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Apocalypse Keys Electronic Edition

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55% found this document useful (11 votes)
17K views386 pages

Apocalypse Keys Electronic Edition

Uploaded by

Stephen Powers
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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UNLOCK YOUR HEART OR

UNLOCK THE APOCALYPSE


As an Omen class monster,
monster, you are the only thing capable of holding
back the apocalypse. Combat occult threats and investigate super-
natural phenomena alongside your team of supernatural agents
working for the shadowy DIVISION
DIVISION.. But in a world that shuns
monsters like you, only your deepest, most heartfelt bonds can
grant you the power to stop those who seek to unlock Doom’s Door.
Door.

Inside this book, you’ll find:


• A game of monsters bound by fate, love, and power. power. Explore
emotional connections, complicated relationships, unpredictable
mysteries, larger than life apocalyptical threats, and the brightest
hope in the darkest despair.
• An innovative take on the Powered by the Apocalypse rules engine.
• Seven Playbooks,
Playbooks, each with their own destructive abilities and
consuming desires.
• Guidance and support for running the game,
game, including advice for
the Keeper on how to craft your own Apocalypse.
• Detailed Mysteries for the team to investigate and plenty of
guidance on creating your own.
• Strategies and safety tools to ensure everyone at the table enjoys
a fun, memorable session.
• Support and advice for creating one-shot sessions or full campaigns
The apocalypse draws near. There are Keys to find, Mysteries to
solve, Doors to unlock, and ruthless Harbingers to battle.

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

Apocalypse Keys • EHP0059 • ISBN 978-1-61317-202-5


© 2022 Evil Hat Productions, LLC and Rae Nedjadi.

The text of this work is offered under a CC BY SA 4.0 license, meaning


that you are free to distribute the text and to adapt it within the scope
of the license, which requires attribution and that you share your
adaptations under similar terms. In your attribution, please credit the
author, Rae Nedjadi, and the publisher, Evil Hat Productions, LLC. The
text of this work is additionally offered under a license having the terms
of CC BY SA 4.0, except: (1) if the Adapted Material is a literary work
(such as an RPG book), then the Adapter’s License need only be applied
to the text (not, for instance, illustrations) and (2) you must include
this and the following sentence in your licensing terms. The CC BY SA
4.0 license is available at creativecommons.org/licenses/by-sa/4.0/

First published in 2022 by Evil Hat Productions, LLC,


10125 Colesville Rd #318, Silver Spring, MD 20901.
Printed in the United States of America.

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.

This is a game where people make up stories about wonderful,


terrible, impossible, glorious things. All the characters and events
portrayed in this work are fictional and reflect the monstrous
magic under the surface of our world. Any resemblance to real
people is purely coincidental or possibly the result of a temporal
hiccup that slipped past DIVISION's defenses. If incursion
symptoms persist, black alert protocols will be activated.
Table of Contents
7 Welcome to 164 End of Session
the Apocalypse 164 End of Session Questions
164 Unpacking the Questions
8 What Is Apocalypse Keys?
10 Inspirations 167 The Keeper of the Doors
10 The Basics 168 Principles
11 Content Note 175 Keeper Moves
182 Advanced Keeper Moves
12 Safety First 185 Combat and Conditions
13 Green, Yellow, and Red
186 The Doomsday Clock
15 The Core Rules 187 The First Session
15 Making a Move 190 The Second Session Onwards
21 Powers of Darkness 192 In Between Mysteries
22 Darkness Tokens
193 The Mystery
23 What the Darkness
193 The Anatomy of a Mystery
Demands of You
198 The Flow of the Mystery
27 Conditions
218 Mysteries, Interrupted
30 Experience and Advancement
226 The Final Mystery
32 Ruin
32 Keys of the Apocalypse 239 Pre-assembled
35 The Mystery Map Apocalypse
36 Doom’s Door 239 The Mysteries
240 The Parasitic Library
37 The Basic Moves 252 The Manananggal Murders
38 Unleash the Dark
263 Weep Your Hands Clean
41 Power Through Darkness
281 The Missing Link
44 Reveal Your Heart
293 The Oldest House
46 Torn Between
306 Custom Information
49 Grasp Keys
and Mechanics
55 Unlock Doom’s Door
306 Harbingers
60 DIVISION Moves 317 Factions
62 Dream Future Review
328 Craft Your
Protocols
Own Apocalypse
63 Fae Liaison
328 Creating Your Own Mysteries
66 The Forbidden Archives
337 Creating Harbingers
67 Ghostly Agent
and Antagonists
68 Hero’s Weapon
341 Creating Factions
69 Holy Symbol Arsenal
71 Monster Celebrity 342 Apocalypse, Abbreviated
72 Orphanage Visit 343 Play Hard and Relentless
73 Partly Cursed Weapon 343 Center Messy Emotions
74 The Peacemaker 343 Leave Thrilling Questions
77 Psychic Invokers Unanswered
79 Subcontractor 344 The First Door
354 Advancement in a
81 Ruin Shorter Game
81 Ruin Moves
354 Pre-created Omens
82 Ruin Advances
for The First Door
85 Making Characters 370 Inspirational Media
85 Creating Monsters
of DIVISION 375 Sword Queen Games
90 The Playbooks 376 Artist Index
91 Themes and Subject Matter
93 The Summoned 378 Index
103 The Surge
113 The Found
123 The Shade
133 The Last
143 The Fallen
153 The Hungry
Playbook Moves
A Flickering Hope: page 137 My Hands Around Your Heart
Allow Me to Offer a (starting move 1): page 105
Theory: page 127 My Little Monster: page 107
Alpha and Omega: page 107 None Stand Before Me: page 98
A Man of a Thousand Reaching Beyond Time
Faces: page 116 and Space: page 138
Ashes to Ashes (starting Reshaped by Despair: page 136
move): page 135 Sometimes, I Get Angry
Borrowed Power: page 96 (starting move): page 95
Call Me Master (starting Soul Like a Steel Trap: page 126
move): page 145 The Better to Eat You With,
Come On, Tough Guy: page 96 My Dear: page 156
Crowned by Dream, Exalted The Corridor of Doors: page 129
by Nightmare: page 119 The Devil’s Advocate: page 127
Dark Puppet Strings: page 117 The Gnawing Edge of Hunger
Death Always Leads to (starting move): page 155
Life: page 128 The Heart’s Eclipse (starting
Death Broke Me First: page 128 move 2): page 105
Death Walked Here (starting The Lies That Serve Me: page 147
move): page 125 The Prodigal Child Will
Desire Dressed as Faith: page 148 Return: page 98
Do Harbingers Dream of The Purity of My
Monsters Like Me: page 156 Reflection: page 159
Enthralled by You: page 157 The Story of You Carved into
Everything For You, My My Flesh: page 159
Love: page 97 The Truth Above All Else: page 117
Fleeting Divinity: page 146 This Is the Blood of My
Gaze Into My Heart’s Covenant: page 108
Abyss: page 156 Together We Are Destiny: page 97
Harrowing Beauty: page 136 Tower of Isolation: page 139
Heavy is the Crown: page 98 Tragedy’s Long Shadow: page 136
Honeyed Tongue and Clouded Tragedy Will Not Claim
Minds: page 146 Another: page 138
Humanity Was a Dream: page 99 Tremble Before Me: page 148
I Am Your Destruction: page 106 Until Only Hunger
I Carry the Hope of my Remains: page 160
People: page 138 Walk with Me in Dreams: page 116
I’m the Expert Here!: page 126 We’re Family Now: page 97
I Remember the Taste Where Do You End, Where
of You: page 158 Do I Begin?: page 118
It Was Just Me for A Long You Are All I Have Left: page 137
Time: page 117 You Are Not Alone: page 117
I Will Rise Again: page 149 You Can’t Escape the
Let Sleeping Gods Lie: page 118 Truth: page 128
Like a Moth to the Flame: page 106 You Can’t Hide Your Heart from
Mother of Monsters: page 146 Me (starting move): page 115
My Anointed One: page 109 You Loved Me Once: page 147
My Beloved Nemesis: page 148 Your Reputation Precedes
My Darkness is Never You: page 126
Leashed: page 106 Your Ruin on My Lips: page 159
My Dark Patron: page 108
Welcome to the Apocalypse
Welcome to
the Apocalypse
The End is Nigh.
This world is fragile. Things howl at the edges of reality and claws
reach out to find a way in. Ancient Doors of Power connect this world
to destiny. If Harbingers of the apocalypse open enough of these
doors, the world will end on their terms.
It could be fiery—of blood and bone, a living nightmare.
It could be quiet—of shiver and whisper, a twisted dream.
The world will end, and it will be remade in ways too terrible to
contemplate. From the ashes or the shadows, only the Harbingers
know what will rise to claim what remains.
But you’re not going to let that happen, are you? You’ve come to
love this world, even if it doesn’t completely accept you.
You are an agent of Department of Interdimensional Vigilance
and International Security, Interdisciplinary Operations Network
(DIVISION). An organization that combats occult threats, classifies
supernatural phenomena, and investigates the encroaching apoca-
lypse. You are part of an elite group with a “unique” set of skills. Only
you can hold back the apocalypse, and hold this broken world together.
You are a monster. There are many monsters in the world, but not
all of them are as useful to DIVISION. Most of them are just trying
to live their lives as best as they can. They are not equipped to hold
back the end of days. They are not marked by a strange fate. You are
Omen-Class monsters. Your power may one day be your undoing,
or it may signal our last best hope.
Your power comes at a cost. The darkness has demands of you. If
you fulfill too many of these demands and give into the darkness
too often, you’ll become a Harbinger of the apocalypse. Then only
DIVISION and your former friends can stop you.
But if your heart is strong enough to resist and temper the darkness
within yourself, your monstrous powers may turn the tides of the
apocalypse. You may become the force that finds the light in the dark
and defies all odds to save this world.
You have so much power, but what you truly have is this: magic
and fear. Healing and hope. It will have to be enough.

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?

Apocalypse Keys is mainly inspired by Hellboy, the films and comics,


as well as the spin off comic series B.P.R.D. that focuses on the other
monstrous agents. But this game also leans into the other stories and
genres that focus on investigating the strange and weird. Some examples
include the comics and films of Men in Black, the video game Unavowed,
the comic League of Extraordinary Gentlemen, the TV series Penny
Dreadful, the TV series and comic Doom Patrol, the interpersonal
drama and blockbuster explosions of the original Marvel, superhero
comics, films and television shows, among others.
While Apocalypse Keys has many inspirations, it is wholly its own
game that provides a unique creative structure for players to enjoy. It
focuses on emotional narratives, monstrous power, and the fear of
going too far to save the world.

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.

Stars & Wishes


To help the Keeper and players best align their desires and intentions,
I recommend using Stars & Wishes, a tool created by Lu Quade.
To use Stars & Wishes:
ѵ At the end of the session, each player (including the Keeper) gives a
Star to someone. This Star could highlight a cool narrative moment
that took your breath away, a delightful bit of roleplay, a description
that struck you, anything that gave you joy and excitement. If you
have enough time, give several stars!
ѵ Each person then describes a Wish they have. This is something
they'd like to see happen in a future session. It could be a specific
event you'd like for your character or someone else's, an NPC you'd
like to see more of, an interaction or narrative moment you're hoping
for, a move you want to try, and so on.
ѵ The Keeper takes note of these Stars and Wishes, which will guide
future sessions. Focusing on the Stars that people enjoyed and
bringing more of the same, incorporating Wishes and helping them
come true.

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

The Core Rules


Making a Move
Apocalypse Keys is a game of mystery, power, and facing the supernatural.
The Omen—through their powers of darkness, support from DIVISION,
cunning, grit, and compassion—operate and thrive in dangerous situ-
ations while hunting down dangerous truths.
The Summoned may use their colossal strength to tear open the
entrance to an ancient catacomb, the Hungry may draw the vulner-
able into their haunted aura. Omens are monsters with an incredible
amount of power, there is no question that the Summoned can break
into the catacomb and the Hungry can mesmerize the distracted guard.
When players describe the actions of their PCs, the Keeper describes
the effect and continue the conversation. The catacombs lead down
deeper into the earth, the guard whispers secrets into the ear of the
Hungry, and so on.
There are moments, however, when the outcome is uncertain, the
task is clearly dangerous or difficult, or the PCs must draw more deeply
into the darkness within to overcome a fearsome threat.
What happens when the Summoned finds a horde of primordial crea-
tures awakening from their deathly slumber? What happens when the
guard tears away at their flesh to reveal their monstrosity to the Hungry?
You may be trying to Grasp Keys to uncover clues and make sense
of the Mystery. Or maybe this is an intimate moment when you Reveal
Your Heart, and see if your words find their way to another.
When moments of tension like this happen, it’s time to pause the
conversation and roll dice. This is called making a move.

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.

