomsday Clock has.
ѵ Move the plans of the Harbinger forward, moving the Harbinger
closer to their goal.
Because you may choose to tick the Doomsday Clock as a Keeper
move, it’s possible that the Doomsday Clock will tick all the way down
before the PCs successfully Unlock Doom’s Door. When the
Doomsday Clock is running out of ticks, gently remind your players
that time is running out. Give them an opportunity to Unlock Doom’s
Door before it’s too late!
Let’s break down what you can expect to see in a Doomsday Clock.
The ticks of the Doomsday Clock are written to be open to interpretation,
to make it easier for you to adapt them to the current situation or flow
of the Mystery. Remember, you are encouraged to change any aspect
of the ticks to best suit what has happened thus far in the Mystery.
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THE DOOMSDAY CLOCK TICKS
The Mystery
There are moments that reveal a sinister sign of things to come
or an opportunity to Grasp Keys, a glimpse of the Harbinger’s
intrigue, an event that confronts the PCs. The final tick of the
Doomsday Clock always foretells what will happen when The Door
Opens.
ѵ Moments: These are short and evocative moments. Use them
as they are to describe disturbing scenes and provide oppor-
tunities to Grasp Keys. If you wish, build upon a moment to
create actual challenges and confrontations.
ѵ Intrigue: A glimpse at what the Harbinger is up to, their
schemes and their desires. Cut away to here and describe the
scene to the players, being clear that this is something their
PCs are not privy to. Or keep this intrigue to yourself, instead
using it to decide what is happening behind the scenes and then
extrapolate how it affects the Omens and the Mystery itself. Or
the Omens may catch a glimpse of it through vision, witness
report, or something similar.
ѵ Whatever you decide, remember to keep the Harbinger them-
selves vague and mysterious. Cloak them in shadow, distort their
voice, whatever you need to do to maintain the illusion. Gently
hold on to ideas you have about who or what the Harbinger is,
but be ready to let them go if the players come up with a different
idea to Unlock Doom’s Door.
ѵ Events: These are direct events the Omens must deal with in
some way. There are fewer of these per Doomsday Clock, to
give you and the players more creative freedom in what happens
during a Mystery. An event can be a confrontation of some kind,
a direct challenge or obstacle to the PCs.
ѵ The Door Opens: The last tick on the Doomsday Clock always
details what happens if the PCs aren’t able to Unlock Doom’s
Door before the Harbinger claims the ancient Door of Power.
This is essentially the worst-case scenario. Take inspiration from
the description of this last tick, and build upon it to create a
truly catastrophic event the PCs will have to deal with. The
PCs should have the opportunity to mitigate the worst of the
consequences.
213
The Mystery
Keeper: Water floods the passage, putrid and dark, swirling around
your ankles. In the distance, the sound of breaking bones, gnashing
teeth, the wailing undead! Long black hair knots around your calves,
and a skeletal hand grabs Opal, pulling them under! What do you do?
Carlos spends Darkness Tokens and rolls... but they have a 4 in total!
The Keeper looks at the Doomsday Clock, there are 6 ticks in total
and it has only been ticked twice. This is a good opportunity to tick
the Doomsday Clock.
The next tick on the Doomsday Clock is a moment... but this feels more
like a confrontation, so the Keeper builds on the moment.
The description of the moment details how all holy art, items, and
symbols show signs of corruption as a hellish dimension draws near.
The Keeper draws inspiration from that for what happens next.
Keeper: From below the water there’s a bright red light. The heat comes
off in waves and the water boils all around you. The light fills up the
catacombs, blinding you for a moment. The skeleton breaks through
the water, bright blood pouring from their eye sockets.
Their jaw breaks open as they hiss, “We do not care for your laws,
all will despair as hell reclaims the earth!” You hear what sounds like
a twisted version of a church choir. The undead gather around you,
singing of your demise. What do you do?
214
Confronting the Harbingers
The Mystery
UNLOCK DOOM’S DOOR
This is the climax of every Mystery! Everything will build up to this
point, and easing the players and narrative into a satisfying climax with
the Harbinger takes some skill and practice.
The PCs reach this confrontation by Unlocking Doom’s Door
successfully, or when the Doomsday Clock fills completely. Remind
your players to make an attempt when they’ve uncovered enough Keys
to add at least +1 to the roll, or if they’re running out of ticks on the
Doomsday Clock.
When a player triggers Unlock Doom’s Door, guide the conver-
sation between players. Make sure everyone is getting an opportunity
to weigh in and be heard. If the players are stumped, you can always
offer your own suggestions. When the players take turns connecting
a Facet to a Key, you can contextualize and bridge the gaps between
each player’s contribution to help solidify the theory.
All players should be satisfied with the theory forming, so if a player
isn’t speaking up or expressing their opinion, directly ask them for their
input. Sometimes an excited player will talk over others and dominate
the conversation, gently check in with every player and have them
connect a Facet to a Key.
Help the players find ways to connect every Key they’ve found.
Encourage them to explain these leaps of inspiration in different
ways: maybe the Omen has seen something like this years ago, when
DIVISION sent them to the Australian outback. Maybe a PC’s unique
origin could help explain their insight and ability to connect a Key to
a Facet. Players are encouraged to make things up and be bold in their
declarations, even revealing new information in flashback if it helps
form the theory.
The final theory should connect every Key to a Facet. A theory should
successfully incorporate all the Keys uncovered thus far. Some of the
Keys will be central and important, while the others may be tangential,
minor, or simply support the other Keys or address simpler aspects
of a Facet.
In most cases, the theory will reveal who the Harbinger is, what the
ancient Door of Power is, and how to unlock it. This is because two
Facets across every Mystery will always be The Harbinger and The Door
of Power. However, it is possible to create a theory that doesn’t center
either, especially if an Omen has rewritten either Facet (Manipulating
Facets, page 208).
215
The Mystery
Is the door an old music box, and will only open once the Harbinger
has filled the old mansion with enough ghosts to weaken the wards
on the old music box?
Once everyone in the group is happy with the theory and all the
Facets have been connected to the uncovered Keys, it’s time to trigger
the move. A PC attempts to Unlock Doom’s Door (page 55). If
the theory is correct, it’s time to place the characters in a position that
reflects the result.
One of the ghosts has broken free from the Harbinger’s control—their
mother created the music box and they’ll tell the Omens how to destroy
it once and for all!
The wards of the old music box have broken and the entire town
is falling into a deep sleep as a song-spell plays, but the ghost has
found you and will help the Omens travel into the dream realm and
defeat the Harbinger!
There is one other way the PCs can confront the Harbingers. If the
Doomsday Clock is filled, the Harbinger has claimed the power of the
door, and the Omens will face the worst possible circumstances.
By the time the Omens arrive at the tenement, the building has
become a living palace of flesh and bone, and its denizens are abom-
inations that will attack the city and create more of themselves. Can
the Omens stop them in time?
The song-spell has reached the Omens while they were tracking down
the door, and the Harbinger has trapped each of them in their worst
nightmare! Can the Omens face their fears and get to the Harbinger
before the nightmares of the town escape to the real world?
The Queen of Monsters crashes through the portal, the control chip
is forcing her to attack! Citizens are evacuating, but they won’t make
it out in time. Can the Omens defeat the Queen of Monsters or force
her to go back into her dimension before it’s too late?
217
There’s a big shift when the final confrontation starts. One minute,
The Mystery
Mysteries, Interrupted
In Apocalypse Keys, several mechanics support dramatic moments and
cinematic revelations. As the Keeper, it’s best to stay on your toes and
remain flexible when these sudden narrative twists and turns happen.
This chapter describes what design elements and mechanics you should
be on the lookout for and provide guidance on how to handle them.
Collision States
Some narrative moments are triggered mechanically, and this collides
with the ongoing narrative or focus of the Mystery in fun and dramatic
ways!
These include the Breaking Point (page 28), Torn Between
(page 46), marking the fifth box of Ruin to narrate a glimpse of the
PC as a Harbinger (page 82), and moves that are triggered when
any of the previous instances occur.
These collision states are disruptive by design, in that the Omens
don’t always have control over their emotions, powers, or fate. This loss
of control is an opportunity to see into the heart of the monster and
discover something vulnerable or horrifying. But even if the Omens
lose control, as the Keeper you still gently facilitate the overall flow
of the scene.
218
You can handle this a few different ways. You can play out the colli-
The Mystery
sion state as is. For example, after the Summoned marks their fifth box
of Ruin, ask them to describe the glimpse of who they will become as a
Harbinger. Cut back to the scene as normal, and move on to the next PC.
However, in many cases, the Omen was doing something else before
the collision state was triggered, meaning they could have been in the
spotlight for a while. Keeping the focus of the scene on one character
for too long can leave other players feeling unimportant and bored.
When a collision state focuses on a character for too long, you can
either pause and move the spotlight to someone else or involve the
other players or Omens in the moment. The first means cutting away
to another character for a moment, in the same way a television show
would do the same. The second option has you asking either players
or Omens to be involved in the scene, sharing the spotlight.
When you pause and move the spotlight, it can sound like “You’re
about to hit your Breaking Point. Let’s pause dramatically right there
and cut away to the Surge and see how their investigation is going.
We’ll cut right back to you after and play out how your power over-
whelms you!”
When you involve another player in the moment, it can sound like
“The Hungry, can you help me describe this Breaking Point for the
Surge? What part of the Surge’s power is taken by someone?” In this
way, you’re asking the player to co-facilitate the moment with you.
When you involve another Omen in the moment, it can sound like,
“The Surge, a part of your power is taken by the kitsune. You see their
eyes glow as your power consumes them. The Hungry, I’m going to ask
you, how do you recognize the same hunger within you that takes hold
of the kitsune?” You’ve insinuated a connection between the Surge’s
power and the Hungry’s innate desire to feed, which can be fun to
explore in play.
There is also the special case of moves that are triggered when any
of the collision states occur, such as the Surge’s My Hands Around
Your Heart or the Shade’s Death Broke Me First. These moves
change the normal flow of the collision state. These play out as normal,
and you can apply any combination of the previous techniques. The only
thing to consider is that the player will be interrupting another player’s
moment, and there should be a quick check-in to see if it’s welcome.
When you check in to see if a player’s intervention is welcome, it can
sound like “The Found, you want to use your move You Are Not Alone
so that the Last doesn’t have to be Torn Between. The Last, are you
cool with that, or did you want to have this moment uninterrupted?”
219
Cinematic Moments
The Mystery
Some players are more passive, and you might have to take a look
at the moves they’ve chosen and offer that they can trigger them.
“You haven’t checked in with your Ghostly Agent in a while, would
you like to do that now?”
220
Scene-Ending Moves
The Mystery
Many playbook, DIVISION, and Ruin moves have been designed to
potentially end a scene. A lot of this depends on narrative positioning,
the pacing of the scene, and what feels dramatically appropriate.
For example, instead of fighting an antagonist and having the Omens
use Unleash the Dark again and again to inflict a Condition, the
Summoned could use Borrowed Power to summon a creature to
destroy a vulnerable target. As long as the narrative positioning justifies
how the antagonist is vulnerable, the Summoned destroys them. The
confrontation ends, and the group moves on to the next scene.
“That last hit from the Hungry definitely weakened the doppelgänger.
The Summoned, tell me what it looks like when your demon of fire and
rage destroys the doppelgänger!”
Other times, you’ll have to choose when a move can end a scene.
If the Found uses Let Sleeping Gods Lie to draw upon a destructive
cosmic power, how effective is it? When they wield the cosmic dreams
of terror like the sharpest weapon and infect a specific vulnerable target
with horrifying hallucinations and bring to life one of their nightmares,
is that enough to defeat the Harbinger and end the scene?
If it feels narratively appropriate and you want to end the scene
with the move, go ahead and describe how.
“The three-headed werewolf screams in terror and falls to the ground.
You catch glimpses of the terrible nightmare they are plagued with, and
they let out a strangled sob. ‘Enough! Opal of the Crystal Court, I bow
to your power. Release me from these nightmares and I will do as you
ask.’ The Found, the werewolf is fearful of you and will heed you, for
now. What do you do?”
If the scene had just started and you feel like things should play
out a little more for the sake of narrative pacing, you can describe
how the Omen’s powers are effective and set up an opportunity for an
Omen or how the scene moves forward to the next exciting moment.
“The three-headed werewolf roars in pain as the hallucinations over-
whelm them, their nightmares tear through reality. A figure made of
broken hope and shattered glass holds the werewolf close. The Shade,
you can take advantage of this, but the nightmare won’t hold the were-
wolf for long. What do you do?”
221
Finally, Apocalypse Keys is a game that lends towards raising the stakes
The Mystery
to feverish heights. If you feel like raising the stakes and intensifying
the scene in response, go for it.
“The three-headed werewolf opens all three mouths to scream, but
before they can, they’re completely torn apart by their nightmares.
Echoes of their shattered mind are left behind, blooming into fractals.
From the shards, the nightmare takes shape and steps through into this
world. The Found, you recognize the face the nightmare wears. Why
do you care for them, and why are you terrified to see them?”
As you can see, Apocalypse Keys encourages both players and the
Keeper to interpret these powerful moments in varying ways. It may
take some time to confidently end a scene dramatically or raise the
stakes exponentially, but it’s a natural storytelling instinct that will
sharpen each time you play Apocalypse Keys.
222
The Mystery
First, you can have a quick confrontation between the Omens and
the Harbinger that emerges from an ancient Door of Power, before
refocusing on the current Mystery. Let the players know that the newly
emerged Harbinger has this one scene before they make their dramatic
exit, taking the ancient Door of Power with them. The player becomes
another Keeper for this scene and guides events alongside you. They
no longer make rolls and are encouraged to declare what happens next,
like the Keeper does. At the end of the scene, take a break so the player
can create a new character, and then resume investigating the Mystery
that was set aside.
Second, you can truly set aside the Mystery and completely focus
on this confrontation. This can take a couple of scenes or an entire
session. The PC who just turned into a Harbinger is a Keeper like you,
in charge of describing their own character and how they confront or
respond to the PCs. Play this out for as long as it’s fun for everyone. At
the end of the session, the player creates a new character and everyone
resumes investigating the Mystery that was set aside.
Third, you can connect this Harbinger and their ancient Door of
Power to the current Mystery. This isn’t expected of you as the Keeper,
since the Ruin move does specify that the current Mystery is set aside.
But this can be an exciting alternative, and will require a lot of improvi-
sation from both you and the players. This moves the Mystery forward
in exciting ways! The player roleplays as a Harbinger for as long as it’s
fun for them, but they can create a new character whenever they like.
When that happens, their Harbinger now becomes an NPC as normal.
With any of these approaches, this new Harbinger and their ancient
Door of Power will likely reappear in a future Mystery, and even be part
of the Final Mystery (page 226)!
223
I Almost Called This Game Apocalypse Kisses
The Mystery
224
You can tick the Doomsday Clock and remind the Omens what’s
The Mystery
at stake. Remember that the Doomsday Clock (page 186) is a pacing
tool you can use to signal the ongoing manipulations of the Harbinger
and the mounting pressure of the Mystery. Let the Omens have their
moments of emotional catharsis and vulnerable intimacy, but at some
point during the session tick the Doomsday Clock and force the Omens
to react. Besides, a kiss that’s interrupted by the tick of the Doomsday
Clock becomes that much more exciting!
“The Shade, before you can respond to that tearful confession, you
feel the entire outpost shudder and shake. You look up and dozens of
monitors confirm that the rift opens violently, contradicting predictions
and patterns. I’m ticking the Doomsday Clock forward.”
And of course you can always weave emotions into the Mystery. This
requires some practice and observation. Study the emotional tenden-
cies of the Omens, and what excites the players. From here, you can
create emotional moments when offering a Key, playing the part of the
Harbinger, and so on. The Omens will still have a chance to fall into
messy relationships and be vulnerable, but it’ll happen as the Mystery
continues to unfold.
“The Hungry, as you feed on the innocent manananggal, you hear the
sound of great wings. Mickey reaches out to hold you and you see a
new pair of bat-like wings have emerged from his back. His eyes grow
dark and empty as he whispers an aching confession in your ear. Do
you want to Grasp Keys here and see how Mickey is tied to the Mystery?”
225
The Final Mystery
The Mystery
The Mysteries of Apocalypse Keys all build up towards one final confron-
tation with the Harbingers, where the final fate of the world is on the
line—the Final Mystery.
This chapter provides guidance on looking past Mysteries and events,
and building on them to create a truly epic climax.
The Final Mystery may be the last Mystery your Omens face, providing
your players with a dramatic sense of closure and a thrilling end to
Apocalypse Keys. It’s best to craft the Final Mystery after your players
have investigated at least 2-4 Mysteries.
Alternatively, you may use the Final Mystery mechanics to create a
cinematic end to a chapter, in the same way a longer TV series will have
an epic arc to end a season before a new one starts. Creating a narrative
cycle for your Omens and DIVISION makes perfect sense. After all, there
will always be Harbingers attempting to bring about the apocalypse.
Creating the Final Mystery may seem daunting, but by this point you
will have facilitated several sessions of Apocalypse Keys. You and your
players will have collaborated across several Mysteries and you have a
rich palette of themes and ideas to draw upon. You are well equipped
to create a grand finale!
Essentially, the Final Mystery is much like any other Mystery. If you’ve
created your own Mystery (page 328), you’re already familiar with the
process. The main difference is the time of reflection spent beforehand,
and a consideration of recurring themes naturally established among
your players.
The following is a general guideline on creating the Final Mystery. This
is meant to serve as inspiration and guide your creativity.
ѵ Check-in with your players
ѵ Review the Mysteries
ѵ Recollect the past
ѵ Craft the Final Mystery
226
Review the Mysteries
The Mystery
Go over the Mystery Maps and Mystery Codexes from previous sessions.
Take note of the following, but keep the details brief. All of this is just
to have a reference of strong and recurring themes on hand to inspire
the Final Mystery.
227
Recollect the Past
The Mystery
Next, review the following from every Mystery Map and Mystery Codex:
ѵ Known Persons of Interest
ѵ Uncovered Keys
ѵ Visited Locations
Focus on the elements of each Mystery that the PCs directly interacted
with—especially if they left an impression with the players.
Choose about 1-2 known POI, 2-4 uncovered Keys, and 1-2 visited
locations per Mystery. Depending on how many Mysteries your PCs
have investigated, you should have about 8-16 elements from previous
Mysteries.
228
THE FINAL MYSTERY’S PREMISE
The Mystery
Take a look at your notes thus far and consider what inspires you. What’s
a cool premise that could incorporate what you have so far, or at least
tangentially connect to the most interesting bits?
Remember that the premise of a Mystery only has to establish a
starting point, an instigating event, a strange place, or something similar.
229
Alternative Mechanics for the Final Mystery
The Mystery
You may want to experiment and create new custom moves, mechanics,
and so on. That’s cool, and a lot of fun! But remember that your players
have earned their investigation skills and Apocalypse Keys is a game
that takes time and effort to master.
The Final Mystery is a chance for the players to showcase what they’ve
learned over several Mysteries, proving to themselves they truly are
the monsters that can hold back the end of days. If you are going to
make mechanical changes, try to keep it to one or two cool things and
keep the rest of the original game mechanics intact. The narrative high
stakes and the culmination of several themes will do a lot to make the
Final Mystery feel truly climactic.
The rest of the chapter offers you different ideas for tweaking the
mechanics of the Final Mystery. Choose one or two that you like and
place them as is into your Final Mystery, or use the following as inspi-
ration for your own unique mechanics.
230
AN ACCELERATED APOCALYPSE
The Mystery
If the Omens have failed to Unlock Doom’s Door before the final
tick of a Doomsday Clock during a Mystery, this is an excellent way to
bring that into the Final Mystery.
At the start of the Final Mystery, ask each player to briefly summarize
what happened during a previous Mystery. With each Mystery that
filled a Doomsday Clock, choose one from the list below and briefly
narrate how the Harbingers took advantage of the Omen’s failure to
gain more power.
ѵ A Harbinger gains access to a DIVISION secret
ѵ A Harbinger is resurrected
ѵ A member of DIVISION is taken by the Harbingers
ѵ A trusted ally betrays DIVISION
ѵ The Harbinger takes over a Faction
ѵ An aspect of the ancient Door of Power transforms into something
unexpected
ѵ A person of interest becomes a Harbinger
ѵ A community of monsters falls prey to a Harbinger
ѵ A part of DIVISION is destroyed
ѵ A Harbinger dramatically grows in power and influence
231
UNLOCK THE FINAL DOOR
The Mystery
DIVISION
Drive: To hold back the apocalypse and act in the interests of DIVISION.
Moves:
ѵ Reveal a weapon crafted from a forbidden Door
ѵ Unseal forbidden records
ѵ Call in an unpredictable Omen
ѵ Deploy human agents
ѵ Mobilize to protect what is vulnerable
232
FINAL MYSTERY PLAYBOOK MOVES
The Mystery
The following are playbook moves that you can offer your players during
the Final Mystery. Each move is crafted to specifically address the core
emotional theme and unique question of each playbook. By triggering
this move, it creates a memorable and climactic moment for the char-
acter and for the Final Mystery.
ѵ What happens when the Summoned faces the prophecy that haunts
them?
ѵ What happens when the Surge shares an aspect of their power
with another?
ѵ What happens when the Found sacrifices a new memory to regain
a forgotten aspect of themselves?
ѵ What happens when the Shade weakens the veil between the dead
and the living?
ѵ What happens when the Last shatters the laws of time and reaches
into the past?
ѵ What happens when the Fallen gambles the last of their divinity
to gain a new divine form?
ѵ What happens when the Hungry infects others with their hunger
to face the end of days?
You may give the player immediate access to their Final Mystery
move from the start, or when it narratively makes sense to do so. You
may also have the players use their Final Mystery move just once, to
further increase the drama and tension.
233
B The Summoned: The Crown of Prophecy
The Mystery
234
The Mystery
B The Found: Waking Up from the Dream
When you sacrifice a recent memory to reclaim an aspect of your
past self, declare what the memory is. Spend Darkness Tokens and roll.
On an 8-10 your former and current selves sing in harmony. Choose
one:
ѵ Some of your memories return for a fleeting moment before fading
away. The Keeper offers you two Keys related to your past.
ѵ Draw a line between two Keys and a single Facet of the Final
Mystery. Declare two irrevocable truths about the Final Mystery,
and explain how it is related to your present self.
ѵ Regain all of your memories, at great cost to yourself or another.
On an 11+ your lost memories come flooding in and overwhelm
you. Choose one:
ѵ Your psychic abilities cause catastrophic and permanent damage.
Gain every power of darkness from your playbook until the end
of the Final Mystery.
ѵ Your past self feeds on your powers and violently separates from you,
becoming their own person. They will whisper a terrible truth to
you before they escape into the world of dreams. Uncover two Keys.
On a 7- your present self and the life you built are buckling under
the truth of your past. Decide for yourself if your past self asserts
itself, destroying your present self, or if you lose access to the past
forever. No matter what choice you make, the Keeper will tell you what
happens next.
235
B The Shade: In Death There Is Only Love
The Mystery
When you allow Death to take hold of you, weaken the veil between
death and the living. Spend Darkness Tokens and roll.
On an 8-10 both death and life hold and keep you. Choose one:
ѵ All that you touch with your hands will wither and die, for now. In
addition, every PC gains a Bond with What the Darkness Demands.
ѵ All that you touch with your hands will flourish and heal, for now.
In addition, every PC clears one Condition.
ѵ Death and life reveal great truths to you. Uncover a Key and draw a
line from it to a Facet of the Final Mystery. Declare an irrevocable
truth about the Final Mystery.
On an 11+ Death claims what should not belong to them. Choose
one:
ѵ Death will reveal their chosen avatar and claim this place. A roiling
sea of spectral entities floods the area and beyond, forever steeping
it in loss and despair. You now have a new way of gaining Darkness
Tokens: Allow Death to speak and act through me.
ѵ You and every PC mark two Conditions, but for a time you regain
your soul and body from before death corrupted you. Gain every
power of darkness from your playbook until the end of the Final
Mystery.
On a 7- Death takes hold of you and will not let go, and the veil
between death and the living is sundered. The Keeper will tell you
what happens next.
B The Last: Stolen Time
You’ve carried the history of your people long enough to feel the weight
and weakness of time itself. When you shatter the laws of time, declare
how you take on a new form to reflect the future that was stolen from
you and your people. Spend Darkness Tokens and roll.
On an 8-10 time starts again, the threads of your grief rebuilding
the future. Choose one:
ѵ An aspect of your people is reborn, and hope blooms. You become
the paragon of your people. Gain every power of darkness from
your playbook until the end of the Final Mystery.
ѵ The spirit of your people infuses your chosen comrades. Every PC
unmarks one Condition and gains one Bond with you.
ѵ You are no longer the Last. You reach through time and pull from
the past another survivor of your tragedy. Gain one Bond with
them—until the end of the Final Mystery they will assist you in
fighting back the apocalypse.
236
On an 11+ what you have lost overwhelms you, and grief demands
The Mystery
your all. Choose one:
ѵ Your grief offers revelation, you uncover two Keys. At the end of the
Final Mystery, a corrupted version of your people will be reborn,
seeking retribution.
ѵ You burn brighter than any star. You no longer mark Conditions.
At the end of the Final Mystery, you will leave DIVISION and meet
the end of your days in solitude. When you are gone, there will
never be another like you in all the universe.
On a 7- time shatters again and again and again. You and all who
are vulnerable are pulled into a time loop, the Keeper will tell you what
happens next.
B The Fallen: Glory Be My Name
When you gamble all that remains of your divinity, describe how you
become a wretched and mortal thing. Spend Darkness Tokens and roll.
On an 8-10 your mortal skin falls away to reveal stolen divinity that
is yours, until the end of the Final Mystery. Choose one:
ѵ Take on a divine form that none may look at directly without
burning away. When you Unleash the Dark, you completely
overwhelm the senses of your target, even on a miss.
ѵ Take on a divine form that bends reality around it in unpredictable
ways. When you Power Through Darkness, you dramatically
change your surroundings permanently, even on a miss.
ѵ Take on a divine form that offers both horror and beauty beyond
comparison. When you Reveal Your Heart, you and the one
you open up to gain a Bond with What the Darkness Demands,
even on a miss.
On an 11+ the heavens part and glory be your name, but your imper-
fect vessel can only hold this form for so long. Choose one:
ѵ Share your glory with others. You and all PCs clear their Conditions,
and all those susceptible to your glory gain a new power of darkness
that reflects your glory. At the end of the Final Mystery, a violent
and dangerous cult dedicated to your glory will be formed.
ѵ Drain the divine from your fellow monsters. You and all PCs mark
one Condition, and you gain every power of darkness from your
playbook until the end of the Final Mystery.
On a 7- your divinity goes dormant and you are trapped in this
mortal shell, for now. The Keeper will tell you what happens next.
237
B The Hungry: The Gift
The Mystery
The hunger within you grows and seeks new hosts, offering you power
in exchange. When you choose to permanently infect another with
your hunger, mark a Condition and choose one:
ѵ Infect an Omen with the hunger: The Omen can now use The
Gnawing Edge of Hunger until the end of the Final Mystery,
and you permanently gain one of their powers of darkness
from their playbook. The Omen gains the permanently marked
Condition: Ravenous.
ѵ Infect a Harbinger with the hunger: Describe how you open your
hearts to each other in a moment of cruel intimacy. The Keeper
will tell you what new powers of darkness you permanently gain
that reflect your connection to the Harbinger. At the end of the
Final Mystery, the Harbinger will return, changed and twisted by
your hunger.
ѵ Infect an innocent with the hunger: The Keeper will describe
how they become stronger than you will ever be. Gain one Bond
with them, until the end of the Final Mystery they will assist you
in fighting back the apocalypse. At the end of the Final Mystery
they’ll disappear, taking an aspect of the hunger with them.
238
Pre-assembled Apocalypse
Pre-assembled
Apocalypse
In this chapter, you’ll find pre-written Mysteries, Harbingers and
Factions. Use them as-is, or adapt them to suit the story unfolding at
your table, the playstyle everyone enjoys, or the themes of your game.
The Mysteries
This chapter includes the following 5 Mysteries to use in your game:
ѵ The Parasitic Library (page 240) is a rogue interdimensional
spatial-entity that has attached itself to DIVISION HQ. Can the
Omens learn who brought the library here and why before it’s
too late?
ѵ The Manananggal Murders (page 252) have weakened the
vulnerable manananggal community in Metro Manila, Philippines.
Who is stalking the monsters and how will this unlock an ancient
Door of Power?
ѵ Weep Your Hands Clean (page 263) brings the Omens to
Albuquerque, NM where a power struggle between Factions feeds
into the terror locals have for La Llorona. Can the Omens discover
the truth before more innocents are drowned?
ѵ The Missing Link (page 281) takes place on Island Zero, where
a psychic teen pilot and her colossal monster have vanished under
mysterious circumstances. Can the Omens find them before the
unthinkable happens?
ѵ The Oldest House (page 293) is an ancient dimension that is
attacking DIVISION and consuming personnel. Can the Omens
navigate the dangers while holding on to what remains of their
memories?
239
The Parasitic Library
Pre-assembled Apocalypse • The Parasitic Library
by Josh Hittie
Complexity: 4
Location: DIVISION HQ, basement
Date: ????
Contact: Marcus Finch, Assistant Archivist (he/they)
240
Description
241
Pre-assembled Apocalypse • The Parasitic Library
Establishing Questions
ґ One of you has worked with Marcus Finch before. Why did the
two of you part on less than polite terms? Why do you regret the rift
that grew between you, and why do you suspect they regret it too?
ґ This is not DIVISION’s first encounter with the Library. It was
once used to secure something incredibly dangerous, with its sipho-
novore nature conveniently erasing all records of the mission. One
of you was involved in the mission. Why are you the only one
from that ill-fated team able to recall scant fragments about the
catastrophe that happened?
242
Contact: Marcus Finch, Assistant Archivist (he/they)
243
People of Interest
Pre-assembled Apocalypse • The Parasitic Library
244
JEN FABLE (she/her)
245
HUNGRY WORM (he/him)
Pre-assembled Apocalypse • The Parasitic Library
246
FORMLESS ANAMNESIS BETWEEN (any/all)
247
SHADE OF WHAT WAS (they/them)
Pre-assembled Apocalypse • The Parasitic Library
QUOTE: Please… can you… help? I am… lost in this place. Something…
many things… are missing. I can… feel them. Out there… somewhere.
248
Pre-assembled Apocalypse • The Parasitic Library
Locations of Interest
THE STACKS
The Stacks make up the largest section of the Library, its labyrinthine
series of looming bookshelves seem to stretch on for impossibly long.
What evidence of habitation do you find scattered amongst the books
and tomes here?
THE LOFT
The Loft is the upper floor of the Library, accessed from a series of
stairways and ladders. Its mezzanines and balconies offer a bird’s-eye
view of the Stacks and beyond. Looking down, what strange pattern
hidden in the spaces between shelves below do you begin to perceive?
THE OBSERVATORY
The nerve center of the Library. Several ornate and massive telescopes
hang ponderously from the domed ceiling. Glimpsing through the tele-
scopes, what recent past do you see from a different perspective?
THE HEART
The Heart is a cramped room filled with an Escheresque array of pipes
spreading out from the massive boiler furnace. Embedded in the whistle
of steam, and thrum of the boiler, what message do you hear from the
feeding, slumbering, Library?
249
Keys of the Apocalypse
Pre-assembled Apocalypse • The Parasitic Library
Facets
ґ The Harbinger
ґ The Door of Power
ґ The identity of who brought the Library to DIVISION
ґ The secrets locked within the Library
250
Doomsday Clock (ticks: 4)
EVENT
Sections of shelves drag themselves into new posi-
tions. They create new passages and obscure old path-
ways; new patterns for new purposes as the Library
begins to digest its meals.
ґ Who becomes separated from the rest?
ґ What new danger is now freed?
INTRIGUE
A page is torn from an ornate tome. Shadowed hands
snap the book closed and return it to a shelf. The hands
linger on the spine for a moment before reaching
toward a new book.
ґ What once-thought-lost source of secrets is this
tome?
ґ What might the Harbinger be looking for next?
251
The
Manananggal Murders
Pre-assembled Apocalypse • The Manananggal Murders
Complexity: 6
Time and Place: The Apartments; Metro Manila, Philippines - July
20XX (Rainy Season)
Contact: Sister Theresa (she/her)
Pronunciation Guide
Manananggal: Mah-nuh-nuhng-GUL
Aswang: Uh-SWUNG
Maguindanaon: Mah-GIN-da-now-un
252
Description
253
Pre-assembled Apocalypse • The Manananggal Murders
Establishing Questions
Ask each one to a different PC:
ґ Sister Theresa was once a human DIVISION agent, but she left
the agency claiming to have found God. You know this is not
true. Why did she really come back to the Philippines? Why are
the two of you still close?
ґ One of you was once here years—if not decades—ago. How
have things changed for the worse in recent years? Which of the
manananggal is waiting for you, eager for a reunion?
The Victims
ѵ Samantha Reyes (she/her), a call center agent and aspiring novelist
who had an on again off again relationship with Emily Santos
ѵ Lily Bautista (she/her), a volunteer nurse and activist who was
best friends with Mickey Yap
ѵ Gin (he/him), a community leader and healer who was closest to
Georgie
254
Contact: Sister Theresa (she/her)
255
People of Interest
Pre-assembled Apocalypse • The Manananggal Murders
256
MICKEY YAP (he/him)
A manananggal and sex worker. Perfectly applied
THE CHAPEL
The Chapel doesn’t look like anything one might expect. It’s open air,
full of beautiful flowers, with several cozy areas built for reflection and
meditation. What holy artifacts of the Broken Crucifix are stored away?
259
Keys of the Apocalypse
Pre-assembled Apocalypse • The Manananggal Murders
Facets
ґ Murder Victims ґ The Harbinger
ґ The Decline of the ґ The Door of Power
Manananggal
260
Doomsday Clock (ticks: 6)
INTRIGUE
A figure covered in black veils, a shaking hand
reaching out to answer a prayer. A smile that bears no
mirth, a single whisper, “You will be the first to bear
my wings. What will you give in exchange, my love?”
ґWho has the Harbinger given power to?
ґHow will this servant stalk or harass the PCs?
EVENT
One of the victims returns, but they are changed.
They are violent, desperate, their memories fragmented.
They bear evidence of the Harbinger’s rituals, and they
whisper incomplete truths of what waits behind Doom’s Door.