Roll the Dice or Decide


Many moves involve rolling dice to find out what happens next. For
these moves, the player will first announce how many Darkness
Tokens they’ll spend on a roll. This indicates how much of their super-
natural power they’ll be drawing from, and how far they’re willing to
push themselves. But be careful! If you roll too high, you’ll go too far
and lose control. This means suffering disastrous success and facing
the consequences.
Each Darkness Token adds +1 to the roll. A player can spend from
zero to three tokens (+0 to +3 to the roll). The player then rolls two
six-sided dice and adds their roll to the Darkness Tokens spent (Darkness
Tokens, page 22).
After the roll, the player decides if they want to spend Bonds to
change the result by +1 or -1. This allows you to change the outcomes
of a move, as your relationships shape your fate (Bonds, page 25).
Malika announces they’ll spend two Darkness Tokens, this will add a
+2 to the roll. They roll the dice and have a 6 and a 3. This adds up
to an 11 in total. This means they suffer from a disastrous success, and
there are unintended consequences. The player decides to spend a
Bond on the roll for a -1, making the final result a 10. A perfect hit with
no consequences!

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 Core Rules


Each move has an outcome that moves the conversation forward. You
may have overreached and lost control. You may have fallen short or
tragedy struck. Or you may have used your powers with perfect preci-
sion, finding the light that the dark within holds on to. Regardless of the
results, the move happens, and the Keeper describes the consequences.
For moves with rolls involved, the outcome generally depends on
your final result:
ѵ An 8-10 means the Omen has used their powers with precision
and control, achieving what they wanted without being overcome
by the darkness. The Keeper is encouraged to offer a narrative
opportunity or mechanical benefit. A Harbinger might reveal a flaw,
or an Omen gains a Bond. This is called a perfect hit.
ѵ A 7- means the Omen fell short or fate intervened somehow.
Usually, the move will detail what kind of dire situation the PCs
find themselves in and the Keeper will take narrative control for
a moment. It should be noted that the Omen doesn’t necessarily
fail at what they were trying to do. They could still succeed, but
the consequences could be unexpectedly dire or an unwelcome
complication could be revealed. This is called a miss.
ѵ An 11+ means the Omen went too far, overextending them-
selves or losing control of their power. The Omen usually gets
what they want but there’s a complication, cost, or consequence of
some kind. The Keeper can offer a choice—one that will help the
player highlight the values, priorities, or hopes of the Omen. This
is called a disastrous success.

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

The Core Rules


Basic moves likely lead to the next moment and will rarely resolve the
scene by itself. The result of a basic move should still reveal a revelation
or twist in the fiction.
If a series of basic moves have occurred across multiple PCs, it’s
more likely the result of the basic move will lead to scene resolution
or a significant shift in the narrative.
If the Last Unleashes the Dark and uses their power of time
distortion to stop a Harbinger in their tracks, this may not be enough to
overcome the Harbinger completely or do more than create an oppor-
tunity for another PC.
But if the Shade had already Powered Through Darkness to
use their soul machinery to trap the Harbinger’s soul temporarily in a
spectral pocket watch, this could be enough to sever the Harbinger’s
connection to their soul and force them into a time loop. At least long
enough for the Omens to escape and rescue the innocent from the
Harbinger’s plans!
Regarding narrative momentum, Keepers should pay special attention
to Grasp Keys and Unlock Doom’s Door. These two moves are
essential in moving the Mystery forward, and the Mystery is the heart
of Apocalypse Keys. Grasp Keys provides a general guideline and is
open to the Keeper’s interpretation. Unlock Doom’s Door, on the
other hand provides more guidance in terms of what stakes are involved,
but the Keeper’s interpretation is still crucial.

PLAYBOOK AND DIVISION MOVES


The playbook and DIVISION moves generally provide moderate to
significant shifts in the fiction, raising stakes and increasing the scale of
the results. In general, players have the power to activate most moves
since the trigger conditions are fairly easy to set off. This means that the
players always have the means to create new narrative opportunities,
center their character in the fiction, or intimately engage with other
characters.
Playbook and DIVISION moves create significant opportunities
and introduce new and exciting narrative twists. The Fallen can
trigger You Loved Me Once, and declare the dangerous cult leader
once worshipped them before their fall. The Hungry can trigger Do
Harbingers Dream of Monsters Like Me?, tearing away at their
skin to reveal the slumbering remnants of a Harbinger.
Keepers should be ready to integrate these revelations and have the
narrative carry this creative momentum forward. The cult leader, as
much as they loved the Fallen, may have become twisted and hollowed
by their love. The remnants of the Harbinger may slither away and crawl
into the shadows, ready to return later, whole and full of spite.
19
RUIN MOVES
The Core Rules

Ruin moves bring an Omen closer to the possibility of a terrible fate,


and lead them down the path of becoming a Harbinger. Because of
this, Ruin moves will almost always dramatically shift the fiction and
provide the player with significant narrative control.
When this happens, this is always a signal to the Keeper to dramat-
ically increase the stakes and play out the implications of feeding the
Harbinger within.
The Found can trigger the Ruin move Let Sleeping Gods Lie, and
wield cosmic dreams with terrifying accuracy, bringing to life a night-
mare. The Surge can call upon their Dark Patron, playing into the
hands of a Harbinger for the sake of more power.
The Keeper should make these moments feel powerful, and reward
the Omen for stepping towards the abyss—while hinting at what will
happen when they are swallowed whole.
The Found can strike down the three headed werewolf, infecting
them with vicious nightmares. But the Keeper can describe how every
mirror in the room cracks, revealing the cosmic horror that opens one
terrifying eye among hundreds. The Dark Patron will promise more
power than the Surge had asked for, but in exchange they whisper
terrible promises to lovingly destroy everyone the Surge will ever love.

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

The Core Rules


In Apocalypse Keys, darkness is the mysterious and unknown that lurks
in the shadows. From this place of mystery comes great power and
untold potential.
Every PC has access to their powers of darkness. These powers are
tied closely to the unique emotional and social aspects of each playbook.
Each monstrous agent of DIVISION has access to supernatural abil-
ities. When a player creates their PC, they decide which powers of
darkness their character will wield (Making Characters, page 85).
A PC’s powers of darkness define how they interact with the world,
and shapes the narrative of how they will use other moves. When the
Fallen uses their soul venom to Unleash the Dark, it will look
and feel very different from how the Summoned uses their colossal
strength to Unleash the Dark.
When a PC triggers a move like Unleash the Dark or Grasp Keys,
they may decide to do so without using their power of darkness at all.
The Summoned may use their shadow control to search for a clue
in the basement of an abandoned laboratory, or they may choose to call
a contact from DIVISION and ask to pull up the original blueprints for
the basement. As a player, you decide if your PC will perform a task in
a relatively mundane way, or if they’ll leverage their powers of darkness
to strange and weird effects.
Malika is playing the Marquis, one of the two thousand princelings of
the twelve hells, a summoned demon. Malika has chosen two powers
of darkness from the Summoned playbook, emotion amplification and
shadow control. In this scene, the Marquis has been ambushed by a
group of cunning yakshas protecting their territory.

Malika (the Marquis): I have a feeling this is a misunderstanding, but


the Marquis isn’t going to allow their beautiful coat and hair to be
ruined. I’m going to try to convince them to stand down.

Keeper: Sure, what does that look like? Will you just try to talk them
down, or will you use your powers of darkness?

Malika (the Marquis): Hmmm, I think the Marquis isn’t arrogant


enough to believe they can talk their way out of this. I do have emotion
amplification... yeah, I’ll use my powers of darkness to search for the
calmest yaksha and reach out to them. I want to amplify that emotion.

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

Darkness Tokens are a form of currency players generate by embodying


the emotional themes of their playbook. Players spend Darkness
Tokens before rolling and each token spent adds +1 to the result.
The Darkness you invest in a roll speaks volumes about your char-
acter. How far are they willing to go to ensure they succeed—even if
that means going too far?
Each playbook has five ways of gaining Darkness Tokens. Four of
these are unique aspects that encourage engaging with the themes
and emotional core of each playbook. The more a PC embodies these
aspects, the more easily they gain Darkness Tokens.
When an aspect is triggered, the player decides how many tokens
they’ll gain, between two to four.
How many Darkness Tokens are picked up can be tied to how strongly
they embody the aspects, how much they are struggling to control these
aspects, or any narrative reasoning that makes sense in the moment.
Carlos is playing Cara, a forensic scientist with a soul claimed by a
cursed ancient skeleton, and is now the Shade. Cara has the aspect of
gaining Darkness Tokens, “React with cold reason and logic.” In this
scene, a gorgon is too overcome with grief to be of any real help to
the investigation.

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.

If a player triggers more than one way to gain Darkness Tokens at


the same time, they decide which trigger is more appropriate for the
moment and gains Darkness Tokens from it. A player may trigger the
same aspect multiple times in a scene, but doing so will only generate
additional Darkness Tokens when the circumstances or characters they
are interacting with meaningfully change.
River is playing Rishi, the once mythical divine creature, the Bakunawa.
Struck down by jealous gods, they are now the Fallen. River can pick
up Darkness Tokens when Rishi reacts with spite and arrogance. Rishi
may act in an arrogant manner with the Marquis, goading them and
declaring that Rishi is clearly the superior DIVISION agent. River picks
up Darkness Tokens. If Rishi provokes the Marquis in a similar way in
the same scene, River won’t pick up Darkness Tokens again for it.
22
The Core Rules
The more an Omen attunes to their emotional and social aspects, the
more powerful they are. But lean into this too much and your emotions
or powers of darkness are no longer under your control.
After a move, if you have 5+ Darkness Tokens, you are Torn
Between your monstrous nature and your human heart (Torn
Between, page 46).
At the start of a new Mystery, PC’s Darkness Tokens reset to 0.

What the Darkness Demands of You


The Harbingers of the apocalypse will do anything to usher in the
apocalypse, but the true horror is how much they have in common
with the monstrous agents of DIVISION. The only difference is that
the Harbingers have given themselves completely to the demands of
darkness, while the PCs still resist its temptation.
What the Darkness Demands of You represents the narrative guide
for the PCs to push and pull against. When a player creates a PC, they
choose a playbook. One of the questions they answer is, “What does
the Darkness Demand of You?” (Making Characters, page 85).
Each playbook comes with a list of possible demands. The players
choose two from a list of options. From this choice, questions naturally
emerge. You don’t answer those questions all at once. It’s better to
explore them as you play out characters, inhabit the world, and create
a compelling story together.
For example, the Last has the demand to awaken the leviathans in
space. Who are these leviathans? Why have they been sleeping and for
how long? What will happen when they wake and how does it relate
to the apocalypse?

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

The Core Rules


Bonds represent friendship, rivalry, and influence. Your social connec-
tions and history help ground you, guide your actions, and are generally
a positive influence. Bonds help you temper and control your super-
natural powers. They represent how you support each other in the face
of the apocalypse.
If you have a Bond, you can spend it (reduce its number by one) to
gain +1 or -1 to your roll. Bonds are spent after making the roll, and
multiple Bonds can be spent on a single roll.
Spending Bonds represents leaning on shared memories or how
a character helps in the moment. When a Bond is spent, it does not
destroy or undermine the relationship.
When a player spends a Bond, they briefly describe a moment or
flashback that helps their PC avoid consequences or control their
supernatural powers. This moment or flashback can be from an event
established or played out previously, or a new revelation. If you spend
Bonds with different PCs and NPCs on the same roll, you can create
a shared moment with everyone involved, or describe a montage of
moments between all the characters.
You gain new Bonds and invigorate old ones when you Reveal Your
Heart or when another move tells you to. When you gain a Bond, it
can represent a new relationship developing, or an invigoration and
deepening of an existing one. The Keeper may also reward a player
with a Bond if a moment of intimacy or social significance happened
between characters. This is especially true for NPCs, the Keeper may
speak for them and offer a Bond.
PCs can gain Bonds with What the Darkness Demands of You. This
Bond works a little differently from the rest. When a PC spends a Bond
with What the Darkness Demands of You, they describe how they are
coming closer to becoming a Harbinger. The spent Bond still adds +1
or -1 to the roll, but it represents a moment where the PC comes closer
to the edge of the abyss.
This can look like the Summoned pushing themselves and for a
moment their skin becomes unbreakable, bringing them closer to the
demand of “to despair as an immortal.” Or the Shade sends out a wave
of death energy that for a brief moment shows every ghost haunting
the area and aligns with the demand of “to break the veil between the
living and the dead.”
When a PC spends Bonds on other characters and What the Darkness
Demands of You, this creates a bittersweet moment, a sharp edge to a
beautiful memory, or a hint of a terrible fate in the midst of happiness.

25
Taylor is playing Tiana, the Surge, who has access to the power of
The Core Rules

elemental control. Tiana is pushing at the limits of their supernatural


abilities to create a prison of water for the dozens of fire demons the
group is fighting against.

Keeper: This sounds like you’ve triggered Power Through Darkness.


How many Darkness Tokens will you spend on the roll?

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.

Keeper: Do you want to spend Bonds to modify the roll?