ґHow can one of the PCs incapacitate the victim without violence?
ґWho or what took their memories?
MOMENT
The cheap paint and stained wallpaper inside the
apartments peels away slowly, as if removed by an
invisible hand. Secrets and prayers are written in a
strange and desperate language.
ґHow are the secrets related to the PCs?
ґWhat comes to life from inside the walls?
INTRIGUE
From beneath the veil are too many mouths, too
many hands, too many wings. A symphony of discor-
dant voices growl a forbidden prayer. A meek voice in
the corner asks, “My liege, is this truly what you want?”
ґWho doubts the plans of the Harbinger?
ґHow will the Omens learn that a ritual has begun?
261
Pre-assembled Apocalypse • The Manananggal Murders
262
Weep Your Hands Clean
263
Description
Pre-assembled Apocalypse • Weep Your Hands Clean
264
Pre-assembled Apocalypse • Weep Your Hands Clean
In Hispanic-American folklore, La Llorona is a legend about a
woman who drowns her children and mourns their deaths for eternity,
roaming the lands as a ghost. Though many tales of La Llorona exist,
the general consensus is that she was a woman who had two children
with a man she loved deeply. However, the man’s love for her faded, and
in a fit of despair and rage, she drowned the two children in the river.
For her crimes, she was denied entrance to Heaven. An angel
told her she would only be admitted once she had found the souls
of the children she’d murdered. Ever since, she has roamed the land
in search of the children, stealing away any child she could find and
drowning them when she discovered they were not her own. She
would also drown any adult who stood in her way.
Establishing Questions
Ask each one to a different PC:
ґ Camila Cardón is a fortune-teller extraordinaire. You met a
few years ago and she foretold something that shook you to your
core. You have never forgotten her, nor the fact that she knows
that ominous fortune. What complex feelings do you have for
Camila? Why have you kept in touch with her since then?
ґ You remember a tale of this place and the blood that was shed
here as the pink daylight drains from the mountains. What
do you recall about She who Sleeps Under the Mountains? Who
told you the tale? What did they leave behind here, and why do
you want to find it?
265
Contact: Camila Cardón, la Bruja Buena (she/her)
Pre-assembled Apocalypse • Weep Your Hands Clean
266
People of Interest
267
RICKY ROSALES (he/him)
Pre-assembled Apocalypse • Weep Your Hands Clean
269
Pre-assembled Apocalypse • Weep Your Hands Clean
MARIA (she/her)
La Llorona. Sopping black hair, white shirt and
white jeans, red puffy eyes. The spirit “respon-
sible” for the murders is actually a teenage girl
whose life was cut short decades ago when her
family discovered she was pregnant out of wedlock.
Unjustly drowned in an arroyo, she wanders the
city looking for the child that washed away with
her body.
Maria is certainly not the spirit who originated
the legend of La Llorona, but she is being forced
into the role by the culprit. She doesn’t know who
compelled her to commit the murders, but they
promised to give back the child she lost when she
died. She may be ordered to attack the PCs if the
culprit thinks they’re getting too close.
QUOTE: They said they’d give him back to me! I
just want my little boy back, and then I can rest.
I’m so sorry for the people who I had to kill, but
you don’t know how much it hurts searching for
someone you might never find!
270
Factions
Moves:
ѵ Reveal precautions, taken well in advance
ѵ Disclose weighty secrets they shouldn’t know
ѵ Levy crippling sanctions to hinder action or resources
ѵ Obfuscate and derail a conversation or line of inquiry
ѵ Wield brute force through sheer numbers
Faces:
ѵ Matthew Margolis, Mayor of Albuquerque
ѵ Tomoe Takanashi, Economic Development Department Advisor
ѵ Jules Garcia, Information Technology Supervisor
ѵ Stirling Whitecrow, Lead Investigator
ѵ Camila Cardón, consultant
Establishing Questions:
ѵ The city has a bounty on your head for something that was truly an
accident. What did you do and who helped you escape?
ѵ A past lover has taken up a post in city governance. Who are they,
and why did it end? Are you avoiding them or seeking them out?
271
LOS TESTAMENTOS
Pre-assembled Apocalypse • Weep Your Hands Clean
Drive: Take the tools to grow and thrive by any means necessary.
Moves:
ѵ Bargain enticing intel to look the other way
ѵ Strike out with startling brutality
ѵ Make a flashy escape with guns blazing
ѵ Overpower or spring a trap on intruders to their turf
ѵ Disorient with a mysterious substance or power
Faces:
ѵ Lorenzita Rosales, Matriarch of the Rosales Family, skilled
curandera
ѵ Paz Rosales, Second in Command, also known as Señor Rojo
ѵ Ricky Rosales, younger leader of Los Testamentos
ѵ Raquel Rosales, local news Lead Reporter
ѵ Quan Duong, newest adopted member of the gang
Establishing Questions:
ѵ You crossed arms with Lorenzita Rosales many years ago. What
scar did she give you? What scar did you give her? Why can you
laugh about it now?
ѵ The newest member of the gang finds you fascinating. What about
them secretly fascinates you too?
272
INSTAVIDS
Moves:
ѵ Distract from the point with words, offers, and actions
ѵ Execute digitized spells from smart technology
ѵ Casually wield vast sums of money
ѵ Use artificial intelligence to predict moves
ѵ Namedrop a much higher-ranking DIVISION member
Faces:
ѵ Habiba Hoffman, Associate Vice President of North American
Operations
ѵ Icarus, Senior Occult Software Engineer III
ѵ Frej Lundqvist, Conversation Architect for Parallel Linguistics
(Enochian)
ѵ Prasong “Song” Wichasak, Junior Ley Line Cartographer
ѵ Odile Gardet, Personal Assistant
Establishing Questions:
ѵ You were an InstaVids employee for a brief period of time. Why
were you unceremoniously fired? What did you give up in order to
stay alive?
ѵ You recognize a piece of deep magic in the newest InstaVids hit series.
What key part did you play in discovering it? Who stole it from you?
273
THE HOMELESS COMMUNITY
Pre-assembled Apocalypse • Weep Your Hands Clean
Drive: Survive.
Moves:
ѵ Close ranks and cut off points of investigation
ѵ Disappear untraceably into the city
ѵ Evoke a haphazard curse with no regard for consequences
ѵ Menace or threaten, with unpredictable fury
ѵ Spread false information or warn others off the trail
Faces:
ѵ Azul, organizer, working as a sex worker
ѵ Yael Omer, mother, working as a cleaning lady and gas station clerk
ѵ Knox, writer, looking for work
ѵ Brody Zahn, musician, working as a kitchen cook
ѵ Valentine Edmonds, working as a call center associate
Establishing Questions:
ѵ You discover a friend from years ago among the unhoused. Who is it
and what did they do when you knew them? How does their current
circumstance shock you?
ѵ A loose network of informants move through encampments such as
this. Who do you see wearing the crest of that network? How have
you crossed paths before?
274
Locations
TENT CITY
A homeless encampment on the roadside right next to the Albuquerque
Rail Yards in downtown. Homeless people have gathered amid the
bizarre deaths stalking them, leaning on each other for safety, support,
and a sense of protection. What do the PCs witness that shows these
people’s vow to protect each other, even when no one else will?
275
Keys of the Apocalypse
Pre-assembled Apocalypse • Weep Your Hands Clean
276
Pre-assembled Apocalypse • Weep Your Hands Clean
Facets
ґ The Murders of the Albuquerque Homeless
ґ The Raising of Maria
ґ The InstaVids Studio Deal
ґ The Harbinger
ґ The Door of Power
INTRIGUE
The broken voice of a ghostly child begs for their
mother. A hand dripping in jewels covers their mouth.
“There are things worse than death.”
ґ How is the Harbinger keeping the ghost child hostage?
ґ What maternal memories haunt the night?
EVENT
People are coughing up briny water. Those who first
started coughing see their skin crystallize with salt.
What was once flesh crumbles on touch, dissolves in
liquid.
ґ Which area is flooded and damaged?
MOMENT
Reflections show screaming women, tearful deaths.
In glass, in mirrors, in small pools of water, horrors
repeating on loop.
ґ What reflection contradicts what the PCs know?
277
Pre-assembled Apocalypse • Weep Your Hands Clean
INTRIGUE
She Who Sleeps is wracked with nightmares, tears
rolling down her face. The tinkle of beautiful jewelry,
the smell of rain. “Let’s try this again, shall we?”
ґ What happens to those in town who are meant to die?
ґ How will the PCs learn that a ritual has
begun?
278
Pre-assembled Apocalypse • Weep Your Hands Clean
Cultural Notes and References
LA BRUJA BUENA Y BRUJERÍA
The character of Camila bills herself as La Bruja Buena, a social media-
friendly reimagining of the bruja archetype from New Mexican and
other Latino cultures. During the conquest of New Mexico by the
Spanish, the Catholic Church made major efforts to forcefully convert
indigenous peoples to Catholicism. While some indigenous practi-
tioners adapted their work to conform with Catholic traditions, those
who did not convert were ostracized and branded as brujas (witches)
doing the devil’s work. This tension between fidelity to one’s traditions
and the need to survive in a changing world is paralleled by tensions
seen in our modern age.
We’ve seen pagan and indigenous traditions such as wicca and brujeria
find an increased footing in the modern era, partially by sanitizing and
commercializing these traditions. This has led to a certain “trendiness”
of spiritual traditions and efforts to make them more palatable to the
sensibilities of social media (for instance, the #witchstagram tag or the
#bruja tag on Instagram).
Yet even in a moment where many crafts continue to grow in promi-
nence and visibility, there is a tension between authenticity and commer-
cialism that echoes those earlier struggles for survival. How does a craft
grow, find new adepts, and expand itself if it is unpalatable to people?
How does a craft stay true to itself and ensure that it is honored and
cherished if it must veneer itself in respectability and aesthetic?
Camila’s character serves to highlight that tension. She is a character
who, for all intents and purposes, would generally be excluded from
the city Faction. But because she has made herself palatable to that
Faction, she can be effective. At the same time, she is not invaluable
to them and cannot count on them. That tension goes hand-in-hand
with the way indigenous crafts were treated by colonialist forces that
invaded the continent so many years ago.
279
HOMELESS ENCAMPMENTS AND ALBUQUERQUE HOMELESSNESS
Pre-assembled Apocalypse • Weep Your Hands Clean
280
The Missing Link
281
Description
Pre-assembled Apocalypse • The Missing Link
282
Pre-assembled Apocalypse • The Missing Link
Beginning the Mystery
It takes several days for DIVISION’s monstrous agents to reach Island
Zero. The island is protected by spell-tech—holy people from all over the
world who take shifts to chant unique prayers created for the Halimaw.
Engineers keep an eye on void shields that protect the island and erase
any evidence of its existence.
The PCs must pass several security checks and receive strict clearance
before they are allowed to land on Island Zero. The jungle is teeming
with alien life. Hidden within the foliage is a tunnel that leads them
to the underground facility. Strange animals watch from the shadows.
Commander Fletcher Payne is there to greet DIVISION agents.
Their massive physique is covered in mech-plating that resembles what
the pilots wear during a skirmish. His dark skin is heavily scarred, and
his eye patch has a protective rune stitched into it.
Establishing Questions
Ask each one to a different PC:
ґ Fletcher Payne was the very first teen to pilot a Halimaw, but
his mutation ended his piloting career. You were there during
their last mission—what did Payne protect you from? Why are you
the only one who knows about their mutation?
ґ One of you helped train one of the teen pilots. Who are they,
and why do you worry for them?
283
Contact: Fletcher Payne (he/they)
Payne uses a cane to compensate for a notice-
able limp, has a steady gaze that studies whoever
speaks, and seems incapable of smiling. He tells
dad jokes with a completely straight face.
Payne escorts the Omens and waves off
security teams. The commander is grateful
for DIVISION’s assistance. He quickly
explains what some of the PCs may already
know. The pilots are special teens hand-
picked by professional psionics, and the
monsters that connect to these pilots are
called Halimaw.
There doesn’t seem to be any discern-
ible difference between the Halimaw and
the rift monsters that wish to destroy the
world. All these years, and MYS·TERIO·US
still doesn’t understand the attacks and why
some monsters from the rift wish to help
protect this world.
Payne’s office is near the command deck.
Windows on all sides flicker to reveal statis-
tics and reports, updated every few minutes.
From here, the PCs can see the hangar bay.
Halimaw sleep in huge vats of an amber colored
and translucent liquid that rejuvenates them.
Enormous injector tubes are nearby, each tube
housing a cockpit for the pilot. Hundreds of
people work around the clock—scientists, engi-
neers, mechanics, commanders, and Halimaw
carers.
In the center of it all is a beating heart, 30
feet high. It glows strange colors in the dark,
and the colors shift in response to the Omens.
If pressed, Payne quickly explains that this is
all that remains of his Halimaw, Electra Rogue.
She sacrificed herself, forcefully ejecting Payne
from the cockpit, to save an entire city. Most
of her did not survive the fight against the rift
monster, but her heart refused to die. She now
protects the base with what little power she
has left.
284
Payne and his team quickly fills in the Omens with what they know:
285
People of Interest
Pre-assembled Apocalypse • The Missing Link
Locations
THE COMMAND DECK AND HANGAR BAY
Hundreds of people are busy at work, studying data and caring for the
Halimaw. There is one Halimaw that refuses to connect to any pilot.
Who are they, and why do you recognize them?
THE LABS
Engineers, mechanics, and psionics all work in harmony across open
areas of research and study. What big project is everyone working on?
LIVING QUARTERS
The Living Quarters are more spacious and welcoming than one would
expect. What about the living quarters is beautiful?
289
Keys of the Apocalypse
Pre-assembled Apocalypse • The Missing Link
Facets
ґ The Possession and ґ The Rift
Disappearance of ґ The Harbinger
Luna Nakahara and ґ The Door of Power
Hydra Omicron
290
Doomsday Clock (ticks: 8)
INTRIGUE
A throne made from the bones of rift monsters. The
volcano rumbles, resisting what the Harbinger desires.
“Soon you will have no choice, I’m afraid.”
ґ What instruments and tech go haywire on Island Zero?
EVENT
The rift opens violently, contradicting predictions
and patterns. The fauna and foliage of Island Zero
begin to mutate wildly, and the pilots show similar
mutations, years ahead of what is expected.
ґ Which one of the Omens shows similar signs of the
mutation?
INTRIGUE
A rift monster trapped under cruel tools, given
more power than it can handle. It tries to scream,
but it has lost the ability to. A dispassionate voice
speaks out, “My lord, soon the children will receive
the same power, the psychic resonance will make sure of it.”
ґ How is the power changing the rift monster?
ґ Who receives psychic feedback as a warning?
MOMENT
The sound of cracking glass, as loud as thunder. The
huge vats of amber liquid that house the sleeping
Halimaw crack and break. The outpost is soon
flooded in the liquid.
ґ What is keeping the liquid from releasing the psychic
dreams of the Halimaw?
291
Pre-assembled Apocalypse • The Missing Link
EVENT
A rift monster comes through, its size and power
far surpassing anything MYS·TERIO·US has seen
before. The rift monster’s screams tear through the
island, causing earthquakes and eruptions.
ґ Which pilot and Halimaw attempt to face the rift monster alone?
INTRIGUE
Several rift monsters scream in silent agony, they
are cruelly transformed against their will. A steely
voice says, “There is no coming back from this, I am
sorry, my children. This is the only way.”
ґ Which one of the rift monsters resembles
a PC?
293
Pre-assembled Apocalypse • The Oldest House
Description
There is a singular place that is older than the universe itself. It
has taken on many forms over the millennia, both horrifying and
comforting. Eventually, it named itself the Oldest House. It has its
own sentience, desire, and agenda.
The Oldest House can appear anywhere. People in the area will
have their minds and hearts slowly and gently rewritten. If enough
time passes, they will believe the Oldest House has always been there.
It will become beloved. Sometimes it appears as a quaint cottage, an
old office building, a lonely hotel, or an abandoned mansion.
Then the House will begin to call out. The Oldest House is
seeking something or someone. One by one, humans and monsters
alike will wander into the Oldest House. Soon, the people who once
knew and loved them will forget they ever existed. After a while, the
Oldest House disappears. When the Oldest House leaves, it leaves
behind something or someone. New monsters birthed, new folktales
that somehow have always been told, new people with beautifully
crafted memories that will change the world around them forever.
Often, whatever is left behind by the Oldest House can be used by
the Harbingers of the apocalypse.
DIVISION has been aware of the Oldest House for quite some
time. Rumors have it that several key personnel of DIVISION were
rescued from the Oldest House. Other rumors suggest that DIVISION
owes much of its power to what the Oldest House has left behind.
DIVISION reports of the Oldest House are inconsistent,
confusing, and obfuscate more than they clarify. A litany of
eyewitness reports contradict each other. Evidence gone missing, or
taken on new forms. Photographic and video evidence grows strange,
especially if left alone and unobserved. Some DIVISION personnel
have only one job—to ensure a pair of eyes are always watching the
evidence and listening to its whispers.
294
Pre-assembled Apocalypse • The Oldest House
It doesn’t seem to help. Evidence remains the same, but the personnel
will find themselves deeply changed and will dream of the Oldest House.
Many of them disappear under mysterious circumstances, leaving
behind strange letters, warnings, and manifestos.
The Oldest House has found its way into the heart of DIVISION.
Its power is now tied to one of the strangest places on earth. It calls
out, and several agents have gone missing. With every passing moment,
DIVISION is changing into whatever the Oldest House wants it to be.
Establishing Questions
Ask each one to a different PC:
ґ The Oldest Cat once came into your dreams to save your life.
How did they help you? Why didn’t they erase your memories of
the encounter?
ґ You were part of the first team sent in to infiltrate the Oldest
House. Only you survived. What are you afraid of seeing again in
the Oldest House? Which agent still haunts your dreams, begging
you to rescue them?
295
Contact: the Oldest Cat (they/them)
Pre-assembled Apocalypse • The Oldest House
The Oldest Cat speaks in a soft and measured voice that almost sounds
like a hymn. While their hairless skin appears lavender, upon closer
inspection, it is clear that the cat has been tattooed in the most delicate
purple inks. The layers of tattoos are difficult to decipher, but appear
to be ancient symbols from cultures all over the world. Fine jewelry
hangs from their neck.
The Oldest Cat beckons the monsters into the Oldest House. They
ask the PCs to stay close and to not stray from the path. Whether or
not the PCs choose to enter the Oldest House, they find that it will
build itself around them. A wooden panel here, a grey carpet under
the feet, a fluorescent office light suddenly appears above. A painting
hangs behind them that reflects a recurring dream one of the PCs has.
The Oldest Cat expresses their distaste over the rudeness of the Oldest
House and waits until the house has settled into its desired shape. The
cat explains their own power is dwindling, as powerful infiltrators are
corrupting and claiming the power of the Oldest House.
The halls are dark wood, and its walls pulsate like a beating heart.
Paintings hang on either side, but every subject has their back turned—
or they are covering their faces with their hands. Underneath each
painting, small plaques have strange titles upon them, such as “The
Garden Eternal,” “The Cracked Vow,” or “The Night’s Scream.”
The Oldest Cat brings the PCs into a room filled with outdated
computers. The monitors flicker on and the keyboards softly type
whatever is said, or unsaid, in the room.
296
The Oldest Cat cannot trust their own memories. They only know
297
Note
Pre-assembled Apocalypse • The Oldest House
You are encouraged to offer this Mystery after the PCs have spent
some time interacting favorably with DIVISION agents and personnel.
Reincorporate characters who showed up in previous Mysteries.
Present these characters as significantly changed by the Oldest House.
People of Interest
THE OLDEST WITCH (they/them)
Long bedraggled hair, blindfolded,
mouths carefully placed on palms
but sewn shut.
The Oldest Witch doesn’t speak out
loud. Instead, their words scratch and
ease into your mind. When their hair
parts, different faces appear each time.
Sometimes the face is smooth, soft,
and smiling. Other times, the face is
wretched, twisted, and despairing.
The Oldest Witch speaks in riddles
and part truths. But often they say
something deeply intimate only the
monsters would understand. It’s
clear they are in much pain, unable
to perceive reality clearly. Their heart
is the heart of the Oldest House,
and they can feel the infiltrators
corrupting its power without mercy.
The witch is infected by a dream of
the Oldest House, which twists their
tongue and makes it impossible for
them to speak clearly. They hope that
someone from DIVISION can shatter
the dream.
QUOTE: Have you seen the rose?
Shattered by your breath? You held it
in your hands, didn’t you, cutting me
open with your thorns? No? No? Why
can’t you remember, you remembered
the last time you were here. Surely, an
illusion you must be.
298
SUSAN LOPEZ (she/her)
299
SISTER MIDNIGHT (all pronouns)
Pre-assembled Apocalypse • The Oldest House
301
Locations
Pre-assembled Apocalypse • The Oldest House
THE CATACOMBS
The boiler room’s pipes and metal give way to ancient stone and tombs.
In the distance, there is the sound of metal clanging on metal, and the
soft sound of a choir. Why do you recognize the ghosts that haunt this
place? What do they want?
THE MUSEUM
Beautifully lit exhibits feature key moments in the history of DIVISION.
How is your most harrowing moment portrayed here, for all to see?
302
Keys of the Apocalypse
303
Facets
Pre-assembled Apocalypse • The Oldest House
INTRIGUE
A spinning black pyramid immense and hanging
upside down in the air. Distorted voices speak at
different volumes, a single voice breaks through
“The threads of time cannot take much more, we are
running out of chances. We must proceed.”
ґ What do we see of the Oracle that translates what the chorus says?
ґ What are the effects of time breaking down?
EVENT
The Oldest House begins to dream. Pathways and
walls rearrange themselves into illogical patterns,
gravity is an illusion. Infiltrators attack the agents.
ґ A doppelgänger who wears the face of a beloved
NPC appears to command the infiltrators, who is it?
INTRIGUE
An office with the sharp smell of disinfectant
stretches out into the distance. A cassette tape
and gun lay next to each other on the desk. The
cassette tape plays itself, and a group of voices speak
in perfect unison, “The initial stage of the soul transfer has proven
successful, we must follow the rest of the procedure with great care.”
ґ Who waits, cowering in the corner, regretting what they have done?
ґ What message is scrawled on the cassette tape’s label?
304
Pre-assembled Apocalypse • The Oldest House
MOMENT
Paintings larger than life, faces that slowly erase
themselves. Under the paint are whispers and
messages, blood and blades.
ґ Who is painted to reflect a different timeline?
EVENT
The Oldest Fears have broken past decaying seals,
and they stalk the PCs. They warp reality into dagger
sharp focus, and the infiltrators take advantage of
the chaos.
ґ What face does the strongest Fear wear?
ґ Which of the PCs is unaffected by the Oldest Fears? Why?
INTRIGUE
A chorus of voices stand around the Oldest Door.
A red phone appears in front of the red door.
The Oracle steps forward, and picks up the phone.
Wherever the PCs are, a red phone appears
and begins to ring. Whether or not someone
picks up the receiver, a distorted voice echoes
in everyone’s mind, “Thank you for your coop-
eration. Your services will no longer be required,
DIVISION belongs to us now.”
ґ Who recognizes the voice of the Oracle?
305
Custom Information and Mechanics
Pre-assembled Apocalypse • Custom Information and Mechanics
You may feel like your Mystery needs custom information or mechanics
to truly shine. This isn’t essential, but here are some examples:
ѵ The Manananggal Murders has a list of the victims to help the Keeper
track them.
ѵ The Missing Link has a custom move to encourage the Omens to
interact with the Halimaw. A description of the interdimensional
rift reminds the Keeper that Island Zero can be attacked by colossal
rift monsters at any moment!
ѵ The Oldest House has a custom move so the Omens can travel quickly
between locations, and further encourages the sensation of a space
that defies the laws of reality. New Keeper moves center the narrative
around the corruptive nature of reality in The Oldest House. While
most Mysteries can have any dangerous threat attached to them, the
infiltrators further support the themes of the Mystery.
Harbingers
The following is a list of Harbingers that you can welcome into your game
of Apocalypse Keys. These monsters come with evocative backgrounds,
fascinating drives, and inspiring moves to keep your players on their toes.
You can use these Harbingers to:
ѵ Introduce a possible Harbinger into your Mystery
ѵ Draw inspiration to create your own Harbingers
When you introduce any of these Harbingers into your Mystery, keep
in mind that the flow of the Mystery and Unlock Doom’s Door may
reveal an entirely different Harbinger. Your players may decide another
character is the Harbinger seeking out the ancient Door of Power. What
you offer the players—be it Keys, Harbingers, or information of any kind—
is ultimately up to their creative interpretation and what excites them.
You are encouraged to portray these prepared Harbingers with care
and fervor, but be willing to set aside this Harbinger for the sake of
another one the players latch on to. Perhaps you downgrade your chosen
Harbinger to trusted advisor, fearsome lieutenant, or desperate lackey.
Alternatively, your chosen Harbinger commands other monsters and is
cloaked in even deeper shadows of mystery!
There is no such thing as a wasted character or moment in a game
like Apocalypse Keys—take note and decide how you’ll bring back your
Harbinger into the next Mystery.
Each Harbinger in this section comes with a set of establishing ques-
tions. These should be asked of an Omen, to help tie the Harbinger inti-
mately to one of the PCs. Ask at least one of the establishing questions.
If you ask both questions, point the second question at another PC.
306
The Needle and Thread (they/them, it/its)
307
Yanara, the Heart of the Mountain (she/her and he/him)
Pre-assembled Apocalypse • Harbingers
Conditions:
b Obsessed b Sorrowful b Raging
Moves:
ѵ Create armor and weapons of unbreakable stone
ѵ Destroy false mountains and corruptive structures
ѵ Travel through rock, earth, and soil
ѵ Use song to awaken the heart of the mountains
Description: Yanara once lived her life
as a human, unaware of her powers and
her connection to the mountains. But
Yanara has always dreamt of the
mountains that once were, and
something in him knew his bones
were the same bones that held
up mountains. Recently, Yanara
learned that when she was taken
from the Heart of the Mountain at
a young age, her connection and
magic shattered. Yanara has spent
too long among humans, but even
with his diminished power, Yanara
is a formidable enemy.
Yanara is determined to recreate
the paths that connect all mountains
to other worlds, hoping that one day
he can find a time before he was taken,
and return home.
Establishing Questions:
ѵ You were there when Yanara was taken
from the magical heart of the mountain.
What is Yanara’s true form? Why didn’t
you save her back then?
ѵ Why do you secretly hope Yanara will
be able to recreate the liminal moun-
tain paths? What do you hope to find?
308
Janan, They That Remain (they/them)
Drive: Recreate the godly body they once had and destroy the god-killers.
Conditions:
b Spiteful b Haunted bRaging
Moves:
ѵ Cut down the impudent with a god-killer blade
ѵ Call upon the spirit of their dead love to gain strength
ѵ Form a temporary body from a shard of divinity
ѵ Summon what remains of the dead gods
Description: Janan was once a god of love,
battle, and honor. Centuries ago, the
god-killers traversed the heavenly realms
and killed every deity they could hunt
down. Janan was slain by the god-killers,
but their human lover—Ashtarae—
was determined to challenge death.
Ashtarae carved out Janan’s dead
heart and performed a forbidden ritual
to create the weaker body Janan now
possesses.
Time passed and Janan lost
Ashtarae to the god-killers and their
blades. Over the years, Janan’s heart
has grown twisted—their spite
and blinding desire for vengeance
will one day be their undoing.
DIVISION believes that the
rotted and putrid remains of
Janan’s godly body has formed its
own consciousness, and seeks to fulfill
its own agenda.
Establishing Questions:
ѵ You were once targeted by the god-killers,
why did Janan save you from the oblivion
of their blades?
ѵ The spirit of Ashtarae has reached out to
you, again and again. What do they beg of
you to do, and why are you tempted to
do as they ask?
309
Nariko, the Storm of Entropy (she/her)
Pre-assembled Apocalypse • Harbingers
Drive: To resurrect her loved ones and give them invincible bodies of
lightning and thunder.
Conditions:
b Obsessed b Righteous b Desperate b Guilty
Moves:
ѵ Become a dozen bodies made of thunder and lightning
ѵ Tear apart the skies and rain down chaos
ѵ Obliterate a target and leave only ashes
ѵ Create a hungry void of entropy
Description: Nariko Lee was a world-renowned scientist well known
for her risky experiments. Her results were undeniable and her break-
throughs led to the invention of bleeding-edge tech.
Lee and her family were all brilliant scientists, engi-
neers, and philosophers. Together, they created
modern day marvels and miracles.
One day, Nariko came across the fragments of
what was once an ancient Door of Power, shat-
tered and unusable. An unsolvable formula, a
computation that would create and manipulate
the very essence of entropy.
Nariko solved the impossible, and upon its
application, disaster struck. The ancient Door
of Power opened. Waves of entropy burst forth,
and the experiment created what can only be
perceived as an unending storm of lightning and
thunder. Nariko’s family was torn apart in seconds, and
only she survived.
Nariko is determined to undo her fatal mistake,
but she cannot see a way to do so without
feeding the entropy and chaos that is now her
soul.
Establishing Questions:
ѵ Nariko Lee once worked with DIVISION to
help track down an ancient Door of Power and
destroy a Harbinger. Why did you never tell
Nariko your true feelings for her?
ѵ A fragment of a soul visits your dreams and
shares with you their memories of Nariko.
Who are they to Nariko, and why can’t you
help them?
310
The Skin Collector (it/its)
Conditions:
b Obsessed b Terrified bRavenous
Moves:
ѵ See through the eyes of another
ѵ Wear someone else’s skin as its own
ѵ Stretch thin and taut to fit into small spaces
ѵ Create another Skin Collector
Description: There are people who wander off into the dark, the lost
and the forgotten, the ignored
and the forsaken. Waiting in
alleys and in shadow, the Skin
Collector makes an offer for
their names, identity, and
what remains of their pitiful
lives. What would it take for
you to give away everything?
The Skin Collector is an artist.
It takes an eye from one person, a
smile from another, a dream from
someone else, a laugh from one more.
DIVISION stopped sending its agents
to investigate the Skin Collector and
its methods. The agents never
returned, and its collection of
skins simply grew.
Establishing Questions:
ѵ You met the Skin Collector
on a mission long ago. What
part of you did you give to the
Skin Collector, and what did it
give you in exchange?
ѵ The Skin Collector wears the face
of someone you once cared for.
Why did you give their skin to
the Harbinger?
311
The Vessel (all pronouns)
Pre-assembled Apocalypse • Harbingers
Drive: To become one with the perfect being and end the torment.
Conditions:
bVicious b Ravenous b Lonely
Moves:
ѵ Pull another soul into the Heart’s Void
ѵ Feed on the emotions or memories of another
ѵ Use a ritual blade to induce fear or love
ѵ Disgorge what remains of a god’s nightmare
Description: The Vessel was created to be perfect
and beautiful, aching and empty. A forgotten cult
spent years and countless sacrifices bringing him
into being. After excruciating tests and pains-
taking preparation, the ritual to draw
down a dead god and bring it back
to life in the Vessel’s Heart’s Void
began.
But DIVISION and its agents
disrupted the ritual, holding back
another apocalypse. The cult
was destroyed, and the Vessel
was brought back to DIVISION
for testing and research.
DIVISION claims to not know
how the Vessel escaped, and how
she gained the power to control
the Heart’s Void and manipulate
the vestige of dead gods within
her.
Establishing Questions:
ѵ You almost convinced
DIVISION to give the Vessel
honorary human status,
and become an Omen
themself. How did you
ultimately betray the Vessel
and their faith in you?
ѵ You know that the Vessel
is becoming a god. A god
of what, and why are you
tempted to worship her?
312
Subject 9468 (no pronouns)
313
Hemlock, the Imperfect (they/them)
Pre-assembled Apocalypse • Harbingers
Moves:
ѵ Let bloom the poisonous flowers beneath the skin
ѵ Summon an obedient child to serve them
ѵ Take on a beautiful and monstrous form
ѵ Rot away and be regrown in a secret lab
Description: Hemlock is one of hundreds
of attempts to create the perfect being.
Their father and maker is unknown to
DIVISION, and some suspect that even
Hemlock themself is unsure of who their
maker is.
Hemlock has spent many years
learning to surpass their maker, creating
monstrous children of their own.
Hemlock is obsessed with making their
children stronger, a garden of perfect
monsters blooming under desperate
care.
Hemlock and their children are
poisonous, horrifying, and beautiful
beyond compare.
Establishing Questions:
ѵ You rescued one of Hemlock’s children.
Since then, they’ve become an Omen
at DIVISION, why are you trying to
convince them to leave DIVISION?
ѵ You have a complex and intimate
relationship with Hemlock’s maker.
Why can you never tell anyone?
314
Sashenka, the Singing Moth (she/her)
315
IV (changing pronouns)
Pre-assembled Apocalypse • Harbingers
Establishing Questions:
ѵ DIVISION has rewritten
your memories to remove
all evidence of IV’s exis-
tence. What fragmented
memory resurfaces from
time to time?
ѵ How did IV almost
convince you to leave
behind DIVISION?
316
Factions
317
Pre-assembled Apocalypse • Factions
Faces:
ѵ Jin-Ae Min, the executioner
ѵ Dolores Santos, the sacred daughter
ѵ Raven, the winged herald
Establishing Questions:
ѵ You had an intimate relationship with a hunter of the Unbroken
Circle. Why are things different now?
ѵ You worked with the Unbroken Circle to hunt down a truly dangerous
monster. Why are you quick to trust most hunters now?
318
Pre-assembled Apocalypse • Factions
The Black Pyramid
Drive: Protect humanity from accessing corrupting secrets.
Description: The Black Pyramid is an ancient structure that is all that
remains of a shattered dimension. Those chosen by the Black Pyramid
undergo a cruel and difficult ritual, and most don’t survive the process.
The few that live are marked to operate beyond the chains of fate and
the laws of reality.
Members embody the will of the Black Pyramid and discard names
and physical forms. They are shifting dreams, given nebulous substance.
The Black Pyramid are obsessed with collecting, organizing, and catego-
rizing the secrets of the world, but their primary function is to destroy
all secrets that corrupt humanity. They see themselves as custodians
of humanity, guiding mortals to walk the path of destiny.