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

The Core Rules


You live in a world that can never truly accept you. You use your super-
natural powers to protect a world that doesn’t understand you. The
world will suffer if you don’t keep yourself in check. The strain on you
is great. For some, it is not a question of if you lose control, but a matter
of when you will give in.
Each playbook has four Conditions. When you have a Condition
marked, you cope with the pressure you are enduring by channelling
that emotion. The player decides when a Condition guides, hinders, or
dictates their actions and reactions.
Each playbook features a unique set of Conditions that encapsulate
the emotional themes of that playbook. Players are encouraged to use
these Conditions as creative guidelines as they roleplay their PCs.
When a player is told to mark a Condition by a move, or when the
Keeper asks them to, the player chooses which one to mark.
In Apocalypse Keys, you do not track the physical harm the characters
suffer in terms of physical wounds or hit points. Instead, Conditions
track the suffering of these characters as they struggle to control their
powers (Combat and Conditions, page 185).
All PCs have a shared way of earning Darkness Tokens: Embody a
Condition that affects me. The more Conditions you accumulate, the
more possibilities there are for earning those tokens.
Rishi attempts to Unleash the Dark on a Harbinger, but they roll a
7, a miss!

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

The Core Rules


to your people?

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!

Keeper: That sounds intense, I love how we’ve learned something


essential about Astra’s past. Okay, as a result of your dimensional
phasing, the fire is a sickly bright green, and everyone’s shadows twist
and turn in response. The fire consumes everything in its path.
Let’s see, I’ll describe the faintest hope and what happens next.
As the fire burns, your powers shift and spike, and for a moment the
most beautiful flowers and trees of your home planet cover everything,
growing quickly, covering the steel and stone in vines and neon colors.
But the fire destroys everything, and it all turns to ash, never to be
recovered again.
But a set of fiery flowers fall upon Lily, the dead human agent of
DIVISION. Your power, the flowers, the fire, it’s all crashing together
within her and creating something new, angry, and terrified. You see
her slowly come back to life, eyes wild and unseeing, before she flees
into the night.

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

The monsters of DIVISION learn and grow over time, unlocking


new ways of using their supernatural powers. A character marks
experience (XP) whenever a move tells them to. There is also an
opportunity to earn XP at the end of every session (End of Session,
page 164).
When a character has earned 8 XP in total, they can take an
Advance and reset their XP to zero. The list of Advances is found
near the XP track on the character sheet. Once an Advance is taken,
it is marked, and can’t be taken again.
Each playbook has several options for an Advance.
If you are playing 1-4 sessions, see Advancement in a Shorter Game,
page 354.

Take a New Playbook Move


You can choose any new move from your own playbook. To better
suit your character, you may rewrite the premise of the move.
Someone playing the Surge may look at My Little Monster, and
instead state that the move applies to the talented demon who works
as a butler for the family, and rename the move to My Faithful
Servant instead. The move will still functionally work the same,
but the narrative has been adjusted to fit better.

Take a New DIVISION Move


DIVISION moves are not tied to any single playbook. Instead, they
represent the resources and unique qualities of DIVISION (DIVISION
Moves, page 60).
When picking a DIVISION move, try to choose one that hasn’t been
picked by another player for their PC. If you do end up choosing a
DIVISION move someone else has, work that out narratively with
the other player. If you both have Fae Liaison, is it the fae who
loves and helps the both of you? When tension does this cause? How
do the fae feel about your Liaison working closely with two agents
from DIVISION?

Take a Move from Another Playbook


You can choose most moves from another playbook, except for each
playbook’s starting move. For example, no one else can be as telepathic
as the Found, and only the Fallen can so easily create new worshippers.
If a move from another playbook sounds like fun but relates to
the central themes of that playbook, you may rewrite the premise or
reword triggers to better suit your own character.

30
If your character does not communicate telepathically, you may take

The Core Rules


the Found’s You Are Not Alone and change it to only work if you can
speak out loud to the character you are helping. Or you may connect to
a power of darkness you have instead of telepathy, such as the dimen-
sional phasing of the Last or the cosmic energy of the Surge.

Describe a New Way to Gain Darkness Tokens


This adds a sixth way for you to gain Darkness Tokens. This can follow
the same format as one of the other ones (feel a certain way, react a
certain way, ask someone something), but it can also be unique. Work
with the Keeper to see what feels most natural to your character. This
new trigger works the same, earning you 2-4 Darkness Tokens each time.

Take a New Power of Darkness from Your Playbook


Choose any new power of darkness from your playbook. You may narra-
tively tweak any of the moves to better fit the idea of your character. The
Summoned may decide to take emotion amplification, and instead
change it into emotion dampening, or emotional empathy. As
always, the powers of darkness are open to interpretation whenever you
use them (Making Characters, page 85).

Change Your Playbook


Changing your playbook is a way to explore new themes and narrative
arcs for your character. If you feel that your origin, powers of darkness,
and themes are no longer something that affects your character, changing
playbooks is also an excellent Advance to take.
The Surge struggles with their immense powers more than the other
monsters. At one point in the story, this may no longer feel true to the
character. The player may decide that there have been hints that their
character was Summoned from another dimension, and they may switch
to that playbook instead. Or they may decide that they want to reveal that
their character was a fallen god, explaining the immense powers they had.
The Keeper and the player should work out how any new revelations
will come up in play. Perhaps there will be a moment when the Surge
touches a mystical object, uncovering a forgotten memory that reveals
their centuries as a god. When this happens, switch over to the new
playbook.
You may keep any powers and moves that still make sense for the
character and leave behind the rest. It’s important to note that your
Ruin track will follow you and will not reset. If you have taken 3 Ruin
Advances, take note in your new playbook. If it makes sense to change
out Ruin Advances, do so. If you must permanently mark a Condition,
choose which Conditions are permanently marked in your new playbook.

31
Ruin
The Core Rules

Ruin is a means of tracking how close a PC is to becoming a Harbinger of


the apocalypse. Not all monsters have this possible fate hanging over their
heads, but most monsters don’t bear the immense power the PCs have.
As a result of a move, a player may be asked to mark Ruin. Players may
also mark Ruin during the End of Session move (page 164). When
all five boxes of Ruin are marked, the player describes a glimpse into a
possible harrowing future as a Harbinger, and then takes a Ruin Advance.
If they ever accumulate nine Ruin Advances, they become a Harbinger
of the apocalypse (Ruin Advances, page 82).

Keys of the Apocalypse


The Omens will spend most of their time investigating mysteries and
undermining the Harbingers of the apocalypse. The main way PCs do
this is by uncovering Keys.
Keys help piece together the Mystery and reveal what sinister plans have
begun to unfold. They are clues, discoveries, moments, and slivers of truth.
When an Omen attempts to uncover a Key, they Grasp Keys
(page 49). No one Key will solve the entire Mystery, but together they
help the PCs build a working theory.
When an Omen uncovers a Key, the Keeper writes it down. This way,
the players can always keep track of and refer to the Keys collected thus far.

32
Carlos is playing Cara, the Shade. Cara has broken into a morgue to

The Core Rules


search for Keys of the apocalypse. They announce they are using their
power of darkness to gather information. Cara will let the dead speak
and awaken the bodies here, and see what they have to say. Carlos is
Grasping Keys, and they will spend three Darkness Tokens on the roll.

Carlos (Cara): From inside my containment suit, what remains of my


soul glows a bright red. The skeleton my soul is chained to burns an
incandescent white, and the tips of my metal gauntlets open up. I release
some of the ectoplasmic vapor of my soul. The vapour gently opens
up one of the morgue lockers, and you can hear the body gasp as the
remnants of their soul stirs. Okay, let’s see how the roll goes!

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

Each Mystery has its Facets,


dimensions of the investiga-
tion that the PCs must keep
in mind when searching
for Doom’s Door and
making sense of the
Harbinger’s plans (Facets,
page 200).
When the players are
ready to attempt to Unlock
Doom’s Door, they must first
connect each Facet of the Mystery
to a Key (page 55). This means explaining
the meaning, context, or implication of a Key
through the Facet. The player then draws a
line from the Facet to the Key on the Mystery
Map (page 35).
Sienna is playing Scarlet, the Hungry. Olivia is
playing Opal, the Found. Both Sienna and Olivia
are Unlocking Doom’s Door and must connect
the Facets of the Mystery to the Keys they found.

Sienna (Scarlet): The Key is, “a ticking clock, its


hands move in reverse.” I’m going to connect this
to the facet, The Harbinger, specifically their iden-
tity. It’s Jen Fable, time is unstable around her, and
the clock is evidence of her growing power as she
gets closer to unlocking the ancient Door of Power.

Olivia (Opal): I want to build on that, the Key I uncov-


ered earlier was the “double memories that surfaced
in my mind, one true and one false.” The two Jens in
my memories are so different from one another. In one she
was head of DIVISION, in the other she’s the clerk that she is now. But
what if the one with her as the head of DIVISION wasn’t false per se?
I’m connecting this Key to the Door of Power. I think the door is an
alternate timeline, a past and future that could have been, if Jen hadn’t
been consumed by the parasitic library we’re in. If Jen can unlock the
door and claim the power from that timeline, she can finally escape the
library and come home… but she’ll be an ascended Harbinger, drawing
the apocalypse closer.

34
DIVISION BRIEFING

The Mystery Map

The Core Rules


0
The important facts and what
the Omens are tasked to do

The Parasitic Library


PLAYERS’ MYSTERY MAP

OMEN-CLASS MONSTERS, a rogue interdimensional


QUICK FACTS spatial-entity has attached itself to DIVISION
Complexity Content Warnings
HQ. Designated the “Parasitic Library,” the entity
4 Memory Loss
has begun siphoning off valuable intel from the
Time & Place archives leaving voids in DIVISION’s key records
DIVISION HQ Basement, date unknown relating to already contained Doors of the apoc-
alypse. HARBINGER-CLASS MONSTER involvement is

CONTACT suspected behind this security breach. Should


whoever brought the Library to DIVISION recover
Name & title Pronouns
Marcus Finch he/they the siphoned information from within the Library,

Assistant Archivist they will be armed with the knowledge needed to


unlock those Doors. Find out who or what led the
Impressions Library here and dislodge it from DIVISION before
Wry and dry humor these apocalypses have a chance to be unleashed
Nervous hand wringing and the Harbinger claims ASCENSION.
Unkempt bookishness
NOTES
We need to figure out what, or WHO, that secret creature is.
Former DIVISION agent? Weakened harbinger?
Looking up the cod e next
session (Opa l has lea d)
Images of the door: is it the young woman or the
book made of flesh she was holding that's the door?

UNCOVERED KEYS THE DOOMSDAY CLOCK FACETS


When you write down a Key, As you develop a theory, draw lines to make
also make note of its context. connections between the Keys and these Facets.

ink stains (and omg foot and ґ The Harbinger


handprints on the wall and shelves!!!)
is this evidence of secret creature
hiding in the parasitic library? ґ The Door of Power
old microfiche reader
w/ images of what
the Door could be ґ The identity of
who brought
ticking clock, hands the Library to
moving in reverse DIVISION
double memories surfaced in
my mind, one true one false
A ringing phone with a ґ The secrets locked
DIRE MESSAGE within the Library
(Irrevocable truth — Jen Fable's
future self called, threatening us)
(what about that weird
code she kept repe ating?)

UNCOVERED KEYS FACETS


The clues to help you reach THE The essential aspects of
the Door (page 201) DOOMSDAY CLOCK the Mystery (page 200)

Time is running out,


Omens! (page 210)

35
Doom’s Door
The Core Rules

The Harbingers are seeking out ancient Doors of Power. When a


door is opened, the forbidden flows through. Each door changes the area
or souls around it irrevocably. Some doors reveal forbidden knowledge
or untold power. Other doors release terrible evils or ancient curses.
Many of our myths and legends center around these doors and how
they can change the world. We all know of the veil between dreams and
reality and tall tales of humans who have stumbled past a door to find
the world of the fae. Each culture has stories of what separates mortals
from the realms of gods. Perhaps one of the most well-known doors is
one of the smallest—Pandora’s Box. When it was opened, it unleashed
a power the world was not ready for.
These ancient doors exist across time and space, but accessing and
opening them requires complex rituals and careful plans. No two doors
will open the exact same way, but the monstrous agents of DIVISION
may discover a common thread that ties all of them together. However,
there may be no pattern to the madness, and the PCs must simply do
their best to outpace and outwit the Harbingers.
In other words, the PCs must do all they can to get to the Door of
Power first. Once they are able to unlock it, they must decide what they
do with what waits beyond the door. Destroy it, contain it, change it,
bring it back to DIVISION, whatever it takes.
But if a Harbinger makes it to the door first? Then the PCs must
reckon with the terrible aftermath.