Moves:
ѵ Unleash minions marked by the powers of the Black Pyramid
ѵ Enact a ritual that drastically changes the stakes
ѵ Force chaos to bend to order through any means necessary
ѵ Destroy dangerous information and warp reality
ѵ Steal a secret and erase all evidence from this timeline
Faces:
ѵ The Bleeding Eye, the reformed oracle
ѵ Falling Waters, the guardian between worlds
ѵ She of the Shattered Rain, the demon killer
ѵ They of the Crimson Dawn, the newborn
Establishing Questions:
ѵ You rescued a human who was almost destroyed by the initiation
rituals of the Black Pyramid. Why were your transgressions forgiven,
and why are you now exalted by the Black Pyramid?
ѵ You have been categorized as a corrupting secret, and a handler from
the Black Pyramid was assigned to you. What is your relationship
with the handler complex?
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Pre-assembled Apocalypse • Factions
Faces:
ѵ Kozla, the brood mother
ѵ Lee’kra, the moon ritualist
ѵ Raktin, the grand vizier
ѵ Gizrok, the ascendant wizard
Establishing Questions:
ѵ You were once dragged down to one of the hives hidden deep under
the earth, and cocooned in their foul magic for a time. Which wizard
helped you escape, and why?
ѵ The wizards are determined to erase you from several timelines.
What horrifying message did one of your time remnants give you?
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Pre-assembled Apocalypse • Factions
The Unavowed
Drive: To free all monsters from their chains.
Description: For as long as there have been humans who lusted for
power, there have been monsters forced to serve such cruel masters. No
one knows for sure who was the first to break their chains and gather the
Unavowed, but the ragtag group of masterless monsters have operated
in the shadows ever since.
Recently, the Unavowed have broken off into smaller Factions, as
several monsters disagree on the best way to fight against the subjuga-
tion and oppression of monsters. Some members are willing to work
with DIVISION, while others see the Omens as serving an organization
that is ultimately dedicated to human interests.
Moves:
ѵ Bind or destroy a dangerous human
ѵ Protect a monster from harm
ѵ Reveal a human weapon strengthened by powers of darkness
ѵ Convince a monster to fight for their freedom
ѵ Retreat to the shadows and fight another day
Faces:
ѵ Ira, an aswang and arcane demolitionist
ѵ Kagami, a spider-woman and new Faction leader
ѵ Mandana, a half-jinn and establisher leader
ѵ Ashes, a demon and spell breaker
Establishing Questions:
ѵ DIVISION once asked you to infiltrate the Unavowed. What Faction
secret have you kept hidden from DIVISION?
ѵ You worked with an Omen who left DIVISION to join the Unavowed.
Why is your current relationship complicated?
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Pre-assembled Apocalypse • Factions
Faces:
ѵ Lorenzo, spirit healer
ѵ Gabriella, Mother Superior
ѵ Carmen, combat trainer
ѵ Emiliano, channeler of souls
Establishing Questions:
ѵ You helped establish a church for the Broken Crucifix in an unlikely
place. Where is it and how were you honored for your help?
ѵ You trained one of the few monsters who is a Sister of the Broken
Crucifix. How did you heal their crisis of faith?
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Pre-assembled Apocalypse • Factions
The Beloved
Drive: To use the worship of humans to gain more power and prestige.
Description: Some monsters walk among us, their horror breathing
just under pretty flesh. Some wear the skin of humanity well and walk
in silvery shadow like gods awaiting worship. Red painted lips hiding
the sharpest teeth, luxurious clothing covering demonic sigils, the
mesmerizing movement of a predator coming close to its prey.
They are the Beloved, spoken only in whispers, gathering power, pres-
tige, and riches over the centuries. They have existed in one form or
another for millennia, their monstrous power in ancient times granting
them the crown of divinity that humans longed to worship. Now they
have found new ways to be loved above all else, though they linger in
the shadows or hide in plain sight.
Many of the Beloved create secret territories in underground clubs
and exclusive speakeasies. Others display their glory and beauty under
blistering stage lights, using the guise of celebrity and performance.
Worship comes in many forms, and they would have it all.
Moves:
ѵ Entrance and possess with romance and beauty
ѵ Destroy the facade to reveal the true monster beneath
ѵ Release a drove of thralls and tear apart the opposition
ѵ Reveal an ancient truth to heart breaking effect
ѵ Dazzle and distract before vanishing
Faces:
ѵ Ishaan, the soul vendor
ѵ Zada, the Red Conqueror
ѵ Lestat, the First Loved
ѵ Vincenza, idol and reality TV star
Establishing Questions:
ѵ You destroyed one of the Beloved. Who among the Beloved owes you
a favor for this and who seeks to destroy you in turn?
ѵ One of the Beloved defected to DIVISION. What were the terms of
their betrayal and how were you involved?
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Pre-assembled Apocalypse • Factions
Faces:
ѵ The Rat Prophet, the keeper of prayers
ѵ The Dawn’s Promise, the first god fragment
ѵ The Sapphire-Eyed, the spell-tech architect
ѵ The Rose Bride, the first god’s betrothed
Establishing Questions:
ѵ You once held within your heart the shard of a god. Why did you give
it to the Council of Prayers? Who did the shard become?
ѵ The Council of Prayers stole valuable spell-tech from DIVISION.
How does it emulate one of your powers of darkness?
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Pre-assembled Apocalypse • Factions
The Living Temple of Lahtym
Drive: To protect the roots of Lahtym and deliver her justice.
Description: Long ago, the temple of Lahtym—goddess of justice and
protection—was a beacon of hope. Her sentinels served her and the
faithful, embodying her justice and protecting the vulnerable. The forest
of Lahtym was strong and bountiful, offering shelter and peace.
Tragedy struck and Lahtym was fatally wounded by a forgotten god.
DIVISION’s records suggest that Lahtym used the last of her strength
to curse the god and erase their memory from their worshippers.
As Lahtym died in the arms of Abelas—her most devout sentinel—her
tears formed the well of sorrows. DIVISION has conflicting reports on
the form the well takes, but somehow the sentinels are able to transport it.
The sentinels are all that remain of Lahtym’s wisdom, and they see them-
selves as her Living Temple. They travel the world, seeking out injustice.
Centuries have passed and more sentinels are forced to slumber—only
able to awaken rarely in order to enforce Lahtym’s justice. They only force
themselves to wake when a grave injustice occurs, endangering many.
But one day soon, the sentinels will slumber and never awaken again.
Moves:
ѵ Awaken the slumbering sentinels
ѵ Enforce Lahtym’s justice and destroy the unjust
ѵ Drink what remains from the water of wisdom and see all
ѵ Bind a monster to the desire of Lahtym
ѵ Spread the roots of Lahtym and travel through them
Faces:
ѵ Ameridan, the commander of the seekers and despair of Lahtym
ѵ Abelas, the leader of the sentinels and sorrow of Lahtym
ѵ Nyssa, spellblade and hope of Lahtym
ѵ Shaevra, dreamwalker and cruelty of Lahtym
Establishing Questions:
ѵ You once met the goddess Lahtym herself. What do you know about
her that you can never tell her faithful sentinels?
ѵ You once fought alongside the sentinels of Lahtym. Who among them
did you develop complicated feelings for? Why have they resisted the
call of slumber for you?
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Pre-assembled Apocalypse • Factions
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Pre-assembled Apocalypse • Factions
The Unseen
Drive: To protect the realm of dreams from an invading force.
Description: The Unseen are a people whose name and origins are lost
to time. DIVISION records show evidence that most of the Unseen were
lost to a prior apocalyptic threat. To survive, they used their psychic
abilities to escape into the realm of dreams.
The Unseen exist in a liminal space, claiming they have access to the
collective unconsciousness and can manipulate it. Why the Unseen
would control the collective unconsciousness—and to what end—
remains a mystery.
DIVISION suspects that the Unseen are at war with an unknown
force. The collateral damage of this war is the burnt husks of humans
and monsters, and what little remains of their psychic energies shows
the remains of a battlefield. DIVISION specialists theorize that soon
the war will spill into the dreams of cities, galaxies, and gods.
Moves:
ѵ Blur the boundaries between dream and waking
ѵ Create a power of darkness based on a dream
ѵ Trap someone in their perfect dream
ѵ Use the world of dreams to show the truth
ѵ Escape into a dream and wake up somewhere else
Faces:
ѵ Call On the Wind, a dying leader
ѵ Echo In the Dark, a nightmare tamer
ѵ Tear On Petal, a child of dreams
ѵ Light On Blade, a dream assassin
Establishing Questions:
ѵ You met one of the Unseen on a mission long ago. Why did you allow
a Harbinger to take a door of ancient power to protect the Unseen?
ѵ One of your dreams shelters a runaway Unseen. Who are they and
why won’t you tell DIVISION about them?
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Craft Your
Craft Your Own Apocalypse
Own Apocalypse
The best kind of apocalypses are the ones of our own making. When
you’re called to craft your own Mystery, Harbinger, or Faction, this
chapter will guide you through the process.
328
Complexity
Contact
Name and pronouns for the contact go here. More information about
the Mystery’s contact can be found later in this chapter on page 331.
329
Message from DIVISION
Craft Your Own Apocalypse
This is a direct message from DIVISION to the PCs. The PCs are always
referred to as OMEN-CLASS MONSTERS. The message gives a brief
overview of the Mystery and its instigating event, what the Omens are
expected to do, lists the contact, and a reminder that they must find
the ancient Door of Power and stop the Harbinger.
OMEN-CLASS MONSTERS, initial evidence suggests a Door of
Power may be present in Manila, Philippines. Investigate
the murders of the declining manananggal population.
Former agent Sister Theresa of the Broken Crucifix has
requested assistance, observation, and direct action.
HARBINGER-CLASS MONSTER may be behind the murders or
encouraging violence and chaos from the shadows. Find
the DOOR OF POWER and contain it before the Harbinger
claims ASCENSION.
330
Description
Establishing Questions
The establishing questions of a Mystery connect the contact and/or
Mystery to one or more of the PCs. These questions are crafted to give the
players a chance to shift the narrative of the Mystery into new directions.
There are always two establishing questions. The first question ties
one of the PCs to the contact—establishing trust, history, connection,
making the contact feel like a real person, etc. The second question ties
one of the PCs to the history of the place, events, a group of NPCs, or
the instigating event behind the Mystery. In general, you are encouraged
to have the second question tied to a group of NPCs if possible.
Sister Theresa was once a human DIVISION agent, but she left the
agency claiming to have found God. You know this is not true. Why
did she really come back to the Philippines? Why are the two of you
still close?
One of you was once here years—if not decades—ago. How have things
changed for the worse in recent years? Which of the manananggal is
waiting for you, eager for a reunion?
Contact
The contact is always the NPC that has the most detail, since the Omens
are guaranteed to interact with them. The first sentence is a brief descrip-
tion for you to quickly refer to in play.
The contact section sets up how the Omens first interact with the
contact, and also establishes a starting location.
This section also includes what the contact knows about the Mystery,
and what information they can share with the Omens.
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People of Interest
Craft Your Own Apocalypse
You are encouraged to have more than half of your POI be monsters.
Many of the themes of Apocalypse Keys will point towards PCs inter-
acting with other monsters. The game works best when the Omens
interact with several types of monsters. From everyday folk who are
doing their best to survive in the world that doesn’t care for them,
to those who have power and ambition on the scale of the fearsome
Harbingers.
When you create the POI, remember to leave room for who they may
become as the Mystery unfolds. Some of the POI may become helpful
NPCs, unwittingly serve the Harbinger, or secretly be the Harbinger
all along!
Even as the writer of the Mystery, this truth is ultimately not up to
you. The POI only need to be interesting characters that inspire the
players and their theories. When you create the POI, only describe
simple motivations or desires. Each POI should have enough narrative
space for things to shift in play.
NAME (pronouns)
Position/background/role/important detail
Description
QUOTE: Quote
The first sentence of the POI is bolded, and is always a brief descrip-
tion that you can refer to when describing the character and roleplaying
them.
The bulk of the POI description is 1-2 short paragraphs about who
they are, their connection to an aspect of the Mystery, and any other
important details. Try to not make them too complex. It will be difficult
for you to remember everything and you want to give them room to
grow organically in the scene and narrative.
A POI always has something interesting for the PCs to latch onto
immediately and pique their interest. For example, Sister Dax serves
the Church of the Broken Crucifix and is trying to prove themselves to
Sister Theresa, Kaiya Rosario has several clones, and the Hanged Man
thinks this is part of the application process to become a monstrous
agent. A sparking detail will help players remember the POI and make
them distinct in their minds.
332
Each POI description ends with a quote—a starting point for when
Locations
Create 4-6 locations for your Mystery. Unlike POI, keep these as brief
as possible: 1-2 sentences and one interesting question to ask an Omen.
This answer will inspire you and the players, while creating immediate
connections and creative investment.
Omens won’t get to most of the locations and may not spend much
time in them. A Mystery where the physical space or exploration are
central themes may have 7-9 locations, such as the Oldest House. A
Mystery with a complexity of 10-12 should have about 10 locations,
since it will take several sessions to Unlock Doom’s Door.
The Abandoned Apartment
There is one apartment that remains empty. No one will move in. What
here makes your skin crawl, but invites you to come closer?
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Keys of the Apocalypse
Craft Your Own Apocalypse
Create 20-25 Keys for the Mystery. Remember that the Keys start out
mundane and relatively straight forward—though still evocative—and
get weirder and more horrifying towards the end of the list. This helps
you tailor the weirdness and horror of the Mystery.
For most Mysteries, Omens will only uncover a number of Keys equal
to four plus the Mystery’s complexity. That means the narrative will go
in wildly different directions depending on the Keys you offer during
the Mystery. This is in addition to the varying context of each Key
and how the PCs choose to connect it to a Facet when they Unlock
Doom’s Door. With that in mind, create Keys that encourage different
directions, interpretations, and possibilities.
A part of the Key is bolded—preferably the first few words—to help
you when you are skimming through the list and choosing a Key.
Keep the descriptions brief, unless you’re introducing a unique item
or artifact. Such Keys should be kept to a minimum. Provide narrative
room for contextualizing the Key for a Mystery.
Facets
Facets are what players will connect the different Keys to in order to
Unlock Doom’s Door.
Each Mystery starts with the following Facets: The Harbinger and
The Door of Power. Provide 2-4 more Facets for the Mystery that align
with the themes and central aspects of the Mystery.
The Facets help players remember what to focus on as they investigate
the Mystery and make sense of the Keys. The higher the complexity of
the Mystery, the more Facets you create.
For example, in the Manananggal Murders, an important aspect are
the victims, so one of the Facets is Murder Victims. In the Missing Link,
Luna and her Halimaw are essential to the Mystery, so one of the Facets
is The Possession of Luna Nakahara and Hydra Omicron.
Facets shouldn’t be too detailed—players are encouraged to interpret
each Facet as the Mystery unfolds. For example, the same Facet—Murder
Victims—can be interpreted as how were the Murder Victims chosen or
what ritual are the deaths fueling when the players are connecting Keys.
Murder Victims
The Decline of the Manananggal
The Harbinger
The Door of Power
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The Doomsday Clock
335
When writing up the Doomsday Clock, keep each tick brief. When
Craft Your Own Apocalypse
you facilitate the Mystery, you will likely recontextualize aspects of the
tick, so make it easy to do so. Each tick serves as inspiration for you,
reminding you that the Harbinger’s plans are moving along, and that
time is of the essence.
Each tick comes with 1-2 questions to help you contextualize it.
This may be directly related to the tick, or it may create a new layer of
nuance.
The last question for The Door Opens is always “What power or
wisdom does the Harbinger take from beyond the door?” Because if
the PCs haven’t Unlocked Doom’s Door successfully, as the Keeper
you now decide what’s behind the door and how it affects the Harbinger.
INTRIGUE
From beneath the veil are too many mouths, too many hands, too
many wings. A symphony of discordant voices growls a forbidden
prayer. A meek voice in the corner asks, “My liege, is this truly what
you want?”
• Who doubts the plans of the Harbinger?
• How will the Omens learn that a ritual has begun?
The ticks of the Doomsday Clock follow this pattern, which repeats until
the last tick of the Door Opens.
MOMENT
INTRIGUE
EVENT
Content Warning
The last, but essential, factor to consider are the Content Warnings of
your Mystery. This section details any potentially difficult subject matter
that players should be aware of. Review your Mystery a few times and
carefully consider the themes and content. Refer to your group’s Green,
Red, and Yellow (page 13) list, or similar safety tool, and make any
changes needed.
336
Creating Harbingers and Antagonists
Drives
A drive will help you decide how a Harbinger or antagonist will react
to a PC, what they will do off-screen, and how they will change their
goals to compensate for the actions of DIVISION. A drive should
humanize the Harbingers or antagonists as much as possible, and
provide a starting point to add depth and nuance. Rather than “to rule
the world,” a Harbinger could hope to, “punish the Reyes family for
what their ancestors did to my people.”
A few examples of Drives include:
ѵ To bring my love back from the dead
ѵ To punish the world for destroying my family
ѵ To take back what was stolen from me
ѵ To create a new world that will accept me
ѵ To seize the power to change things
ѵ To serve at the pleasure of my lover
ѵ To fulfill a prophecy forced upon me
ѵ To unleash the fury of the wronged
ѵ To find the way back home
ѵ To protect the weak
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Conditions
Craft Your Own Apocalypse
338
Craft Your Own Apocalypse
Moves
The final step is to create 3-5 moves. Make them descriptive and inter-
esting. They should also significantly change the fiction or flow of
the story.