36
The Basic Moves

The Basic Moves


Our Doom Springs Eternal
Our Defiance Ignites the Storm
It Is the End of Days
All PCs have access to the basic moves. These moves focus on what a
monstrous agent of DIVISION will be doing as they investigate, interact
with other characters, and learn more about the mystery.
The basic moves in Apocalypse Keys are:
ѵ Unleash the Dark: Use your powers of darkness to manipulate,
intimidate, or harm another
ѵ Power Through Darkness: Defy the limits of your supernatural
powers
ѵ Reveal Your Heart: Reach out to someone and be vulnerable
ѵ Torn Between: Choose between giving into your monstrous nature
or hold on to your humanity that is denied to you
ѵ Grasp Keys: Uncover a Key and come closer to solving the Mystery
ѵ Unlock Doom’s Door: Declare the nature of the ancient Door of
Power and act against the Harbinger

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

The Basic Moves


When you push the limits of your supernatural powers, straining
to do the extraordinary or avert imminent danger, spend Darkness
Tokens and roll.
On an 8-10 you use your powers with great precision and effect,
changing the situation before you. Additionally, the Keeper may
offer you reprieve, a golden opportunity, or a Bond with someone.
On an 11+ you are on the edge of disaster. Choose one: mark a
Condition to exert better control of your powers, or let the Keeper
tell you how the situation is not under your control.
On a 7- the Keeper will offer you something connected to What
the Darkness Demands of You. Whether or not you take it, prepare
for the worst.
The Omens of DIVISION have great powers of darkness at their
disposal, but they may have to push themselves to achieve what they
want. If a PC wants to do something that isn’t covered by another move,
Power Through Darkness is a good choice. This move can also
be used as a reaction if the PC wants to avoid a dangerous situation or
protect what’s important.
Power Through Darkness is not meant to trigger in every
dangerous situation or possibility of failure. The Omens are experi-
enced, capable, and incredibly powerful. Instead, Power Through
Darkness is triggered when an Omen truly pushes beyond their
limitations. Remember that you’re playing powerful characters—you
are capable of stunning feats before reaching your limits.
If the Surge wants to blast through the wall with bolts of lightning,
they can just do it. If the Found wants to reach out telepathically to
feel the surface thoughts of those around them, they can tune in and
do so without rolling. If the Last wants to fly through the air quickly
to gain a better position, it happens. If the Summoned wants to leap
from a subway platform onto an upcoming train, they use their colossal
strength and just do it. The PCs are larger-than-life characters—their
supernatural powers are meant to easily get past ordinary obstacles or
pick up basic information.
The Rule of Cool can be called upon here. This means that you don’t
have to worry too much about the laws of reality or a sense of ground-
edness. Apocalypse Keys is a game that thrives on spectacle, wonder,
and awesomeness. PCs shouldn’t have to roll to use their supernatural
powers unless there is something important at stake.

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

The Basic Moves


confrontation has broken out on a building roof. In the ensuing chaos,
the building begins to collapse, trapping several innocent bystanders.

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.

Taylor (Tiana): I’m going to use my elemental control to use the


elements to stabilize the building. Like fire to melt and reform the metal,
water to cool it down quickly, and air to push everything into a more
stable position, just all at once.

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.

Keeper: Perfect! Tell me what happens next, what do we see?

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

Taylor (Tiana): The power leaves me abruptly and I manage to catch


myself in time, floating down to the ground. I rush over to my sister and
hug her, and I break down crying. I can’t believe it’s her.

43
Reveal Your Heart
The Basic Moves

When you reveal your heart and try to sincerely connect to


someone, spend Darkness Tokens and roll.
On an 8-10 your heart reaches theirs, choose one. If they are a
PC and they choose to deepen the connection further, they choose
one too.
ѵ You grow closer, gain one Bond on them
ѵ They soothe your heart, clear one Condition
ѵ They taught you something important, mark XP
ѵ They gave you hope, clear one mark of Ruin
On an 11+ you have a moment of closeness but also weakness.
Ask each other, “How do I scare you at this moment?” After you both
answer, you each choose one:
ѵ Tell them how fearful you have become of them, on a scale from
0 to 4. That becomes the number of Darkness Tokens that they
now have.
ѵ Gain a Bond with What the Darkness Demands of You.
On a 7- something interrupts or undermines the moment—a dire
warning, consequence, or an aspect of the Mystery itself. The Keeper
will tell you what happens next.
The world may be ending and our ruin may hang over our heads,
but we have each other. The Omens must learn that opening up and
making sincere connections are essential to surviving the end of days.
To trigger this move, a PC must reveal their heart in words or actions,
and may be as explicit or as subtle as they like. It can be a confession,
a plea for help, a personal revelation. It can look like clenched fists, a
single tear, a whisper of an apology. It can look like wide open arms
offering a hug, a moment to cry it all out, words carefully chosen with
the hope they could change everything.
When you Reveal Your Heart you can only hope to grow closer
by being vulnerable and revealing that vulnerability in a clear way. What
that looks like is up to the player. In the same vein, how the other person
responds to this vulnerability is up to that other character. How you
respond to such sincerity is always a choice.
What’s important is that the moment is sincere and heartfelt.
Revealing Your Heart can take an entire scene to play out, or it
can be done in the heat of a moment right before taking on a Harbinger
or rushing into a burning building.

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.

Olivia (Opal): I walk up to you and place a hand on your shoulder. I


tell you I know this is a lot to take in, and if there’s anything I can do,
I’m here for you.

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.

Ann (Astra): I have an opportunity to deepen the connection further.


As your growing feelings reach me, my eyes grow sad and dark. I’ll
squeeze your hand and come in close to whisper, “I barely survived
losing Sidra, but I can’t ever lose you. I’ll protect you, no matter what.”
And then I’ll gain another Bond with you.
45
Torn Between
The Basic Moves

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

The Basic Moves


When you search for a clue, investigate the signs of the apocalypse,
or use your powers of darkness to gather information, describe
how you are doing so. Spend Darkness Tokens and roll.
On an 8-10 you uncover a Key, the Keeper will tell you what it is.
On an 11+ you uncover a Key, but there’s a significant complication,
cost, or fall out, the Keeper will tell you what it is.
On a 7- you find more than you were ready for. You may choose to
mark Ruin to uncover a Key, but in doing so, the Keeper will reveal
how you come closer to becoming a Harbinger.
DIVISION sends its agents on missions to investigate Mysteries and
hold back the coming apocalypse. The main way players can move the
story forward and unravel the Mystery is by Grasping Keys. Keys
are clues, revelations, and discoveries that move the Mystery towards
its climax. With every Key, the PCs come closer to understanding what
the ancient Door of Power is in the area, and what the Harbinger is
doing to open the door.
Grasp Keys has some obvious triggers. Search for a clue, investigate
the signs of the apocalypse, or use your powers of darkness to gather
information. However, the move does not insist on specific methods—
players are encouraged to interpret this any way they wish that makes
sense for their characters.
The Found may use their powers of telepathy to study an area, picking
up on the strongest emotions and thoughts that remain. The Summoned
may fight off an ancient kraken and punch it in a weak spot to reveal
glowing sigils that hint at who is controlling the sea creature. The Fallen
may track down an old contact at a dive bar, and use god-like charm or
threats to gain information about the Harbinger.
Players should be creative, using their deduction skills and powers of
darkness in whatever way feels fun and interesting. A player can have a
specific idea for what kind of information they are hoping to find, but
it’s not necessary to trigger this move. A player may simply announce
their Omen is seeing what they’ll discover, and that’s enough to roll to
uncover a Key.
A player may describe the investigative actions their PC is taking, and
the Keeper should clarify if the PC means to Grasp Keys. If a player
is trying to discover basic information or searching for context, the
Keeper should provide the information without triggering the move
(Information Flows Freely in Apocalypse Keys, page 52). If the player
is attempting to uncover a Key and move the Mystery forward, then
the Omen now Grasps 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?

Depending on Sienna’s intentions, the scene could unfold in different


ways:

If Sienna wants to Grasp Keys…

Sienna (Scarlet): Yeah, I definitely think she’s connected to the Mystery


somehow, and I need to know if we can trust her. I’m going to keep an
eye on her and hopefully uncover a Key. I’m spending two Darkness
Tokens on the roll.

If Sienna wants more context…

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

The Basic Moves


something they weren’t ready for. This could be a disturbing prophecy
that is impossible to decipher, a clever ambush, or something that inter-
rupts the investigation.
Even on a miss, though, uncovering a Key is possible. The player
may choose to mark Ruin to uncover a Key, but the Keeper will reveal
how the PC comes closer to becoming a Harbinger. The Keeper can
interpret this by describing how the Key is intimately connected with
What the Darkness Demands of the PC. Or the Keeper could hint
at how this Key, and indeed the Mystery, could lead the PC towards
becoming a Harbinger.
Marking Ruin as a result of this move can be interpreted in multiple
ways. Players can describe how they lean into What the Darkness
Demands of You in order to uncover the Key. Or they could use an
aspect of their powers that are forbidden or too dangerous. The Keeper
could offer the Key, but hint at how the Harbinger’s plan centers around
the player’s character.
If a player decides to not mark Ruin and lets go of their chance to
uncover a Key, the Keeper refers to their Keeper moves and describes
what happens next.
The Mystery can only be truly solved by Unlocking Doom’s Door.
You can only attempt to track down the door of ancient power and stop
the Harbinger once you have uncovered enough Keys to do so. These
doors are what the PCs are hoping to get to first, before the Harbingers
successfully open it and claim its power (Doom’s Door, page 36).
The more complex and dangerous a Mystery is, the more Keys players
need to uncover before they can track down the ancient Door of Power
and attempt to unlock it. A simple Mystery might be solved with 4
Keys, while a world-spanning conspiracy might require as many as 12.
It is possible to face complications, or even failure, when you Unlock
Doom’s Door. In the event of a miss, PCs can try to Unlock Doom’s
Door again, once they have dealt with the consequences and have
changed the situation.
Once it’s safe to attempt to Unlock Doom’s Door, they can try
again. However, each failure means ticking the Doomsday Clock. If
the PCs run out of time and the Doomsday Clock reaches its last tick,
the PCs can no longer attempt to Unlock Doom’s Door (Unlock
Doom’s Door, page 55).

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

The Basic Moves


shapeshifted into hulking dog-like creatures, the shadows of the forest’s
magic pouring off their bodies.

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?

Malika (the Marquis): Yeah, I am trying to figure out what’s going


on here. I use my power of shadow control to fight defensively—I
teleport through their shadows to avoid their attacks and blind them
with darkness. I’m buying time, hoping I’ll catch something that hints
at who’s in control. I don’t have many Darkness Tokens on me, I’ll use
the one I have left and roll. Oh no, that’s a five total!

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.”

Malika (the Marquis): Oh no, the Manananggal Queen is controlling


the aswang!

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

The Basic Moves


When you are ready to declare what the door is and how to unlock
it, say what you believe it to be. Connect the Keys to the Facets
of the Mystery, revealing the Harbinger. Roll, and add the number
of connected Keys minus the Mystery’s complexity. This roll is not
affected by Darkness Tokens, Bonds, or any other move.
On an 8-10 you have tracked down Doom’s Door. You know
exactly where it is and how to unlock it. In addition, the Keeper will
present an opportunity to protect what matters most, take down the
Harbinger, or otherwise drive back the apocalypse.
On an 11+ you reach the door moments after the Harbinger has
unlocked it. They’ve begun to harness the power on the other side
of the door, but there is still time to stop them. The Keeper will tell
you what sacrifice or risk you will need to endure to interrupt their
ascension.
On a 7- the door remains hidden, the theory was the wrong one.
Every PC marks one Ruin. In addition, precious time is lost, and the
Doomsday Clock ticks forward. If this fills the Doomsday Clock, the
Harbinger has claimed the power of the door, and the PCs will face
the worst possible circumstances.
DIVISION sends its agents to investigate mysteries and do whatever
is necessary to disrupt the plans of the Harbingers. Every mission’s
climax begins when the PCs have figured out the truth and confront the
Harbinger. The PCs must deal with whatever waits behind the ancient
Door of Power.
In Apocalypse Keys, the Keeper does not prepare a single truth for
the Mystery. There is no outline for where the Keys are and where
to uncover them. There is no specific ancient Door of Power that is
described and what it will reveal when it is unlocked.
While the Keeper may have fascinating ideas springing to mind, and
will always offer Keys with intriguing details, the players don’t have to
figure out what the Keeper believes is going on or the truth of the door.
Instead, players are encouraged to look at the Keys gathered so far and
discern the truth for themselves.
At the beginning of each mission, the Keeper will clearly state the
complexity of the Mystery. An easier Mystery will have a complexity
of 4, while a truly difficult Mystery that endangers most of the world
will have a complexity of 12. An Omen can declare at any time when
they’re ready to try to solve the Mystery. They do this by Unlocking
Doom’s Door. The more Keys the PCs have uncovered, the easier it
will be to have the correct theory and Unlock Doom’s Door.
55
Everyone at the table should collaborate and make suggestions about
The Basic Moves

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

The Basic Moves


the Harbinger beats them to the door. The door is unlocked, and the
Harbinger is in the middle of taking the power for themselves. The door
could transform the Harbinger into something more dangerous, or there
could be an ancient eldritch god on the other side–reaching out across
the stars. The PCs still have a chance to confront the Harbinger and
deal with whatever is beyond the door, but they’re in a difficult position.
If the player rolled a 5 instead, the theory was wrong and all PCs
mark one Ruin. The PCs follow their leads and find no door, and the
Doomsday Clock ticks forward. They will have to deal with the compli-
cations or revelations of the Doomsday Clock tick. Once the PCs have
dealt with that, they must decide if they’re going to Grasp Keys and
investigate further, or if they want to try coming up with a new theory
and attempt to Unlock Doom’s Door again.
If ticking the Doomsday Clock fills it, the worst-case scenario happens.
The Harbinger has unlocked the door, claimed all of its power, and is
about to wreak havoc. The PCs must do what they can in the face of such
dire circumstances. The Harbinger has taken the power for themselves
and is now transforming every innocent into terrifying abominations
that will attack other nearby towns. Or the ancient eldritch god has
awakened, and comes through the door, their massive tentacles wrap-
ping around city buildings and snapping them in two. The PCs are in
a truly desperate position.
Olivia suggests it’s time to attempt to Unlock Doom’s Door. River and
Carlos agree, and the group take turns connecting a Facet to each Key.

Olivia (Opal): The Key I uncovered earlier was, “a dream trapped in a


mirror, repeating endlessly.” I’m connecting this to the Door of Power.
The door is a dimension that only exists in dreams, and a part of it is
caught in this mirror.

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!

Rishi (River): So, we have a dream dimension, and amulets to access


it… I’m going to connect this Key, “The remnants of a shapeshifter,
snake-like and discarded.” This explains who the Harbinger is. Let me
roleplay this for a moment!

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.”

Olivia (Opal): River! Are you seriously coming after my crush


like this! I both love and hate this idea.

Keeper: Well, what about the night janitor? She’s been following
Yarin around, and she creeped out the Rishi earlier during the
Mystery.

Olivia (Opal): You know what, I think I will go with Yarin, so in


case this theory is true, the idea of me having a crush on someone
who ended up being a Harbinger will be so heartbreaking and
interesting to play out.

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.

Carlos (Cara): The Harbinger has beaten us to the door!

Keeper: Opal, as you hold the mirror, it shatters in your hand.


The dream comes undone and violently leaks out into the world.
You hear Yarin’s voice, but it sounds so much more vast and deep.
It echoes inside your heart and he says, “I was hoping you would
find me, my beloved. Are you ready to dream with me? Will you
join me and leave this world behind?”
When you open your eyes, you find yourself next to Yarin. He’s
dressed in the finest clothing, and under his mesmerizing gaze
your own wings and clothes become shining and beautiful. He
takes your hand and leads you towards a paradise of the most
vibrant colors. Everyone else, you see Opal was standing there
one moment...and they’re suddenly gone.

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

They Chain Us in the Dark


We Are Tools in Their Hands
There Is No Other Way
DIVISION is an organization dedicated to studying the mysteries
and strangeness of the world, and harnessing its power. DIVISION
stands between the world and the end of all things. Its resources and
personnel can be of use to the PCs.
Some DIVISION moves ask you to roll with something other than
Darkness Tokens. Access to DIVISION resources means other sources of
power are available to you. Those moves are Fae Liaison (page 63),
the Peacemaker (page 74), Holy Symbol Arsenal (page 69),
and Psychic Invokers (page 77). However, you can still use Bonds
to modify the results of the roll as normal.
Unlike other moves, DIVISION moves have three questions attached
to them.
When a player takes one of these DIVISION moves through an
Advance or at character creation, they become the authority on these
questions, though other players may provide suggestions if prompted.
The player must answer at least one of these questions when they
choose the move. Answering these questions helps DIVISION come
alive, providing color and depth to everyone’s idea of DIVISION. These
answers often create more NPCs to interact with and reflect the goals
and truths of DIVISION.
If a player picks up a DIVISION move in the middle of a scene and
uses it immediately, they can briefly answer one question if it’s perti-
nent to the moment. If not, they can wait until the end of the scene or
session to answer any of the questions.
If it sounds fun and interesting to the table, the Keeper may set up
a quick flashback scene to help flesh out the answers before returning
to the present time and investigation.

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.

Keeper: Very cool! Do you want to answer any of the questions


connected to being a Monster Celebrity, or do you want to save that
for the end of the session?

Malika (the Marquis): I think it may come up in the next scene—I’ll


at least answer one of the questions now and we can save another
one for the end of the session. I’ll answer, What must you hide about
yourself from the public at all costs?
I think the public thinks my golden clockwork arm is super cool, and
it is gorgeous! But they can never know it’s a demonic weapon, and if I
ever use it, it’ll turn into a gun that draws upon every soul in the vicinity,
destroying them and remaking them into bullets.

Keeper: Very cool! So which fan do you suspect is close to learning


about your secret?

The Summoned: Oooh, juicy! There’s a photographer I work with


regularly, and there’s something about the photos that hint at what
my arm really is and what it’s capable of.

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.

62
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.
63
Using Fae Liaison
DIVISION Moves

This move creates an NPC for DIVISION and the PC to interact


with—the Fae Liaison. When an Omen activates this move, they’re
connecting to the Fae Liaison. The Liaison may summon a fae
creature to assist, or assist the Omen directly.

Note on the favor to the fae: Instead of spending Darkness Tokens


on the roll, the player instead offers on a scale (1-3) of how large a
favor they promise to the fae. No specific vows or promises have
to be made, though the Fae Liaison may ask for something specific
in the moment.
For example, if a PC sets their scale of favor at 1, they add +1 to
the roll. If the PC sets the scale of favor at 3, they add +3 to the roll.
Before the roll is made, the Keeper describes the fae creature
summoned with power equal to the scale of the favor promised.
This fae creature can instead be the fae liaison themselves, perhaps
granted more power by the fae court for this moment. The Keeper
is encouraged to call upon the same fae creatures, creating a regular
cast of fae characters who work with DIVISION.

The following serves as a guide for what manner of fae is


summoned based on the scale of favor:
1. A minor player in the fae court. A trickster, a humble servant,
a mortal recently turned fae.
2.A fairly powerful player in the fae court. A fae noble, a
renowned hero of the fae realm, a fae of beauty and power.
3.A truly powerful aristocrat in the fae court. A fae royal, an
invincible fae warrior, a leader of true and meaningful power.
When playing out the results, the number of actions the fae
grants the PC is equal to the scale of favor. If the PC sets their scale
of favor at 1, they choose 1 action from the list. If they set it at 3,
they choose 3 actions.
The result of the roll determines if the PC can avoid awakening
the Harbinger within them. The options of the 8-10 result indicate
the fae working with the PC to support their investigation. On an
11+, the Harbinger within the PC awakens for a moment, and they
force the fae to comply.
Narratively, once a favor is promised a PC cannot deny what the
Fae Liaison asks for. Player and Keeper are encouraged to work out
what the nature of the favor is, and what the player is comfortable
playing out—even if narratively their character may feel beholden
to the Fae Liaison.

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.

65
DIVISION Moves

The Forbidden Archives


DIVISION has within its facilities a maze of libraries and tomes bursting
with knowledge. You found a section of the library that very few know
about. Some books are so dangerous, they are bound by chains and
spell-tech. When you take this move, answer at least one of the following
questions:
ѵ Who is the Head Librarian and what esoteric rule do they demand
everyone follows?
ѵ What creature lies waiting in the restricted and forbidden archives?
ѵ Which book have you read, against DIVISION’s strict orders?
When you reveal that you brought one of the forbidden books with
you, spend Darkness Tokens and roll.
On an 8-10 the chains bend and the spell-tech weakens, the book
recognizes you as its master. Choose two:
ѵ The book opens to a page and reveals a welcome truth. Choose any
PC (including yourself ), they clear one Condition.
ѵ Name a target. The book will consume them and hold them within
its pages, for now.
ѵ The book eerily describes current events in exacting detail and
offers a revelation. Uncover a Key at great cost.
ѵ The author of the book exists in a wretched form between death
and life. Ask for their advice—they’re always happy to hear from
you. Gain one Bond with them.
On an 11+ the chains break and the spell-tech unravels, the book
is free to do as it likes. Choose one from above, and one from below:
ѵ Allow the book to change its form and escape into the world,
wreaking havoc as it likes.
ѵ Mark a Condition or Ruin to strengthen the chains and spell-tech,
binding the book to you once again.
On a 7- something or someone has tampered with the book, it opens
and something terrible and harrowing uses it as a portal to come
through. The Keeper will tell you what happens next.

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.

67
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.

68
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.

69
Using the Holy Symbol Arsenal
DIVISION Moves

This move establishes an arsenal made up of holy symbols from different


religions, and introduces divine entities that the Omen may interact with.
The player who chooses this move and the Keeper are encouraged to
work together to establish the rules of divinity as they come up in the
game. For example, the description of the move introduces the concept
of “priest-technicians”, but it’s up to you what that means for DIVISION
and your story.
This is a good time to take the Green, Yellow, and Red safety tool and
check in (page 12). You may ask questions like, “How do we feel about
using real life religious objects?” or “How about making up some holy
symbols that only vaguely resemble what we know?”
The player is encouraged to be creative in using the arsenal, and may
describe any holy symbol that could serve as a perfect item or weapon
at the moment. There is no need to figure out every item in the arsenal
beforehand.
Note on divine vulnerability: Instead of spending Darkness Tokens on
the roll, the player instead will offer on a scale (1-3) of how much they
open themselves to the divine energies of the arsenal.
For example, if a PC sets their divine vulnerability at 1, they add +1 to
the roll. If the PC sets the divine vulnerability at 3, they add +3 to the roll.
Before the roll is made, the Keeper describes a divine vision and its effects
with an intensity equal to your divine vulnerability. This divine vision can
happen immediately, or the Keeper may reveal it at a later time during the
session. Once the divine vision is described, it is recommended that the
Keeper chooses a Keeper move (page 175) and acts.
The following serves as a guide for the divine visions based on the
scale of divine vulnerability:
1. A breathtaking vision. A divine sign, or a warning of minor hardship.
2.A delirious vision. A confusing glimpse, a safe connection with a
divine being that reveals something about the Harbinger or the door
of ancient power.
3.An overwhelming vision. A cacophony of true divinity, frenetic
messages and symbols and a direct connection with a divine being
that shocks the system for a moment.
When playing out the results, the number of actions the PC can take
with the holy symbol is based on the same scale of divine vulnerability. If
the PC sets their divine vulnerability at 1, they choose 1 action from the
list. If they set it at 3, they choose 3 actions.
The result of the roll determines if the PC can use the holy symbol
arsenal safely. A perfect hit results in actions that protect and push back.
On a disastrous success, the holy symbol arsenal becomes dangerous. The
actions are violent and difficult to control.
70
Monster Celebrity

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.

Using Monster Celebrity


This move creates a complex and difficult relationship between the
Omen and the public. As a monster, the fear humans have of the
monstrous outweighs the privilege of such celebrity.
When a player triggers this move, they must be explicit in what they
are hiding from the public, and why.
When this move is chosen, both the player and Keeper are encour-
aged to involve the public perception in the Mysteries, and to make
the celebrity status of the Omen feel palpable and real.
The Keeper may decide that the consequence of another move may
provoke the ire of the public, especially on a miss or when the PC
suffers from a disastrous success.
The group may decide that DIVISION has an entire team dedicated
to covering the tracks of the organization and its agents and keeping
the details away from the public eye. The game of Apocalypse Keys
assumes that DIVISION and its monstrous agents work in relative
secrecy. The world of humans knows that monsters exist, and that
DIVISION is an unwelcome truth that is needed to keep humans safe.
When this move is chosen, it is assumed that one of the Omens has
managed to gain fame, and has been granted honorary human status.
Meaning that for now, the world is willing to see the PC as a “human”,
but this is both tentative and fragile.
71
Your group may decide that DIVISION and its monstrous agents are
DIVISION Moves

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.

Visiting the Orphanage


When a player takes this move, they are encouraged to describe as much
of the orphanage as they like, and fill in the rest of the details in play.
The Keeper and other players may contribute ideas, but ultimately it is
up to the player who took this move.
A PC may have difficulty triggering this move while investigating
a Mystery. Offer opportunities for the PC to return to DIVISION as
they like, or have them trigger this move and play it out as a flashback.

72
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.

Using Partly Cursed Weapon


When a player takes this move, they may declare the nature of the partial
curse in detail or discover it through playing the game. Explaining what
makes the curse partial is a point of discussion. Has the curse eroded
over time? Was the curse never fully manifested? Does it only affect
specific circumstances?
This move creates a weapon that has a form of sentience. It desires
something, and the player who chooses this move can help the weapon
achieve what it wants. What a sentient weapon means exactly and how
that manifests is up to the player.
The Keeper may decide that the consequence of another move may
damage the weapon, affect the curse, or something similar. This is espe-
cially true on a miss or when the PC suffers from a disastrous success.
If this happens, the weapon cannot be used again or interacted with
until DIVISION or a representative can look at the weapon.

73
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.
74
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.

Note on the favor to the Faction: Instead of spending Darkness Tokens


on the roll, the player instead offers on a scale (1-3) of how large a favor
they promise to the Faction. No specific vows or promises have to be
made, though the Faction may ask for something specific in the moment.
For example, if a PC sets their scale of favor at 1, they add +1 to the
roll. If the PC sets the scale of favor at 3, they add +3 to the roll.
Before the roll is made, the Keeper describes the Faction representa-
tive and their power equal to the scale of the favor promised.

The following serves as a guide for which Faction representative


will assist, based on the scale of favor:
1. A person of minor standing in the Faction
2.A person who wields power or influence within the Faction
3.A person with a foundational role within the Faction
When playing out the results, the number of actions the Faction
grants the PC is based on the scale of favor promised. If the PC sets
their scale of favor at 1, they choose 1 action from the list. If they set
it at 3, they choose 3 actions.