The moves of a Harbinger or antagonist are not as complex as that of
a PC, and you don’t need to roll for them. They look more like Keeper
moves, just tailor made to bring the Harbinger or antagonist to life and
give them unique qualities.
A Harbinger or antagonist triggers a move in response to a PC going
too far or falling short, to shift the stakes of the scene, or when it makes
sense in the fiction. A Harbinger or antagonist may also trigger their
moves when they aren’t directly confronting the PCs—events may
happen off-screen.
A few examples of moves include:
ѵ Summon a demon horde
ѵ Create a portal through space and time
ѵ Bleed chaos magic everywhere
ѵ Reveal a dark secret
ѵ Transform the faithful into monstrous forms
ѵ Call up a telekinetic storm
ѵ Summon a massive swarm of vermin
ѵ Activate the soulspark machine
ѵ Enact a ritual to wake an Old God
339
The last session ended in the middle of a Mystery. The Keeper has a
Craft Your Own Apocalypse
Opal hasn’t had the spotlight for a while, so the Keeper creates a
Harbinger related to their origin—a Harbinger who was also a fae
prisoner in a laboratory.
The Keeper adds the drive, “To rebirth the magic of the fae by any
means necessary.” She doesn’t know what that means yet, but she will
play to find out. She thinks the fae was a herald, a position of power in
the fae world. She’ll ask Olivia about the powers and responsibilities
of heralds later.
The fae creature should be formidable—they were freed from the labo-
ratory by the Harbingers, and they blame Opal for leaving them to a
terrible fate. The Fae herald is desperate, angry, and driven. That’s
three Conditions, a terrifying creature twisted by the apocalypse sounds
about right.
The Keeper considers the Fae herald’s moves. They were experimented
on, so perhaps like Opal, their powers were corrupted. She reflects
Opal’s power absorption, a side effect of the experiments. The Keeper
chooses the move “Absorb and corrupt the innate magic in all things.”
The Keeper writes down two more moves, “Overwhelm hearts with
fear and rage” and “Reveal a dark secret.” The first is a result of the
experiments—the fae power of charm made sinister. The second sounds
fun—the herald could reveal secrets about Opal, the laboratory, why
they were experimented on, the nature of fae magic, or whatever is
exciting in the moment of play.
The Keeper leaves three moves for now. She can add another one based
on what Olivia describes heralds to be, or how the Mystery unfolds.
340
Later, during the session, an NPC takes an antagonistic position
Things escalate, and Tiana chooses to Unleash the Dark. Mistress Glib
is a powerful monster and unwilling to do what Tiana wants, so the
move is definitely triggered.
The Keeper needs a drive, Conditions, and moves for Mistress Glib.
While the player is describing their actions and rolling dice, the Keeper
quickly settles on the most important details.
Mistress Glib’s drive is “To ensure the safety of the Bottle Spirits.”
She’s a leader of her community, with two Conditions—defensive and
vicious—emotions she needs to survive in the world. The two moves
she creates are “Bleed chaos magic everywhere” and “Summon other
Bottle Spirits to hold back an enemy.” This is enough to play out
Unleash the Dark and see what happens next!
Creating Factions
Factions deepen the world and create connections between the Omens,
DIVISION, and Harbingers. When you’re ready to create a map of
intrigue, create a Faction or two or three…
Creating a Faction is similar to creating a Harbinger or an antagonist.
Consider the following questions to guide your creativity:
ѵ Drive: What guides the actions of the Faction? How does this
reflect DIVISION’s assessment of the Faction?
ѵ Description: How do they interact with the public or the world?
What is their history?
ѵ Moves: What is the nature of their power and influence?
ѵ Faces: Who embodies the drive of the Faction and reflects its will?
ѵ Establishing Questions: How are the Omens entangled with the
group?
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Apocalypse,
Apocalypse, Abbreviated
Abbreviated
Apocalypse Keys is best played across several sessions, as many of the
arcs and mechanics support narrative culmination and emotional
catharsis. However, you may want to run a single session of the game,
as a special event or a way for your players to feel out if they’d like to
play more.
This chapter offers a Mystery, The First Door (page 344), created
specifically for a single session. Four pre-created Omens (page 355)
are included to make it easy for players to jump into the game.
The pre-created Omens are ready to go, except for one final step.
Once players choose which Omen they’d like to play, have everyone
introduce their characters and generate Bonds.
342
Apocalypse, Abbreviated
Here are some general tips for running Apocalypse Keys in a
single session.
343
The First Door
Apocalypse, Abbreviated
Complexity: 2
Location: DIVISION BASE 0001 in (REDACTED)
Date: September, Equinox
Contact: Angel Gorimel (they/them)
344
Description
Apocalypse, Abbreviated
DIVISION has existed, in one form or another, for hundreds of
years. The world has always existed on the very edge of apocalypse, the
smallest light in an endless dark. For as long as there have been monsters,
humanity has leashed them to secrecy and service, to hold back the
Harbingers and their dreams of destruction.
DIVISION has had many names, faces, and countless incarnations.
DIVISION has been destroyed and reborn across sacred rituals, secret
societies, and top secret government agencies. Even when this incarna-
tion of DIVISION ceases to exist, it will resurface in another place and
time. As long as there is a world to protect and an apocalypse to hold back.
Vex is an Omen that has served DIVISION for a long time. Vex
is the child of the kraken, and has led other Omens in unlocking and
containing several ancient Doors of Power. After losing dozens of recruits
to the Harbingers, Vex retired from active field duty and became a trainer.
For decades, Vex worked with recruits to give them every possible edge,
every hope for survival. The hunger of the apocalypse is endless, and
the Harbingers are relentless. DIVISION continues to lose monstrous
agents—many of them becoming Harbingers in the process—but Vex is
determined to make each loss mean something. Anything.
A few weeks ago, DIVISION began the Ascension Project. A highly
experimental process meant to strengthen Omen recruits to levels never
before recorded. Rumors persist that DIVISION is extracting power from
ancient Doors that remain in the organization’s possession, and grafting
the unstable and highly volatile power to the new recruits. There has
been no proof that DIVISION is making use of such dangerous methods,
but they have a reputation for pushing boundaries.
Bella is the star recruit of the program, undeniable evidence that
the Ascension Project is viable. Before recruitment, Bella’s power levels
were measured to be 3000% lower than the minimum to be classified as
an Omen. Bella was haunted by a monster under the bed as a child, the
supernatural entity only known as Michael. Bella and Michael formed
a strange and symbiotic relationship, and both volunteered to take part
in the Ascension Project. As a result of the program, both Bella and
Michael infused into one being, their powers growing exponentially.
Together, they outclass most active monstrous agents of DIVISION.
Their combined being is now known as Mr. Knock.
Three days ago, an altercation between Vex and Mr. Knock occurred.
Several eyewitnesses and security footage show the two shouting at each
other before the confrontation became physically violent. After tearing
down several walls and destroying DIVISION property across five floors,
Vex forcibly escorted Mr. Knock off the premises. When DIVISION
personnel attempted to intervene, Vex used his full abilities as a kraken
to escape. DIVISION was unable to reacquire the location of either Vex
or Mr. Knock.
345
Today, a distress beacon was activated in DIVISION BASE 0001.
Apocalypse, Abbreviated
346
Contact: Angel Gorimel (they/them)
Apocalypse, Abbreviated
Long white hair, glasses, a tailored suit, an
unnatural smile that holds an unlit cigarette.
Angel Gorimel is an ageless creature whose
folded wings are taller than most monsters. As
soon as the Omens appear, Gorimel waves them
in, both determination and fear clear on their
face. They immediately contact DIVISION to
inform them that the operation is underway.
If asked, Angel Gorimel tells the Omens
what they know. But the abandoned base
is dangerous, and the angel will only have
so much time to speak before the Howlers
appear.
ѵ Vex is a tough, but fair trainer who
fiercely loves her recruits, and took
every loss personally. She could
never accept the high mortality rates
of DIVISION.
ѵ Vex believed the Ascension Project
was unsafe, but she had no actual proof.
ѵ Mr. Knock worked hard to succeed
in every measurable way. The recruit
followed DIVISION’s orders to the letter,
and took every risk to prove their loyalty.
ѵ Gorimel doesn’t believe Vex or Mr.
Knock has turned into a Harbinger, not willingly
at least.
ѵ The angel leads the Omens through the twisted corridors, care-
fully avoiding rotting structures and entire sections that have
fallen away to reveal the labyrinth of caves below. The wind
howls through sections of the base, and a permanent chill perme-
ates everything.
ѵ The howling wind soon becomes twisted, and a single keening
wail overwhelms the Omens. Each Omen can feel the sound tear
through them, leaving behind burning after images of caves, tunnels,
and the horrifying creatures tearing each other apart in the depths.
Dozens of Howlers fall from the ceiling—several of them descend
upon Angel Gorimel to tear them apart. If the Omens don’t do anything,
the angel will suffer severe—if not lethal—wounds.
347
Apocalypse, Abbreviated
Howlers
Drive: To be free of the pain that tears them apart,
and inflict that pain on others.
As a group the Howlers have the following Conditions:
b Raging b Sorrowful
Moves:
ѵ Slash and rake with claw and teeth
ѵ Envelop a victim and rewrite their flesh and bone
ѵ In time come back from death, by decree of the First Door
Description: The Howlers are DIVISION personnel and agents who
were abandoned years ago when DIVISION BASE 0001 was shut down.
They possess tattered clothes, haunted flesh, and howling screams, with
extra limbs and eyes and teeth.
The presence of the First Door has corrupted the Howlers over the
decades, rewriting the reality that ties them to this plane of existence.
This created indescribable and unending pain.
Howlers cannot be truly destroyed—they have already tried doing
that to each other and themselves. Instead, after some time, the First
Door will reform them in even more painful ways.
Establishing Questions:
ѵ You recognize one of the Howlers. Who were they?
ѵ One of the Howlers wields a version of your powers of darkness.
How did DIVISION acquire your power and why has it never been
successfully grafted onto another being?
348
People of Interest
Apocalypse, Abbreviated
THE PROFESSOR (she/her)
DIVISION personnel, presumed dead. Wears
goggles with dozens of colorful lenses that
move on their own. Notes, reminders, and
discoveries haphazardly tattooed onto
her olive skin.
The Professor has somehow survived all
these years, and even a casual inspec-
tion will show how the First Door has
infected her. The Professor leaves
behind brightly colored after images
of herself in her wake, but each one
looks slightly different because they
come from different realities. She talks to
herself and constantly writes down notes on
her skin. Later, she’ll tattoo these notes onto
herself to make sure she won’t forget
anything important.
To cope with the years of solitude
and perpetual threat to her life from
the Howlers, the Professor has
become obsessed with taking care of
the experiments and prisoners held
within the base.
QUOTE: Did you see Abrahim on the way in?
I make it a point to change his water every three... I
want to say days, but the concept of a day feels like
such a novelty in here. I’d ask you to help, but I’m
sure you’re another figment of my imagination. I
say, my imagination has gotten more creative.
Abrahim is your typical aquatic humanoid tele-
path but lately he’s been so quiet, so reserved...
well he might have died a few years ago, but
what’s death in this place? I’ve died a few times
myself and I’m fine! Fine! Absolutely fine.
349
ABRAHIM AQUATICA (he/they)
Apocalypse, Abbreviated
350
Apocalypse, Abbreviated
Locations
THE CAVES
The Caves have existed here before DIVISION came, and they will exist
here long after. Howlers scream in the distance, and the wind here whis-
pers in the language of faded memories. What horrifying revelations
do you see scrawled on the wall in an ancient language?
THE SHRINE
The Howlers have built a shrine to the First Door. It is made up of rust,
rot, and skeletal remains. It is colossal and reaches up many stories
and down below into the depths. What do you find in the shrine that
shocks you?
351
Keys
Apocalypse, Abbreviated
In any Mystery, you are encouraged to link Keys to a PC’s origin, What
the Darkness Demands of them, their powers of darkness, or anything
similar. You are also encouraged to link Keys to specific NPCs the
players have interacted with.
In this Mystery—to help you quickly create evocative context—the
Keys have been partially linked. General Keys evoke themes from the
Mystery. Some are connected to specific persons of interest. The Omen
Keys link to the PCs generated for this Mystery.
There’s still a lot of room for interpretation and specificity, especially
with the Omen Keys. Be creative and boldly declare haunting revela-
tions and evocative details!
GENERAL KEYS
ґ the remains of a Howler, sanctified and posed in a sacred position
ґ an old pop song, the lyrics changed to warn of the apocalypse
ґ the song of the kraken, captured in an old device
ґ evidence of Bella’s childhood, recorded decades before she was
born
ґ one of the Professor’s after-images, but so close to being real
ґ a cruel DIVISION weapon, used to kill Abrahim
OMEN KEYS
ґ a detailed map of constellations, none exist in the sky above Earth
ґ precise instructions on how to neutralize a specific PC
ґ an aspect of Death, captured and categorized
ґ documentation of an experiment, the subject closely resembles
one of the PCs
Facets
ґ The Abandonment of DIVISION Base 0001
ґ The Harbinger
ґ The Door of Power
352
Doomsday Clock (ticks: 2)
Apocalypse, Abbreviated
Because there are only two ticks on the Doomsday Clock, clearly
communicate to your players that filling the Doomsday Clock will mean
the Harbinger has claimed the power of the Door, and the PCs will face
the worst possible circumstances.
You can use the Doomsday Clock by ticking it the first time naturally
halfway through the allotted time you have for the session. Doing this
will mean the players only have one chance to Unlock Doom’s Door,
since a miss will result in filling the Doomsday Clock.
It’s recommended that you leave the last tick for the player’s attempt
to Unlock Doom’s Door. However, if you’re close to the end of the
allotted time for the session, you can warn the players they’re running
out of time. If they don’t Unlock Doom’s Door soon, the Doomsday
Clock will fill, triggering the worst-case scenario.
EVENT
The Caves erupt into high-pitched screams and
howls. Howlers pour through, hundreds of them
screeching as they carve a path of chaos.
ґ The Howlers scream the name of a PC, what
are they begging them to do?
353
Advancement in a Shorter Game
Apocalypse, Abbreviated
When playing just one session of the game, players take one extra
Advance halfway through the game, after a short break. The Keeper
announces this before the break, so players have time to reflect on their
PC and what Advances interest them. When players take this extra
Advance, it does not erase XP.
When playing a short series—4 sessions or less—rather than an
ongoing game, players can earn an Advance in between every session.
For either of these situations, choosing the Advance “Change Your
Playbook” is not recommended, but do what feels best for your story.
354
The Marquis: The Summoned
Apocalypse, Abbreviated
I wear the cruel crown of prophecy
I embody the promise and inevitability of the apocalypse
My power is blunt, aggressive, and demanding
My heart yearns to love and be loved
YOUR NAME
A name I need to live up to one day—The Marquis
As one of the two thousand princelings of the twelve hells, the Marquis
(she/her) was given a title fitting of her station. It is a title that may be
stripped from her, if she weakens her family’s political power in the
hell dimension.
YOUR LOOK
Eyes of the brightest gold, shattered horns, a part of my body is a weapon
I’ll never use
The Marquis has bright golden eyes that bear the summoning sigils
required for her to stay moored to the earthly plane. The Marquis’ horns
were shattered on her last mission, and remain a sore point for her pride.
Instead of a right arm, the hellish noble has an eerily beautiful clock-
work machine of demonic design. When activated, the arm turns into
a gun and draws upon every soul in the vicinity, destroying them and
remaking them into bullets. Unlike most nobles of hell, the Marquis
actually bears a soul. Using the weapon would destroy her last remaining
connections to her humanity.
YOUR ORIGIN
I was summoned from hell to be the final door to the apocalypse
The Marquis’ family entered a pact with a secret society from the
human world, promising them power in exchange for one thousand
human souls. Over the decades, the souls were dutifully collected. After
the 988th soul was captured, the Marquis was summoned to ensure
the collection of the final 12 souls.
Once the final dozen are consumed by the Marquis’ family, they will
overthrow the Hell Court and claim earth for themselves. In order to
weaken Earth, the family expects the Marquis to honor her duty to
family, and sacrifice herself and become the final door to the apocalypse.
The Marquis has delayed collecting the final dozen souls. She has
instead chosen to work with DIVISION, though she suspects that even
this may all be part of her family’s plans for her.
355
WHAT IS THE PROPHECY THAT HAUNTS YOU?
Apocalypse, Abbreviated
When the Marquis falls in love for the last time, an ancient Door of
Power will open in her heart and destroy the world.
IMPULSE
At the start of every session, choose one impulse to explore during play.
At the end of the session, answer the question.
ѵ Did you learn something significant about your prophecy? If
yes, mark 1 XP.
STARTING BONDS
Ask each question to a different Omen:
ѵ You were there when I was summoned—what makes you afraid of
me? (Gain one Bond with them)
ѵ Why can’t you tell me you love me? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Raging b Lovelorn b Obsessed b Despairing
356
BREAKING POINT
Apocalypse, Abbreviated
You know this world is not your own, and you will never belong here.
The dream that is humanity can never belong to you. The darkness grips
your heart and the world you were summoned from bleeds into this one.
You are a beacon to what has been aching to reach this world.
Describe what terrors are unleashed and how an aspect of your
terrible prophecy comes to pass. The Keeper will tell you how the world
is now wounded, warped by what you allowed to come through.