75
DIVISION Moves

On a disastrous success, the player may give the Faction invaluable


information about DIVISION. This will uncover a Key and allow the
player to connect the Key to a Facet and declare an irrevocable truth.
You can find out more about manipulating the Mystery Map like this
on page 207.
The result of the roll determines if the PC can work with the Faction
without having to weaken DIVISION or strengthen the Harbinger
within. The actions of the 8-10 result indicate the Faction working with
the PC to support their investigation. On an 11+, the PC compromises
DIVISION in some way or the Faction actively works to strengthen the
Harbinger within.
Narratively, once a favor is promised, a PC cannot deny what the
Faction asks for. The player and Keeper are encouraged to work out what
the nature of the favor is, and what the player is comfortable playing
out—even if narratively their character may feel beholden to the Faction.
When a player takes this move, they work together with the Keeper
to establish truths about the Faction. For example, each Faction comes
with two establishing questions, the player decides which PC answers
each question. The PC and Keeper can also establish other details about
the Faction.
On a miss, it’s up to the Keeper if the Faction still holds the Omen
to the favor promised and if the PC still receives at least some of the
help they were hoping for.

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

Note on psychic vulnerability: Instead of spending Darkness Tokens


on the roll, the player instead offers on a scale (1-3) of how much they
open their mind to the psychic invoker.
For example, if a PC sets their psychic vulnerability at 1, they add
+1 to the roll. If the PC sets the psychic vulnerability at 3, they add +3
to the roll.
The Keeper then describes a vision and its effects with an intensity
equal to your psychic vulnerability. This vision can happen immediately,
or the Keeper may reveal it at a later time during the session. Once
the vision is described, it is recommended that the Keeper chooses a
Keeper move (page 175) and acts.

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

Using the Subcontractor


Working with a subcontractor means that an Omen will check in with
DIVISION and request the services of an expert. The PC may ask for
any number of forensic, religious, scientific, or folklore experts. For
example, the Omen may ask for DIVISION to send over an expert on
cosmic cryptography.
At this point, another player looks at the list and decides who the
subcontractor is. They’ll choose if the subcontractor is monstrous,
remote, or shady. From there, they can sketch out details. For example,
a player will say that Professor Huang is an expert in their field, but due
to an incident on college grounds last year, a cosmic being now resides
within their soul and the two have learned how to cohabitate within
the same body, making Professor Huang a monstrous subcontractor.
While this move is a simple choice and no roll is required, the Keeper
may establish that DIVISION is unable to send more than one subcon-
tractor per mission, or that the Omens will have to do something first
before being able to contact DIVISION. However, the Keeper is encour-
aged to allow the player to use this move as often as they like.
Once introduced, subcontractors can be affected by future conse-
quences. The Harbingers may target them or they may even be a
Harbinger in disguise.

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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.

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Ruin Advances
Ruin

As the abyss beckons, a monster may be tempted to give in and gain


power from it. The Harbinger within stirs, and the apocalypse calls
out in song.
The player decides when their PC answers that call, how much closer
the monster comes to becoming a Harbinger. A character marks Ruin
whenever a move tells them to, or when the Keeper asks them to (Keeper
Moves, page 175). There is also an opportunity to earn Ruin at the end
of every session (End of Session, page 164).
When all five boxes of the Ruin track are marked, the player describes a
glimpse of a possible harrowing future. What will they do as a Harbinger
of the apocalypse? What will they look and act like when this future
self has discarded all connection to humanity?
This is an important moment, as the player explores where their path
of ruin could lead. This also helps the Keeper take notes, so that they
may bring in elements of that terrible future into the story. Supporting
this future, or contradicting it is exciting for the players!
When a character has earned five Ruin in total, they take a Ruin
Advance and reset their Ruin track to zero. The list of Ruin Advances is
found near the Ruin track on the character sheet. Once a Ruin Advance
is taken, it is marked and can’t be taken again.
Malika has decided that the Marquis will use a Ruin move, and in
doing so, they mark Ruin again. This is their fifth box to mark, which
they announce to the rest of the group. After the Marquis resolves their
Ruin move, the Keeper checks in.

Keeper: This means we get to see a glimpse of you as the Harbinger


you may become. We pause the scene and flash forward for a moment.
What do we see?

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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.

Take a New Ruin Move


You can choose any new Ruin move from your own playbook. To better
suit your character, you may rewrite the premise of the move.
Someone playing the Found may look at Dark Puppet Strings,
and instead state that the Ruin move applies to their ability to interact
with dreams instead, and rename the Ruin move to Born of Dreams
instead. The Ruin move will still work functionally the same, but the
narrative has been adjusted to fit better.

Take a Ruin Move from Another Playbook


You can choose any Ruin move from another playbook, incorporating
those themes for your PC.
If a Ruin move from another playbook sounds like fun but you want
to rework the themes a little to better suit your PC, you may rewrite
the premise or reword triggers to better suit your own character. If your
character does not access the world of dreams, you may take the Found’s
Exalted by Dream, Crowned by Nightmare and change it to
draw energy from another source. Or you may connect to a power of
darkness you have instead of telepathy, such as the fae glamor
of the Fallen or the shadow control of the Summoned.

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Permanently Mark a Condition
Ruin

Choose a Condition from your playbook, and permanently mark it.


This means you cannot mark or clear this Condition again in the future.
You can gain Darkness Tokens whenever you embody this Condition
as normal.
This Ruin Advance communicates how you are losing your ability to
control your powers of darkness, and how much easier it is for you to
hit your Breaking Point.

Gain a New Ruin Condition


This Ruin Condition is always marked and cannot be cleared like your
regular playbook Conditions. You can gain Darkness Tokens whenever
you embody this Ruin Condition, just like any other Condition.
When you take this Ruin Advance, choose from the emotions below
to be your new Ruin Condition:
B Cruel B Guilty B Paranoid B Ruthless
B Fragile B Haunted B Possessive B Reckless
A Ruin Condition reflects how much closer you are to becoming a
Harbinger, and how that affects your emotions and actions.

Retire Your Character and Become a


Harbinger of the Apocalypse
When you take this advance, your character chooses to pursue the
ancient Doors of Power for themselves. They join the other Harbingers
and work towards ushering in the apocalypse. The character may appear
in future Mysteries and directly antagonize the PCs.
When all other Ruin Advances have been marked, you must take
this one. However, you can choose to take this Ruin Advance at any
time—this doesn’t have to be the last advance you take.
When your character becomes a Harbinger, work with the Keeper to
describe what this moment looks like. Is there a direct confrontation
with someone from DIVISION before you storm off? Is there an actual
conflict with high stakes? Do you disappear into the shadows, seeking
out your own agenda?
Once you’ve retired this character, pick a new playbook and make
a new character.

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

A player creates the Omen they’ll play by choosing a playbook. Each


playbook focuses on a central emotional and supernatural theme. To
get an idea of what the themes are per playbook, look at the short
description and how each playbook gains Darkness Tokens.
How a playbook gains Darkness Tokens is essential. A playbook guides
how your character feels, reacts, and interacts with the people around
them. Gaining Darkness Tokens is easier for some playbooks compared
to others. This is subjective, and tied to what’s easy for someone to play
out or narrate spontaneously. Being coldly logical as the Shade might
come easily for you, but regularly being petty as the Hungry might not.
Keep that in mind when you pick a playbook!
Then look at the origins, powers of darkness, impulses, and What
the Darkness Demands of You. These are narrative influences that you
can manipulate to your liking.
Once you find a few playbooks that intrigue you, read the playbook
moves to understand how the Omen will feel in play. There’s a lot of
room for choice and interpretation in each playbook, so you can make
your character feel truly yours.
Players must choose a unique playbook, one that hasn’t been picked
up by anyone else. Every PC you play is one of a kind. You may meet
NPCs that mirror your themes and aspects, but you are still thoroughly
unique.
To make sure everyone gets a playbook they’re happy with, take turns
reading the introductory description out loud, or take time going over
each playbook. Each player should choose two or three playbooks
they’re interested in. Usually this is enough to ensure everyone gets a
playbook they’re excited about.

Step 2: Bring the Character to Life


Once you have your playbook, go over the different prompts and see
what inspires you and sounds fun to play. When you find a prompt you
like, underline or mark it in some fashion.
You can tweak the prompts as you like—each prompt is a starting
point. The last prompt of every section invites you to create something
unique while still keying into the themes of each playbook.
The prompts will give you a strong starting point for your character,
while sketching out tantalizing details of a rich history. Offer as much
detail as you like, but leave a lot to discover in play. Doing so makes
it easier to connect your character to the world and other characters
as you play.

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.

87
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).

Step 4: Introduce Your Character


When everyone is ready, it’s time to introduce your characters. To intro-
duce your Omen, share their name and pronouns, the choices you’ve
made during character creation, and any other interesting details that
spring to mind.
Stress your origin and What the Darkness Demands of You, so that
other players have a better understanding of what makes your monster
who they are. There may be secrets between characters, but players
should be aware of these secrets. Talk openly about these secrets, and
invite your fellow players to create additional dramatic tensions and
layers. They may even tie some of their secrets with yours! This ensures
that none of these great ideas go to waste or become irrelevant, instead
everyone can help set up great revelations and moments in the future.
Be open about what your character hopes for, what causes their heart
to ache, how they might fall to Ruin and become a Harbinger. The more
generous you are with this information from the start—and throughout
the game—the easier it will be for the other players to help set up
compelling relationships and awesome story beats.
At the start of every session, you’ll choose what your PC’s impulse is.
Remember to share this with the Keeper and the other players, so they
can help set up a moment for you to give into that impulse.
Be honest about what you want to discover in play. The Found may
have a clear idea of who their creator is, or maybe only their player
knows. It’s also possible the player is leaving it completely blank for now,
so that an NPC in a future Mystery may turn out to be their creator!

88
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

The Playbooks • The Summoned


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 (choose 1)


b a straightforward name
b a name that conveys strength and power
b a name that whispers of the world I come from
b a name I was given by accident
b a name I need to live up to one day

YOUR LOOK (choose 1-3)


b a trench coat that hides most of my monstrous form
b eyes of the brightest gold
b shattered horns
b a holy item my adopted parent gave me
b a part of my body is a weapon I’ll never use
b the mark of my love who I betrayed
b an empty and tarnished locket
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was summoned from hell to be the final door to the apocalypse
b from the grasp of a cosmic horror that will remake us all
b from a nightmare realm that will crown me ruler of a broken world
b something else that describes the terrible world I came from
and what it demands of this world

WHAT IS THE PROPHECY THAT HAUNTS YOU? (choose 1)


b I gather my acolytes from the weak and oppressed and turn
them into the most fearsome Harbingers
b I take every nightmare that haunts humanity and paint a beau-
tifully broken world from their fears
b I lose all my memories and emotions in order to become the
weapon I was created to be
b when I fall in love for the last time an ancient Door of Power
will open in my heart and destroy the world
b something else I must defy at all cost to remain human

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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?

YOUR POWERS OF DARKNESS (choose 2)


b Colossal Strength b Shadow Control
b Emotion Amplification bWeapons from Elsewhere
b Supernatural Resistance

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to push away those I need most
b to yearn for a love that can never be mine
b to betray those who love me most
b to despair as an immortal
b to fall in love with a Harbinger of the apocalypse
b to embrace and strengthen my prophecy
b something else that would break my heart and leave me empty

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)

GAINING DARKNESS TOKENS


As the Summoned I gain 2-4 Darkness Tokens when I:
ѵ Feel unloved or abandoned
ѵ Overreact with violence
ѵ Ask someone to give me their best shot and not hold back
ѵ Ask someone to love me, and only ever me
ѵ Embody a Condition that affects me

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.

95
b Come On, Tough Guy
The Playbooks • The Summoned

When you go up against a colossal and otherworldly opponent, tell


everyone how you taunt them and keep their attention. 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 player 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, and you take on a colossal form
as your prophecy comes to bear and leaves a permanent mark on you.
The Keeper will tell you what happens next.
b Borrowed Power
Along the walls of the world beings of twisted power await your bidding.
When you summon a creature from another world to help you, spend
Darkness Tokens and roll.
On an 8-10 the summoning wards hold and you have the upper
hand for now. Choose one:
ѵ The summoned creature is fire and rage, violence and storm. They
will destroy a vulnerable target before the summoning unravels.
ѵ The summoned creature will answer any one question truthfully,
take one Bond with What the Darkness Demands of You.
ѵ The summoned creature will uncover a Key for you, at great cost
to you. It shares an ominous warning before it fades away.
On an 11+ you barely have this creature under control, it will do as
you command but the wards will shatter soon after. Choose:
ѵ Choose one from above, but you have to exert your will and banish
the creature before it can wreak havoc. Mark one Condition or
one Ruin.
ѵ Choose one from above, but the creature will escape into the world
and be forever free of your control. Gain one Bond with What the
Darkness Demands of You.
On a 7- something powerful and sinister hijacks the summoning
and comes through, with no wards to control it. The forbidden comes
through. The Keeper will tell you what happens next.

96
b We’re Family Now

The Playbooks • The Summoned


When someone spends a Bond with you to modify a roll by +1 or
-1, they choose:
ѵ The Bond instead grants +3 or a -3 bonus
ѵ You gain a new Bond with them afterwards

b Everything For You, My Love


When you are about to mark your fifth box of Ruin, you may choose
to declare your love for the first time, or describe how love has
changed you. Tell everyone how you bare your heart for all to see, spend
Darkness Tokens and roll.
On an 8-10 you hold back the Harbinger within you and your heart
shines through. Erase your Ruin track and your love gains one Bond
with you.
On an 11+ you further entangle your beloved in your prophecy. If
your beloved accepts your love and the burden of your prophecy, erase
your Ruin track. If they respond otherwise, or not at all, take that as
a sign of rejection. Erase one Ruin and gain one Bond with What the
Darkness Demands of You.
On a 7- the Harbinger is unleashed and turns on the one you love,
the Keeper will tell you what happens next.
b Together We Are Destiny
When you seek to defy your prophecy, declare a new destiny. Ask
each player if they will defy prophecy with you. Roll, adding +1 for each
player who says yes, to a maximum of +3. You cannot spend Darkness
Tokens on this roll.
On an 8-10 the prophecy weakens its hold on you for now, choose two:
ѵ Declare a new truth about your prophecy
ѵ Reveal a crucial event that is going on outside of view
ѵ Gain one Bond with a PC or NPC that is central to the destiny you
desire
On an 11+ destiny and prophecy intertwine. Choose one from above
and one from below.
ѵ Declare a dark secret about who you love most, they gain one Bond
with What the Darkness Demands of You
ѵ Reveal a sinister scheme that comes to fruition
ѵ A part of your heart whispers that you can only delay the inevitable,
mark one Ruin
On a 7- your prophecy reasserts itself and grows crueller, the Keeper
will tell you what happens next.

97
Ruin Moves
The Playbooks • The Summoned

b None Stand Before Me


You may at any time choose to kill an NPC who is vulnerable to
you. Choose:
ѵ Mark one Ruin, kill the NPC and describe how you visibly change
to become more like the loathsome Harbinger you will become. An
aspect of them will come back in some shape or form to haunt you.
ѵ Mark two Ruin, kill the NPC and destroy their soul—they will never
return. Describe the comforting lie you tell yourself.

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 will 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.

b Heavy is the Crown


You may always declare a Harbinger knows you and the terrible
prophecy that awaits you. Describe what part they will play in your
prophecy.
When you declare this, choose:
ѵ Mark one Ruin, they will immediately offer you something of great
value, but will demand you show through action that you are ready
to fulfill your prophecy.
ѵ Mark two Ruin, you force them to acknowledge your power and
give way to you, for now. They will offer something of great value
as a means of appeasing you.

98
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.

99
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.

100
None Stand Before Me speaks to the lethal power the Summoned

The Playbooks • The Summoned


has. The target of the move must be vulnerable in some fashion—the
Keeper may ask the player to do something specific first to expose that
vulnerability. In using this move, the Summoned also faces a choice—
how thoroughly will they choose to destroy the other? How will this
type of violence bring them closer to being a Harbinger?
The Prodigal Child Will Return and Heavy is the Crown
both connect the Summoned to the Harbingers of the apocalypse in
a personal and meaningful way. This creates NPCs that are intimately
tied to the Summoned. Should something happen in the fiction to make
using this move difficult to trigger or play out, the player is encour-
aged to declare a new target for the move, or exchange this move for
another one.
Humanity Was a Dream creates an intimate connection between
the Summoned and another PC or NPC. It offers more support in
exchange for marking Ruin. What would trigger the basic move Reveal
Your Heart may trigger this move instead.

When playing the Summoned remember:


ѵ Define violence on your own terms
ѵ Seek out love in all its forms
ѵ Defy your Destiny

101
The Surge

The Playbooks • The Surge


I must learn to share my power, or be consumed by it
I embody the hope and fear of the apocalypse
My power is explosive, uncontrollable, and alienating
My heart yearns to destroy and be destroyed

YOUR NAME (choose 1)


b a mundane name
b a name that conveys flood and fury
b a name that reminds me of the life I lost
b a name someone else gave me to help me forget the past
b a name I need to let go of one day

YOUR LOOK (choose 1-3)


b anachronistic clothing and accessories
b a collection of holy symbols
b tattoos that respond to my emotions
b a keepsake from an ex-lover
b an ever burning cigarette
b an item from someone who died by my power
b obvious signs of how I control my desires
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was born with these terrible powers as punishment for some-
thing unforgivable
b someone I cared for sacrificed me to a greater power that I now
embody
b I was chosen to carry this terrible burden and destroy the
human world
b something else that describes the sheer magnitude of the power
forced upon me and how dangerous I am to others

WHAT COLLATERAL DAMAGE DO YOU LEAVE IN YOUR WAKE? (choose 1)


b my powers of darkness infect those around me and leave
permanent scars
b my subconscious rewrites small aspects of reality for a short time
b memories become distorted and break down in unpredictable ways
b whenever I lose control one of my doppelgangers appears in the
world
b something else that reminds me I am dangerous to those I care for

103
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?

YOUR POWERS OF DARKNESS (choose 1)


b Elemental Control b Body and Flesh
b Cosmic Energies Manipulation
b Demon Horde bAngelic Fury and Beauty

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to be the downfall of those I care for
b to destroy everything around me for the slightest trespass
b to find a Scion to my power
b to never fall in love
b to serve the most powerful Harbinger of the apocalypse
b to erase humanity itself
b something else that would destroy all that I care for

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)

GAINING DARKNESS TOKENS


As the Surge I gain 2-4 Darkness Tokens when I:
ѵ Feel overwhelmed or numb
ѵ Give into my power and let it erase my will
ѵ Ask someone to use my power as they see fit
ѵ Ask someone to punish me for my power
ѵ Embody a Condition that affects me

CONDITIONS
b Reactive bVicious b Obsessed b Despairing

104
BREAKING POINT

The Playbooks • The Surge


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
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.
105
The Playbooks • The Surge

b My Darkness is Never Leashed


When you Unleash the Dark, you can also choose one from below,
even on a miss:
ѵ Weaken them, for now
ѵ Force them to retreat, for now
ѵ Corrupt an aspect of their power, for now
ѵ They will tell you more than they wanted to

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.

b Like a Moth to the Flame


When you Reveal Your Heart to someone, you may first tell them
how you could destroy them. If you do, you choose one from below,
even on a miss:
ѵ You leave a permanent mark on their body or soul, marking them
as yours. Gain one Bond with them.
ѵ Ask them what part of them they wish you would destroy. They gain
one Bond with you.
ѵ Ask the Keeper what your darkness whispers about them. Gain one
Bond with What the Darkness Demands of You.
106
The Playbooks • The Surge
b My Little Monster
Your little monster is a constant reminder of what happens when
you allow someone to get too close to you. When you take this move,
describe the person your little monster used to be and how they became
twisted by your power. The Keeper will describe why they still love you.
Choose three basic moves and tell the Keeper how your little monster
helps you with those moves. Whenever your companion can help
you, you add +1. If your companion ever gets hurt or is betrayed by
you, mark Ruin.
If you release your little monster from their love of you, mark Ruin.
Describe how you destroy them. They may return in one form or another,
but for now they have found peace. Discard this move and choose a
new one from your playbook.

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.

b This Is the Blood of My Covenant


You have created an unbreakable covenant with another Omen, in
fervent and twisted hope that you can resist the abyss long enough to
save each other.
When you take this move, declare which PC you create this covenant
with. If they agree, both mark Ruin and bind your power together. They
are now your Chosen.
When you create a sacred moment of communion with your
Chosen, choose:
ѵ Tell them how they matter more than any other. Destroy any
number of Bonds you have to clear any number of Conditions
your Chosen suffers from, destroying one for one.
ѵ Whisper to the Harbinger within them and promise that you will
fall to ruin first. Erase any number of Ruin marks your Chosen has,
transferring their Ruin marks to your own track.
ѵ Empower your Chosen beyond their reckoning. Mark one Ruin to
permanently grant them a new power of darkness that reflects an
aspect of you—describe what it is.

108
b My Anointed One

The Playbooks • The Surge


You have found someone innocent—a perfect vessel. They are willing
to embody your raw power and take your place for a time. Describe
who they are and why they love you.
When you take this move, create your own personal Doomsday Clock
with 12 ticks and name it My Power Made Flesh.
When you seek relief or comfort through your Anointed One,
choose:
ѵ Mark one Ruin, and tick My Power Made Flesh once. Your
Anointed One will bear a new scar. You become mundane, and
can pass for a mortal. Clear your Conditions. But your powers will
violently return to you at the worst possible time.
ѵ Mark two Ruin, and tick My Power Made Flesh twice. You and
your Anointed One share a moment of intimacy, they will become
more beautiful. Clear your Conditions and gain one Bond with
your Anointed One.
When the My Power Made Flesh clock fills, your Anointed One is
fully corrupted and consumed by your power and surges into a horri-
fying new form. The current Mystery is set aside. In this moment,
your Anointed One has become the next Harbinger of the apocalypse,
emerging from an ancient Door of Power. They wear your power with
a strength of will and purity of soul beyond what you were ever capable
of. Give them a new name and title befitting the destroyer of worlds
they have become.
You and the other PCs must deal with your Anointed One, one way
or another. Once this apocalyptic threat is dealt with, decide if you will
leave DIVISION or stay. If you leave, retire this character and create a
new one. If you stay, clear the Doomsday Clock My Power Made Flesh
and choose a new Anointed One.

Playing the Surge


The Surge is overwhelmingly powerful and it is easy for them to cause
collateral damage and hurt those they love. Their origins suggest that
their immense powers were forced upon them. The Surge yearns for
connection with others, but forming healthy relationships is difficult
for them.
They gain Darkness Tokens by struggling with their immense power
and what others want to do with that power. While other playbooks
choose two fairly specific powers, the Surge chooses one power that
is extraordinary. When playing the Surge, interpret your power as you
like, knowing that very few things can limit or dampen your abilities.

109
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.

110
Once the Surge has this Key, you draw a line between that Key and

The Playbooks • The Surge


any Facet of the Mystery. This means 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).
Like a Moth to the Flame encourages the Surge to connect to
others in meaningful ways, while highlighting how dangerous those
relationships can be. My Little Monster creates an NPC that meets
a terrible fate while trying to assist or even protect the Surge.
The Surge’s Ruin moves offer a means of deepening the relationships
that matter the most to them, while heightening the emotional and
dramatic stakes.
Alpha and Omega and This Is the Blood of My Covenant
both have the Surge intertwine their fate and power with another
character. Alpha and Omega signals that this NPC should become
an important character that investigates the Mysteries alongside the
Surge. The Keeper should give this NPC their own nuanced desires and
opportunities for growth.
My Dark Patron creates a Harbinger that isn’t directly connected
to an ancient Door of Power or the Mystery the Omens are investigating.
Why this Harbinger is willing to help the Surge and DIVISION, is its
own mystery that can be revealed over time. If something happens in
the fiction that makes using this move difficult to trigger or play out,
you may declare a new target for the move, or exchange this move for
another one.
My Anointed One creates an undeniably toxic relationship, as the
Surge benefits from the relationship in ways the Anointed One does
not. Mechanically the move drives you towards one inevitable outcome:
they will embody the powers of the Surge and become a Harbinger
of the apocalypse (Mysteries, Interrupted, page 218). If something
happens in the fiction that makes using this move difficult to trigger
or play out, you may declare a new target for the move, or exchange
this move for another one.

When playing the Surge remember:


ѵ Struggle to define yourself beyond your power
ѵ Love others, knowing hurting them is easy
ѵ Share the burden with others

111
The Found

The Playbooks • The Found


The memories of others help me hide me from my own past
I embody the dreams and cruelty of the apocalypse
My power is inquisitive, emotional, and strange
My heart yearns to know and be known

YOUR NAME (choose 1)


b a strange name
b a name that conveys the depth of the unknown
b a name that reminds me of the mystery that birthed me
b a name someone else gave me to mark an auspicious date
b a name I need to decide on one day

YOUR LOOK (choose 1-3)


b a monstrous body that inspired horror movies
b a hypnotizing aura
b the smell of incense and flowers
b a terrifying mask that covers my beauty
b an ill-fitting costume
b scars from a time I cannot remember
b the coldest touch and warmest expression
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was found in an ancient tomb and wear the face of a legend
b I was found in an abandoned facility that performed cruel
experiments
b I was found in an alien world and brought back against my will
b something else that describes how time forgot me and why I
can’t remember who I am

WHAT HAS REPLACED MOST OF YOUR MEMORIES


FROM BEFORE DIVISION? (choose 1)
b waking dreams that corrupt or undermine my reality
b haunting shadows that mock me with distorted voices
b sharp memories of someone from another time and place
b a shivering sense of loss and a yawning abyss of nothingness
b something else that reminds me I must make new memories if I
hope to outrun the past

113
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?