PLAYBOOK MOVES
B Sometimes, I Get Angry (starting move)
When you Unleash the Dark through anger and violence, take 3
Darkness Tokens before doing so.
B Come On, Tough Guy
When you go up against an opponent that is colossal and otherworldly,
tell everyone what you say or do to taunt them and keep their attention
on you. Spend Darkness Tokens and roll.
On an 8-10 you’ve got ’em just where you want them. Choose two:
ѵ You give your allies a golden opportunity—choose one ally to gain
a Bond with you
ѵ Uncover a Key at great cost
ѵ Inflict two Conditions on them, but take one in return
On an 11+ you’re locked in an intense battle and you cannot stop until
your opponent is destroyed. Choose one from above, and you can only
pull back if a PC agrees to spend one Bond to reach past your rage. If
they don’t spend the Bond, you cannot stop fighting until your opponent
is destroyed.
On a 7- your power overwhelms you, mark Ruin. The Keeper will tell
you what happens next.
RUIN MOVE
B The Prodigal Child Will Return
Your true parent or creator has reconnected with you, and they bear great
power. When you ask your true parent or creator for help, they will do
as you ask if you give them the love they crave from you.
Tell them what you need, the Keeper will describe what form of loyalty
or affection they require in return. Choose:
ѵ Mark one Ruin, they do as you ask in exchange for your act of love.
Describe how you please them.
ѵ Mark two Ruin, the Harbinger within you awakens and you force your
parent to do what you want while hardening your heart. Describe
how they are proud of the Harbinger you are becoming.
357
Tiana: The Surge
Apocalypse, Abbreviated
YOUR NAME
A name someone else gave me to help me forget the past—Tiana
Tiana (they/them) was born with a different name, but we don’t use
that name anymore.
Tiana grew up in a remote village that was the heart of a dangerous
cult. Tiana managed to escape as a teen, and spent many years on the
road staying one step ahead of the cult that was determined to hunt
them down. One day, DIVISION intervened, taking away the ancient
Door of Power that the cult leader had in his possession. Determined
to make the most out of their powers of darkness and the terrible way
they procured them, Tiana joined DIVISION. The Omen was given a
new name and a chance to leave their past behind.
YOUR LOOK
Anachronistic clothing and accessories, a collection of holy symbols, an
item from someone who died by my power
Tiana is obsessed with the bright and garish pop 80s fashion and
refuses to wear anything from any other decade. They wear dozens
of colorful and cheap-looking bracelets, necklaces, and hair clips. But
closer inspection will reveal DIVISION-certified holy symbols, all of
which are used to dampen Tiana’s powers so they can operate outside
of DIVISION safely.
Tiana has one gorgeous piece of jewelry—a lovely locket that can no
longer open. It belonged to their younger brother, who died in exchange
for Tiana’s powers.
YOUR ORIGIN
Someone I cared for sacrificed me to a greater power that I now embody
Tiana’s mother wholly believed in the cult and the comforting faith it
offered. Tiana’s older sister tried to escape with the other two siblings,
but she was discovered and exiled from the village.
Tiana’s mother became desperate to prove her loyalty to the cult.
Using the fragment of an ancient Door of Power—in the form of fire
that could never be quenched or put out—both Tiana’s mother and
the cult leader sacrificed both Tiana and their younger brother to the
volatile energies of the door, allowing the flames to consume something
only the door could perceive.
358
To this day, Tiana is not sure what the fire took from them. They only
Apocalypse, Abbreviated
know what the door gave in return: a wild and dangerous connection
to the elements of water, wind, fire, and earth.
Tiana never saw their younger brother again. Presumably, he was
consumed wholly by the fire, but what if something else happened?
IMPULSE
At the start of every session, choose one impulse to explore during play.
At the end of the session, answer the question.
ѵ Did you let go and cause collateral damage? If yes, mark 1 XP.
STARTING BONDS
ѵ You were there when I truly let go. What did I destroy that belonged
to you? Why are you grateful? (Gain one Bond with them)
ѵ I love you, but you rejected me for my own sake. Why? (Gain two
Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
359
Apocalypse, Abbreviated
CONDITIONS
b Reactive bVicious b Obsessed b Despairing
BREAKING POINT
This world cannot contain you and all of your power. You can never
create, never nurture, you can only break and destroy. It’s time to
remember that. It’s time to let go, and let someone else take this burden.
Describe how your power overwhelms you and the obscene
amount of collateral damage you cause. The Keeper will tell you
how a part of your power is taken by someone, how it molds and breaks
them until they are a perfect vessel, ready to evolve.
PLAYBOOK MOVES
B My Hands Around Your Heart (starting move 1)
Yours is a power that was never meant for you alone to bear. At the
start of each session, choose another PC to be your Heart and share
the burden of your power with. Say why you hope they will save you
from What the Darkness Demands.
Heart:______________
When you share an intimate moment together, either of you can
mark a Condition to reflect the nature of your relationship. Choose
one:
ѵ You each gain one Bond with the other
ѵ One of you gains a Key at great cost
In addition, when you hit your Breaking Point, your Heart chooses:
ѵ They do nothing, allowing you to hit your Breaking Point. They
clear all their Conditions.
ѵ They intervene, and describe how they hurt themselves to protect
you. You clear all your Conditions, but they mark one Condition
or one Ruin.
When your Heart hits their Breaking Point, you have the last option
to intervene, but if you do nothing, your Conditions don’t clear.
360
Apocalypse, Abbreviated
B The Heart’s Eclipse (starting move 2)
Your heart is a wild thing that surges along with your power—one day
your heart will break and your power will consume you. But that day
is not today.
Whenever you roll a miss, you can choose to have your power
surge beyond your control, causing great collateral damage around
you. Choose:
ѵ Mark two Conditions, describe how your emotions get the better
of you, and gain one Bond with What the Darkness Demands of
You. Treat the roll as if you had rolled an 11+ instead.
ѵ A PC marks two Conditions and gains one Bond with you—they
describe how they hurt themselves to help you. Treat the roll as if
you had rolled an 8-10 instead.
B I Am Your Destruction
You hold on to your power with an intensity that would break most
souls—you are always a single breath from shattering under the pres-
sure. When you allow your power to surge and cause great collateral
damage, ask the Keeper what catastrophic destruction you cause.
Choose two:
ѵ You permanently gain an aspect of the Harbinger’s powers of dark-
ness—the Keeper will tell you what it is. Mark one Ruin.
ѵ The power within you surges to give you visions of the past, present,
or future. You uncover a Key at great cost and draw a line between
that Key and a Facet on the Mystery Map. Declare an irrevocable
truth about the Mystery.
ѵ You protect the one person who matters most—gain a Bond with
them.
ѵ You use the destruction to reshape your environment, creating
a golden opportunity for a fleeting moment for an ally. Gain one
Bond with them.
361
DIVISION MOVE
Apocalypse, Abbreviated
B Hero’s Weapon
You impressed a hero who worked with DIVISION for a short time.
Before they returned to their life of glory and prestige, they gave you
a weapon.
Mesmer was a popstar of the 80s, and for a short time she was an
Omen working with DIVISION. While chasing down a Harbinger, Tiana
fell through a crack in time and resurfaced in 1983, and partnered up
with Mesmer to capture the Harbinger. Before returning to the present,
Mesmer gifted Tiana her krystal staff, an alien device that can channel
the elements.
When Tiana returned to their time, they were devastated to learn that
Mesmer had become a Harbinger. Tiana holds out hope that if they ever
meet again, they might get through to Mesmer and help her recall the
time of heroism and hope they shared.
When you use this weapon to protect someone, choose:
ѵ Describe a flashback between you and the hero—gain one Bond
with them
ѵ Describe how you embody or contradict their legacy—clear one
Condition
ѵ Describe how the weapon is corrupted by What the Darkness
Demands of You—gain 2-4 Darkness Tokens
You can describe using the weapon in the field, just as you would a
power of darkness. There’s always a risk that the weapon will become
damaged or unusable until you return to DIVISION to have someone
take a look at it.
362
Cara: The Shade
Apocalypse, Abbreviated
I have a special and personal relationship with Death
I embody the coldness and end of the apocalypse
My power is enlightening, coldly logical, and ephemeral
My heart yearns to guide and be guided
YOUR NAME
A name that reminds me of the mortal life I once knew—Cara
Cara (she/they) was once a humble forensic scientist who loved her
job. Unbeknownst to her, an ancient Door of Power was brought into
her lab, in the form of skeletal remains found in an unmarked grave.
Coming in contact with the skeleton marked the beginning of the end,
and Cara only had a few days left as a mortal.
YOUR LOOK
A vaporous body contained by a suit, an aura of strange glowing colors,
a face that can never settle on anything real
In what Cara will only call “the incident,” her physical body was
destroyed. Cara still isn’t sure how her soul remained intact, but she
knows the skeleton must have had something to do with it. The skeleton
is the only thing anchoring Cara, and she can now move the skeleton
as if it were her own body.
DIVISION created a suit that safely contains the skeleton and what
remains of Cara’s soul. The soul can be seen by the naked eye as effer-
vescent colors, with a vague and ever moving impression of Cara’s face
floating on the surface of the skull.
YOUR ORIGIN
I got too close to the truth and died, but death would not take me
In the last days of her mortal life, Cara swore she could hear the
skeleton speaking to her in a voice that sounded almost familiar. The
skeleton promised truth, secrets, knowledge, and the power to change
reality. Cara refuses to describe in detail what happened next, only
that she felt she had to take matters into her own hands and study the
skeleton’s strange relationship with death.
When pressed, and perhaps only when Cara is truly in a vulnerable
and forthcoming state, she’ll admit that she learned a harrowing portion
of the truth. Cara was not the first curious soul the bones have claimed,
and she will not be the last.
363
IMPULSE
Apocalypse, Abbreviated
At the start of every session, choose one impulse to explore during play.
At the end of the session, answer the question.
ѵ Did you go too far in search of the truth? If yes, mark 1 XP.
STARTING BONDS
ѵ You were there when I died. How did witnessing my death transform
our relationship? (Gain one Bond with them)
ѵ I love you, but I can’t accept it. Why do you allow me to remain
ignorant? (Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Lonely b Distracted bVicious b Obsessed
BREAKING POINT
Your delusion shatters, and you are forced to look at the painful
state of your hollow soul. Death has left its mark on you, and you
are a twisted and miserable thing that yearns for mutual destruction.
There is no going back for you, there is only the inconceivable void of
this pitiful existence.
364
Describe how the void in your soul pulls at and weakens the life
Apocalypse, Abbreviated
force of everyone and everything around you, hurting the innocent
and the weak. The Keeper will tell you how Death gains more power
through you, and how something beautiful in the world dies as a result.
PLAYBOOK MOVES
B Death Walked Here (starting move)
Death reaches all places, and into the heart of all things. When you
seek to reconstruct events or learn something valuable in an area,
spend Darkness Tokens and roll.
On an 8-10 Death shows you exactly what happened here. In addition,
you draw Death close to you, ask two that Death will answer:
ѵ What glimpse beyond these events can you show me?
ѵ What important item or knowledge was taken from here?
ѵ What evidence here will help my investigation?
ѵ How can I use any of this as leverage?
ѵ What draws Death close? Draw a line between a Key and a Facet
of the Mystery. Declare an irrevocable truth about the Mystery.
On an 11+ the whispers of Death overwhelm you, choose one from
above and one from below.
ѵ Death lingers and holds you, mark a Condition
ѵ Death shows you what you do not wish to see, mark Ruin
ѵ You bring someone else closer to Death, destroy one Bond to no
effect
On a 7- the laws of the dead and dying are compromised somehow.
The Keeper will describe what happens next.
B Soul Like a Steel Trap
Your cold analytical skills can help you devise the perfect plan. When
you study a tense situation, spend Darkness Tokens and roll.
On an 8-10 the plan starts to form, ask two:
ѵ What do DIVISION files tell me about this?
ѵ Which of our powers of darkness will be most effective?
ѵ What weakness do I perceive?
ѵ Who or what can help me?
ѵ How could we best end this quickly?
On an 11+ ask one from above, but you come to a harrowing reali-
zation about the situation. The Keeper will ask you a difficult question
that you must answer.
On a 7- the Harbinger has prepared for this moment and a trap is
sprung. Prepare for the worst.
365
DIVISION MOVE
Apocalypse, Abbreviated
B Ghostly Agent
DIVISION has a high mortality rate—the average agent survives only
a few months on the job. Some of them love the work so much, they
continue to work for DIVISION, even in death.
At some point in its strange past, the skeleton that Cara is attached to
claimed the soul of a DIVISION agent. The agent can’t remember much,
as most of his memories have been eaten away and fed to the bones’
strange rituals and spells. He simply goes by Agent Scott. Cara suspects
the agent must have been working for DIVISION in the 60s, based on
Agent Scott’s manner and dress.
Agent Scott can dimly remember he was once a human who assisted
Omens, and was a human handler that went out into the field. After
many such human handlers, including Agent Scott, died consistently
gruesome deaths, DIVISION changed handler protocols. But Agent Scott
is still fiercely protective of all Omens under his care, including Cara.
When you call upon the Ghostly Agent for help, draw them to
your darkness and open your heart to them. Spend Darkness Tokens
and roll:
On an 8-10 they walk through the veil between the living and the
dead, offering their aid. Choose two:
ѵ Take their hand and travel through the veil, physically appearing
anywhere that the veil of death can touch. To take another with
you, mark a Condition.
ѵ Ask them what they have seen through the veil as they have watched
your investigation. Uncover a Key at great cost.
ѵ Whisper into their ear and reveal a secret that has burdened your
heart. Gain one Bond with the Ghostly Agent.
ѵ Tell them how you have worked towards attending to their unfin-
ished business, mark 1 XP.
366
Astra: The Last
Apocalypse, Abbreviated
I hAve been forgeD and strengtheneD through trageDy
I embody the grief and peace of the apocalypse
my power is reflectIve, sorroWful, and hopeful
my heart yearns to comfort and be comforted
YOUR NAME
A name I stole from those who destroyed my people—Astra
Astra (he/they/none) was born to be a vessel of the gods. Astra was
born with no name, and on his planet the vessels were named after the
conquerors who barred the path to the gods: the Astra.
Astra was but a child when the temple priestess spirited him away,
placing him in an escape-ship and sending him to earth. To this day,
Astra is not sure why the priestess saved him, and none of the other
children.
YOUR LOOK
An alien body that cannot be disguised, eyes that contain a galaxy, a
wound I will never allow to heal
Astra stands close to nine feet tall and his seven eyes are filled with
the endless stars of the galaxy he left behind. A halo-like bone grows
from his temples and from under sheer flesh the lights of his thoughts
flicker and glow.
When the temple priestess stole Astra from the sacred pools, they
were chased by both warriors and god-drones. The priestess was lethally
wounded, and with the last of their strength they ensured Astra could
escape.
Astra fell into the star-sleep in order to survive the journey to Earth,
but when he awoke, the same wounds of the temple priestess suffered
from pulsed across his chest. To honor the sacrifice, Astra has never
allowed the wound to heal nor solved the mystery of how it came to be.
YOUR ORIGIN
I am a refugee from a destroyed planet
When Astra arrived on Earth, he was taken in by DIVISION and
raised among the other monstrous orphans. It took many years and
a significant amount of DIVISION’s resources to track down Astra’s
home planet.
All that was left was space debris. The few psychic fragments that
DIVISION’s instruments and personnel could make sense of told a
clear story: the planet was torn apart by war, which triggered an envi-
ronmental cataclysm.
367
WHAT TRAGEDY DESTROYED YOUR PEOPLE?
Apocalypse, Abbreviated
IMPULSE
At the start of every session, choose one impulse to explore during play.
At the end of the session, answer the question.
ѵ Did you share a story of your people and what you lost? If yes,
mark 1 XP.
STARTING BONDS
ѵ You know of another like me. How does keeping this secret from
me protect me? (Gain one Bond with them)
ѵ We loved each other, once. Why do we keep hurting each other?
(Gain two Bonds with them)
ѵ Why am I tempted to give into What the Darkness Demands? (Gain
one Bond with What the Darkness Demands of You)
CONDITIONS
b Cornered b Distant b Merciless b Despairing
368
BREAKING POINT
Apocalypse, Abbreviated
You’ve barely been able to keep the grief and anger at bay. It rises
in you now—you feel time wither away as you relive the trauma and
heartbreak. Your guilt turns you into a weapon.
Describe how you will make everyone and everything around you
pay for what happened to your people, and how you go too far. The
Keeper will tell you how the faintest hope surfaces before you destroy
it, and who walks away to perpetuate this cycle of violence and pain.
PLAYBOOK MOVES
B Ashes to Ashes (starting move)
You are the last of your kind, there will never be another. When you
declare how the wisdom of your people may help in a situation, spend
Darkness Tokens and roll.
On an 8-10 your wisdom shines brightly in the dark, choose two.
ѵ Recall ancient knowledge. Ask the Keeper any question, they will
answer it honestly and with great detail.
ѵ Awaken latent abilities within. Choose another power of darkness
from another playbook, you have access to it, for now.
ѵ Recognize the signs of portent hanging over your fellow
monsters. Each PC gains one Darkness Token.
ѵ See a fractured memory in the face of another monster. Declare
what that memory is and gain one Bond with the PC or NPC.
On an 11+ the dark of your despair threatens to consume you, choose
one from above. The Keeper will describe how an aspect of your people’s
tragedy will be repeated, in spite of or because of your actions.
On a 7- the ashes of your people demand fire and retribution. The
Keeper will tell you what happens next.
B Harrowing Beauty
Sometimes, the mask of humanity slips. When you peel away at your
mask of humanity, you may mark a Condition to tear away your mask
and reveal the true alien horror you are.
This will end an attack or interaction—your opponent is momentarily
stunned by the revelation. Doing so provides a fleeting opportunity
before they come to their senses.
RUIN MOVES
B Tragedy Will Not Claim Another
You have grown attached to your fellow monsters and care deeply
about their fates. When a PC or NPC is in peril, mark Ruin to suddenly
appear on the scene, ignoring usual limits of time, distance, or plausibility.
In addition, gain one Bond with them. If you wish to appear in a superior
position or bearing a golden opportunity, mark Ruin a second time.
369
Inspirational Media
Inspirational Media
I trust your creativity and intuition when you play Apocalypse Keys, and
designed the game to offer you opportunities to do so. I encourage you to
create any character you like, and play to find out what happens during a
Mystery! However, you may enjoy knowing what my initial inspirations
were. From these seeds, each playbook and Mystery blossomed to offer
a wide range of possibilities.
Playbook Inspirations
THE SUMMONED
Inspired by Hellboy, from the comics but especially the films. Hellboy
is a character who struggles with his strong emotions, his desire for
closeness, and attempts to create a family in the B.P.R.D. In this playbook
I wanted to explore what it means to bear prophecy, and give players
the opportunity to interact with that prophecy on their own terms.
ѵ Comics: Hellboy: Seed of Destruction, Hellboy: Wake The Devil
ѵ Films: Hellboy, Hellboy II: The Golden Army
THE SURGE
Inspired by Elizabeth Sherman, from the comics but especially the films.
There’s a lot to love about Liz, but she was often depicted as a damsel in
distress, used for her power, a vessel, again and again. In this playbook
I wanted to honor the extreme power Liz had, her difficult relationship
with others, and imagined giving Liz more freedom to be her own person.
ѵ Comics: Hellboy: Wake The Devil (part three, when Liz meets Roger
and makes a terrible decision about her powers), B.P.R.D.: Plague
of Frogs, B.P.R.D.: Hollow Earth & Other Stories
ѵ Films: Hellboy, Hellboy II: The Golden Army
THE FOUND
Inspired by Abraham Sapien, from the comics but especially the films.
Compared to the Summoned and the Surge, I leaned heavily into the
films. Abe’s telepathic powers and its implications are the core of this
playbook. From the comics I drew upon the painful revelation of Abe’s
past and origins.
ѵ Comics: B.P.R.D.: The Dead
ѵ Films: Hellboy, Hellboy II: The Golden Army
370
THE SHADE
Inspirational Media
Inspired by Johann Krauss, from the films of Guillermo del Toro. Johann
in the films, compared to his characterization in the comics, was more
driven by an inquisitive nature and had a strong relationship with the
B.P.R.D. The dedication to truth and knowledge is reflected in this
playbook. From the comics, by Mike Mignola, I drew upon Johann’s
strained relationship with death.
ѵ Comics: B.P.R.D.: Hollow Earth & Other Stories
ѵ Films: Hellboy II: The Golden Army
THE LAST
Inspired by Martian Manhunter and Superman, especially their depic-
tion in the DC cartoons. I first wrote this playbook because one of the
early playtesters, Leandro Pondoc, has mastered the art of playing sad
characters. I thought about creating a playbook focused on grief and
sadness, which made me think about the loss both of these characters
have had to deal with.
ѵ Cartoons: Justice League, and Justice League Unlimited. Specific
episode of note is For The Man Who Has Everything.
THE FALLEN
Inspired by Hecate from the Hellboy comics by Mike Mignola. When
I read Wake The Devil again, I realized that Hecate, a fallen goddess,
would exactly be the kind of character I’d like to play in a game of
Apocalypse Keys. Exploring divine horror was a lot of fun!
ѵ Comics: Hellboy: Wake The Devil, Hellboy: Conqueror Worm,
Hellboy: Darkness Falls.
THE HUNGRY
In the creation of the playbook I drew upon the themes of the vampire
while laying bare its true monstrosity. But the original and core inspira-
tion of this playbook was, of all things, Doctor Strange Supreme from
the What If… cartoon series.
Apocalypse Keys draws upon the genres of urban fantasy and super-
natural horror quite heavily, but at its heart it is a game of comic book
heroes. The comics I’ve loved delve deeply into the mystical and horrific.
Doctor Strange Supreme, and his tragic story, felt too much like an
Apocalypse Keys character to ignore. I made sure that you could abso-
lutely play the character with this playbook.
ѵ Cartoon: The What If… series, specifically the episodes What If…
Doctor Strange Lost His Heart Instead Of His Hands? and What If…
The Watcher Broke His Oath?
371
Mystery Inspirations
Inspirational Media
372
THE OLDEST HOUSE
Inspirational Media
This time the Mystery was inspired by two different video games: Control
and Prey. Additional inspirations were specific horror stories that can
only be found on the internet. This includes creepypasta that focuses
on the supernatural and the hidden entities that investigate them.
Memories and their fragile nature feature in varying weights in my
game design, due to my own tentative relationship with my memories.
Playing characters who face memory loss is often a cathartic experi-
ence for me.
ѵ Video Games: Control, Prey
ѵ Internet Collaboration and folklore: SCP Foundation, Creepy
Pasta, Slenderman, Monstrum: How The Internet Created a Monster
373
Gratitude
Special thanks to Matthew Arcilla, for loving me even at my most monstrous,
and for creating the amazing backronym for the DIVISION, MYS·TERIO·US
and BUREAU!
Special thanks to Josh Hittie, for his quiet strength and indescribable
kindness. Thank you for believing in Apocalypse Keys, and in me.
Special thanks to Jay Dragon, who helped me learn how to be kind to
myself when that was the hardest thing to do.
Special thanks to Sean Nittner, for his friendship and mentorship that are
both invaluable and beyond compare. I’m sorry I didn’t rename Partly Cursed
Weapon, the joke was too good and your annoyance just made it even better!
Thank you to every single person who expressed their interest and excite-
ment for Apocalypse Keys!
Thank you to the first batch of playtesters: Alex Roscura Guerrero, Alexi
Sargeant, Leah Sargeant, Darold Ross, Stentor Danielson, Darren Brockes,
Leandro Pondoc, Joel Notsch, Sherri Stewart, Lowell Francis, and Patrick
Knowles.
Thank you to the elite Keeper Team, Misha Panarin, Thomas Manuel, and
Lowell Francis.
Many thanks to the Gauntlet Community for helping me become a better
player, facilitator, and game designer. I am especially grateful to Sherri
Stewart and Lowell Francis for welcoming me with open hearts.
The game design of Apocalypse Keys is based on the Powered by the
Apocalypse (PbtA) engine created by Meguey Baker and Vincent Baker.
Several other PbtA games have directly inspired or introduced specific
mechanics. They are:
Changeling: The Lost (PbtA fanhack), by Lowell Francis and Sherri Stewart.
This was the game that planted the seed of Apocalypse Keys, with its beautiful
take on the magical horror of the original game.
Brindlewood Bay by Jason Cordova for its “meddling” and “theorize”
moves, which created the core of the Mystery gameplay loop in this game.
The Mystery structures of Brindlewood Bay also directly informed how
the Mysteries are presented in Apocalypse Keys. The original “search for
clues” and “theorise” move was first created by Oli Jeffrey (“Apocalypse by
Moonlight”) and can be found in Codex: Moonlight.
Hearts of Wulin by Lowell Francis for its move Inner Conflict and Bonds
mechanic, which centers emotional roleplay and connections with other
characters.
Libreté by Vivien Féasson, for its use of tokens instead of stats, and the
means of picking up those tokens that focus on roleplay and emotion.
Urban Shadows by Andrew Medeiros and Mark Diaz Truman, for its
Corruption track and Corruption moves, which you see here as Ruin and
Ruin moves.
Pasión de las Pasiones by Brandon Leon-Gambetta, for its stunning
Meltdown mechanic and how it is tied to Conditions.
374
Artist Index
Artist Index
Adrian Stone
https://www.stoneadrian.com
Endpaper illustrations, 92, 102, 112,
122, 132, 142, 152, 214, 307, 316
Adrien(ne) Valdes
https://defenestratin.carrd.co
Cover, 373
AnneMarie Rogers
https://www.almmyrart.com
52, 62, 66-67
Avery Andruszkiewicz
https://mattebat.carrd.co
36-37, 216-217, 314, 315, 325
Beth Varni
https://www.bethvarni.com
11, 23, 89, 108, 125, 168, 223, 293,
294-295, 296, 298, 299, 300, 301
Brittany Rolstad
https://www.brittanyrolstad.com
42, 78, 106-107, 197
375
Carly A.F.
Artist Index
https://carlydraws.com
47, 68, 145, 220, 233, 317, 319, 327
Chelsea Geter
https://www.deviantart.com/chelseageter
34, 311
Eddie Dippe
https://www.eddiedippe.com
320, 339
Eden Parkinson
https://eden-parkinson.com
18, 207, 281, 283, 284, 286, 287, 288, 292, 310
Elemei
https://elemei.carrd.co
28, 176, 230
Ema Acosta
https://www.ema-acosta.art
312, 313
JN Butler
https://jnbutler.art/
Cover (Special Edition)
376
Kanesha Bryant
Artist Index
https://theveryworstthing.tumblr.com
12, 205, 224-225, 252, 254, 255,
256, 257, 258, 259, 262, 322
Lorne Colt
https://lornecolt.com
5, 54, 61, 65, 82, 90, 95, 99, 158, 160, 235, 238
Madie Palmieri
https://madiecookie.com
75, 76, 323
Marty Tina G.
http://martygart.weebly.com
6, 39, 45, 59, 80, 121, 135, 136-137, 182, 200
Nala J. Wu
https://www.naladraws.com
308, 309
Naomi D Castro
https://naydcas.art
32, 212, 240, 242, 243, 244, 245, 246,
247, 248, 249, 263, 266, 267, 268,
269, 270, 277, 278-279, 335
Noo
https://nooh.artstation.com
191, 324
377
Raven Warner
Artist Index
https://www.ravenwarner.com
189, 194, 326, 330
Ryan Kingdom
https://www.ryankingdomart.com/
342, 344, 347, 348, 349, 350, 351, 352-353, 354
Sophie Morse
https://www.sophiemorse.com
321
Trivia Fox
https://darkdeerinthewoods.tumblr.com
139
Zakiya Goggins
https://www.artstation.com/zakthedrak
318
378
Index
Index
A
Advances, 30-31 Conditions, 27-29, 84, 185, 338
Allow Me to Offer a Theory, 127 PCs have four Conditions. Each is
Alpha and Omega, 107 an emotion that can affect the PC.
Ashes to Ashes, 135 The Hungry playbook instead has
Astra: The Last, 367-370 three Conditions and three Hunger
Conditions.
B clearing, 27
Better to Eat You Harbinger, 338
with, My Dear, 156 Hunger Conditions, 161
Bonds, 25-26, 89
contact, 195, 329, 331
Social connections, when a Bond
An integral supporting character
is spent gain +1 or -1 after a roll is
the PCs interact with during a
made.
Mystery.
Borrowed Power, 96
Corridor of Doors, The, 129
Breaking Point, 28
creating your own Mystery, 328-336
When a PC marks their final
Crown of Prophecy, 234
C o n d i t i o n , t h ey re a c h t h e i r
Crowned by Dream, Exalted
Breaking Point. Play out the
by Nightmare, 119
moment, using your playbook’s
cut away to a Harbinger’s plans, 177
unique Breaking Point. At the end
of the scene, clear all Conditions
D
and mark Ruin.
Dark Puppet Strings, 117
Darkness Tokens, 16, 22-23, 27, 31
C A currency players generate by
Call Me Master, 145 embodying the emotional themes
Cara: The Shade, 363-366 of their playbook. Each Darkness
cinematic moments, 220 Token adds +1 to the roll. A player
collision states, 218-219 can spend zero to three tokens (+0
combat, 185 to +3 to the roll).
Come on, Tough Guy, 96
Death Always Leads to Life, 128
complexity, 55, 195, 329
Death Broke Me First, 128
Each Mystery has a complexity
Death Walked Here, 125
rating (between 4-12). When you
deepen a relationship, 177
Unlock Doom’s Door, roll and
Desire Dressed as Faith, 148
add the number of connected Keys,
Devil’s Advocate, The, 127
minus the Mystery’s complexity.
complicate a theory, 179
379
E
Index
380
F H
Index
Facets, 34, 196, 200, 208-209, 334 Harbingers, 7, 9, 11, 23,
Dimensions of the Mystery that 222-223, 306-316, 337-341
players keep in mind as the PCs The main antagonists the PCs
investigate. When a player Unlocks will face during each Mystery.
Doom’s Door, every uncovered Key D I V I S I O N h a s ca t e g o r i z e d
must be connected to a Facet. Harbinger-Class monsters to
possess the most dangerous Powers
Factions, 74-76, 317–327, 341
of Darkness. Each Harbinger has
Interested parties keeping track of
fallen completely to Ruin, and seeks
the Mystery and its investigation.
to unlock ancient Doors of Power
Each have strange histories,
to usher in the apocalypse.
compelling drives, and powerful
moves. Harrowing Beauty, 136
Hero’s Weapon, 68
Fae Liaison, 63-65
Heart’s Eclipse, The, 105
Fallen, The, 142-151, 184
Heavy is the Crown, 98
A playbook, a charming monster
hint at off-screen horrors, 176
who was once a divine being.
Holy Symbol Arsenal, 69-70
Final Mystery, the, 226-238 Honeyed Tongue and
The final confrontation against the Clouded Minds, 146
Harbingers, the climax of a long Humanity Was a Dream, 99
running game of Apocalypse Keys. Hungry, The, 152-163, 185
First Door, The, 344-353 A playbook. A ravenous monster
first session, the, 187-189 nearly consumed by their hunger.
Fleeting Divinity, 146
Flickering Hope, A, 137 I
Follow Me into the Dark, 234 I Am Your Destruction, 106
Forbidden Archives, The, 66 I Carry the Hope of My People, 138
Found, The, 112-121, 183 I Remember the Taste of You, 158
A playbook, a psychic monster who I Will Rise Again, 149
can read hearts and minds, but I’m the Expert Here!, 126
cannot remember their own past. impose Ruin, 178
impulse, 88, 94, 190-191
G At the start of each session, the
Gaze into My Heart’s Abyss, 156 player chooses an impulse that
Ghostly Agent, 67 explores a theme from their
Gift, The, 238 playbook. At the end of the session,
Glory Be My Name, 237 answer the question.
Gnawing Edge of Hunger, The, 155 in between Mysteries, 192
Grasp Keys, 49-51, 201 In Death There Is Only Love, 236
gratitude, 371 inflict a Condition, 178
information flows freely
in Apocalypse Keys, 52
A reminder that the Keeper
should be generous with giving
information to the PCs, and a roll
shouldn’t be made to do so.
intervene through a Faction, 181
intrigue, 213, 335
introduce a hard choice, 181
381
Index
382
P
Index
My Hands Around Your Heart, 105 pacing and the
My Little Monster, 107 Doomsday Clock, 211
Mystery, 10, 34-35, 51, 195-199 Parasitic Library, The, 240-251
An instigating incident produces a Partly Cursed Weapon, 73
Mystery the PCs must investigate perfect hit, 17
on behalf of DIVISION. The goal is A result of a roll, between 8-10.
to discover what the Door of Power The PC is able to achieve what
is and get to it before the Harbinger. they want with precision and
control. The perfect time for the
Mystery map, 35
Keeper move to grant narrative
What the players reference as their
opportunity or mechanical benefit.
PCs investigate the Mystery. This is
where they write down notes, the playbooks, 86, 90-163
Keys they have uncovered, fill in the Each player chooses a playbook
Doomsday Clock as it’s ticked, and to build their player character.
connect each uncovered Key to a Playbooks focus on specific
Facet (either as part of a special monstrous themes and unique
move or when Unlocking Doom’s emotional arcs rather than specific
Door). Each Mystery comes with archetypes.
a Mystery Map. changing, 31
it’s complicated!, 90
N Peacemaker, The, 74-76
non-player characters, 7, 9, people of interest, 196, 332-333
11, 23, 177, 196, 306-316 A component of the Mystery
All of the other characters, aside Codex. NPCs to interact with
from the PCs. The Keeper roleplays during a Mystery. Any or none of
the NPCs. these supporting characters may
be serving the Harbinger, or the
None Stand Before Me, 98
Harbinger themself!
not enough time for an
apocalypse?, 191 Power Through Darkness, 41-42
powers of darkness, 21, 31
O The supernatural abilities the PCs
Oldest House, The, 293-305 have access to, as Omen-Class
Omens, 7, 9-10, 15 monsters. The powers of darkness
DIVISION has categorized Omen- provide context of how the PCs
Class monsters to be almost as interact with the world and use
dangerous as Harbingers. This is some moves.
another name for the PCs. Though
principles, 168-174
other Omens may exist as NPCs.
A general set of guidelines to
Orphanage Visit, 72 help the Keeper create the right
atmosphere for the game.
Prodigal Child Will Return, The, 98
Psychic Invokers, 77-79
Purity of My Reflection, The, 159
383
R T
Index
384