YOUR POWERS OF DARKNESS (choose 2)


b Telekinesis b Creature Affinity
b Telepathy and Mind Blasts b Power Absorption
bAncient Weapons of Magic

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to meet my cruel maker
b to destroy my friends before they destroy me
b to empower the Harbingers of the apocalypse
b to create an army of mindless puppets
b to open a permanent portal to a dark realm
b to hurt those who care for me
b something else that would make me truly alone

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)

GAINING DARKNESS TOKENS


As the Found I gain 2-4 Darkness Tokens when I:
ѵ Feel frustrated or scared
ѵ React with uncertainty or cowardice
ѵ Ask someone to listen to my wisdom
ѵ Ask someone to open their emotions to me
ѵ Embody a Condition that affects me

114
CONDITIONS

The Playbooks • The Found


b Unreachable b Introspective
b Defensive b Obsessed

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.

115
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.
116
b You Are Not Alone

The Playbooks • The Found


When a PC is Torn Between and must make a choice, you may
reach out to them psychically and tell them why they shouldn’t be afraid.
Mark a Condition and ask them, “How do I help you believe in your-
self?” They no longer have to make a choice and find a moment of clarity
and calm. In addition, both of you gain one Bond with each other.
b The Truth Above All Else
When you Grasp Keys alone while inviting danger, take 3 Darkness
Tokens before doing so.
b It Was Just Me for A Long Time
You spent many years alone before you were found by DIVISION. You
have learned the wisdom of solitude, the strength in loneliness. Unlike
other PCs you may create a Bond with yourself.
When you choose the wisdom of solitude, tell everyone how you
spend time alone. What do you do? How is it calming, fruitful, or
insightful? Gain one Bond with yourself. You may spend these Bonds
with yourself as normal.

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.

117
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.

118
b Crowned by Dream, Exalted by Nightmare

The Playbooks • The Found


You have learned how to harness dreams and create great and terrible
weapons from them. When you turn dreams into a dangerous weapon,
mark Ruin and choose one:
ѵ It is a physical weapon. Others can interact with it and pick it up.
It can be physically destroyed.
ѵ It is an emotional weapon. Only you or someone you give it to can
wield it. It can be emotionally disrupted.
ѵ It is a weapon of darkness. Any monster or creature of darkness
can use it and see it, but the mundane and mortals cannot.
ѵ It is a weapon of pure nightmare. It has a will and mind of its own.
It creates itself. It is powerful, unstoppable. It is exactly what you
need. It only honors your commands for a time.

Playing the Found


The Found is introspective and deeply empathic—they love while staring
at the soul of another with eyes wide open. Their world is quiet and
exists in between dreams. Their powers naturally lend to investigation
and clarifying the context of the Mystery and the Keys of the apocalypse.
They gain Darkness Tokens by struggling to express and accept their
fears, and encouraging others to express their private thoughts. Their
powers of darkness are largely psychic or subtle, and their origin suggests
time left them behind.
The unique question of the Found is “What has replaced most of your
memories from before DIVISION?” While the Found will most likely
have powerful memories and connections to DIVISION, the time before
they were found is unclear. By choosing what haunts your memories, you
build possible paths to what stunning revelations await you.
The Found’s starting move, You Can’t Hide Your Heart from
Me, comes with a notable ability that requires no roll or trigger. The
Found is always sensitive to the surface thoughts and strongest feelings
of those around them. When you decide to deepen your senses, that’s
when you trigger the rest of the move.
The innate psychic ability of the Found provides other players a way
to express their PC’s inner monologue, knowing that the Found can
glean some, if not all of these thoughts. Players should feel free to state
that the Found cannot pick up on these thoughts, for whatever reason.
One of the questions the Found can ask is—what don’t you realize you
know? The answer to this question should inspire you, as you draw a line
between a Key and a Facet of the Mystery. This must be an uncovered
Key recorded on the Mystery Codex. If no Keys have been uncovered yet,
the Keeper may choose to work something out with you narratively or
mechanically, or simply tell you that option is not available to you right now.
119
Once the Found has drawn a line between that Key and a Facet of the
The Playbooks • The Found

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.
120
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).

When playing the Found remember:


ѵ Seek to understand the minds and hearts around you
ѵ Struggle to be brave and true
ѵ Fear the truths hidden in your lost memories
121
The Shade

The Playbooks • The Shade


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 (choose 1)


b a traditional name that conveys knowledge and history
b a name that reminds me of the mortal life I once knew
b a name someone else doomed me with
b a title I need to reclaim one day

YOUR LOOK (choose 1-3)


b a vaporous body contained by a suit
b an aura of strange glowing colors
b the smell of books and dark wood
b a face that can never settle on anything real
b a symbol that proves my soul belongs to another
b a clipped accent or sing song voice
b a ghostly companion that never speaks
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was a famous medium who lost my body in a terrible accident
b I got too close to the truth and died—but death would not take me
b I have no memory of my previous life and have a radioactive
body with a limited half-life
b something else that describes how I lost my form to death but
hold on to my soul tightly

WHAT FORM DOES DEATH TAKE TO SPEAK TO YOU? (choose 1)


b they wear the faces of those I failed to protect
b they freeze time and possess someone near me speaking
through them
b they are the whistling wind and pouring rain and speak in
broken poetry
b they wait for me in reflective surfaces and look like me before
my death
b something else that shows how much Death cares for me

123
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?

YOUR POWERS OF DARKNESS (choose 2)


b Necromancy
b Let the Dead Speak
b Shadow Magic
b Supernatural Strength and Speed
b Machines Powered by Soul Magic

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to fall in love with the destroyer of worlds
b to break the veil between the living and the dead
b to kill Death
b to consume every psychic in the world
b to destroy anything resembling friendship
b to reinvigorate an ancestral curse
b something else that would make me give up on my soul

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)

GAINING DARKNESS TOKENS


As the Shade, I gain 2-4 Darkness Tokens when I:
ѵ Feel ignored or unimportant
ѵ React with cold reason and logic
ѵ Ask someone to follow my instructions
ѵ Ask someone to ignore their heart
ѵ Embody a Condition that affects me

CONDITIONS
b Lonely b Distracted bVicious b Obsessed
124
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.
125
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

b Your Reputation Precedes You


When you first encounter a named NPC or Faction, you may declare
that they have intimate ties with DIVISION. 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 you know much about them, choose one:
ѵ You have a significant connection, gain one Bond with them
ѵ They trust you and/or DIVISION, clear a Condition
ѵ Declare how they can help escape your doom, erase 1 Ruin
On an 11+ they are dangerous to you or DIVISION, the Keeper will
say which. Choose one:
ѵ You’re drawn to them regardless of the danger, gain one Bond with
them
ѵ They stir the Harbinger within you, mark 1 Ruin
On a 7- they have something on you. What terrible secret do they
know about you?

126
b The Devil’s Advocate

The Playbooks • The Shade


You have a mentor, someone ancient and terrifying who wears human
skin. They tell you what you need to know, as long as you prove you
are worth their care and interest.
At the start of each session, reflect on a moment with your mentor.
Spend Darkness Tokens and roll.
On an 8-10 you flashback to a moment when your mentor was
pleased with you. Their sinister riddles make sense of what is going
on in the present. Choose two:
ѵ They taught you that emotions only get in the way, clear a Condition.
ѵ They taught you to recognize undercover DIVISION agents, name
an NPC who is such an agent and gain one Bond with them.
ѵ They taught you the cruel patterns of the apocalypse, declare an
irrevocable truth about the Mystery—rewrite or add a Facet of the
Mystery that reflects this truth.
ѵ They revealed your destiny as a Harbinger, gain one Bond with
What the Darkness Demands of You.
ѵ They tested you ruthlessly, and without mercy. Mark 1 XP.
On an 11+ you flashback to a moment when your mentor expressed
their disappointment. Choose one from above, but you must prove
your worth. Choose one:
ѵ Report back information on your fellow monsters, to sate the appe-
tite of your mentor. Destroy one Bond with a PC.
ѵ You bargain with the Harbinger within you to gain power, mark
1 Ruin.
On a 7- you receive a dire warning or difficult orders from your
mentor, the Keeper will tell you what happens next.
b Allow Me to Offer a Theory
When another PC is Grasping Keys, ask if they desire your exper-
tise. If they do, work together to describe how you correct their method
or line of reasoning. They roll as normal but in addition:
On an 8-10 any PC may add or change a detail of the Key the Keeper
offers
On an 11+ the Keeper will provide a golden opportunity to avoid the
worst of the consequences
However, on a 7- all the consequences of the roll affect you rather
than the player who rolled, including the option to mark 1 Ruin in
order to uncover a Key.

127
Ruin Moves
The Playbooks • The Shade

b You Can’t Escape the Truth


Your hard earned knowledge can be used as a weapon, and you have
learned how to sharpen the truth to its finest edge.
You may at any time reveal a dark and terrible secret of an NPC
(or a PC, if invited) in a scene. Choose:
ѵ Mark one Ruin, you speak softly and the truth hurts. They decide:
give up something valuable in order to stay and fight, or preserve
their own safety by fleeing or surrendering.
ѵ Mark two Ruin, you speak in edges and cut mercilessly. They decide:
they accept your words and do as you wish for now, or they offer
you another truth at great cost to themselves.

b Death Broke Me First


When a PC is about to mark their final Condition and hit their
Breaking Point, ask if they wish for you to intervene. If they agree,
you summon Death to their side. You do not have to physically be
present in the scene to be able to do so.
When Death comes, they ask you for something in return for their
assistance. Choose:
ѵ Mark one Ruin, and describe how Death will bridle their torment.
The PC erases two Conditions. Describe how you appease and
honor Death as they requested.
ѵ Mark two Ruin, the Harbinger within you awakens and you force
Death to serve you without honoring their request. The PC erases
two Conditions. In addition, describe how Death noticeably marks
you as a Harbinger.

b Death Always Leads to Life


You intimately understand that Death and Life are connected to all
things. When a person, object, or location is on the verge of death
or decay, you may choose to hold Death hostage and demand Life
bargain with you.
When you hold Death hostage, choose:
ѵ Mark one Ruin, and the ebb and flow of Life will reveal itself to
you. You hold back Death for a time, the Keeper will tell you what
Life demands in return.
ѵ Mark two Ruin and shatter a part of your undying soul, the shard
will imbue the person, object, or location instead. Death cannot
touch them without your express permission.

128
b The Corridor of Doors

The Playbooks • The Shade


You have been with DIVISION long enough that they trusted you with
a secret. Over the years, DIVISION has managed to collect ancient
doors of power, and placed them within a metaphysical space of highly
volatile energy. Each door exists within a fluctuating state of open and
not open, locked and unlocked.
Only the most powerful in DIVISION know that the Harbinger within
you can access these doors. They watch you with great interest.

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.

Playing the Shade


The Shade is strongly tied to the innate mystery of Death, and has
a unique and personal relationship with Death. The Shade is caught
between the living and the dead, and has learned how to observe and
discern the nature of truth. This unique perspective helps the Shade
clarify the context of the Mystery and the Keys of the apocalypse. They
love as deeply as any of the other monsters, but may have a harder time
expressing their emotions.
129
The Shade gains Darkness Tokens by placing logic and reason before
The Playbooks • The Shade

anything else, and taking it upon themselves to instruct others. Many


of their possible powers of darkness tie them closely to Death.
The unique question of the Shade is “What form does Death take to
speak to you?” This helps frame Death to be someone or something the
Shade interacts with, which means that you have authority on the nature
of Death and how it affects the world, DIVISION, and the Mysteries.
Is Death a sentient being capable of direct conversation and bargains?
Or is it a natural force beyond human comprehension, that can still
express something akin to desire? Or does Death lie somewhere between
the two? Whatever interpretation feels best, the Shade should be open
to the idea that Death and their understanding of it may change as they
play. Their understanding of Death may change depending on how they
choose to interact with the world and solve Mysteries.
The Shade’s starting move, Death Walked Here, has the Shade
use uncanny insight to study their surroundings through the eyes of
Death. This ties Death intimately to the narrative and Mystery. One of
the questions the Shade can choose to ask is: What draws Death close?
The answer to this will provide specific context to the Mystery, and the
Shade draws a line between a Key and a Facet of the Mystery. This must
be an uncovered Key recorded on the Mystery Codex. If no Keys have
been uncovered yet, the Keeper may choose to work something out
with you narratively or mechanically, or simply tell you that option is
not available to you right now.
Once the Shade has drawn a line between that Key and a Facet of the
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).
Soul Like a Steel Trap, further exemplifies how the Shade is best
at observation and deduction. When the Shade suffers from a disas-
trous success in this move, the Keeper is encouraged to ask a question
that will reveal how the Omens have shown too much of their hand or
exposed a weakness. On a miss, the Keeper reveals how cunning the
Harbinger of the current Mystery is.
The Shade’s powers of deduction are formidable, and moves like I’m
The Expert Here and Allow Me to Offer a Theory allow the
Shade to directly affect the course of the investigation and how the
Mystery unfolds.
The Devil’s Advocate introduces a mentor the Shade has a tense
relationship with. Someone in power has a vested interest in the Shade
and their success, for their own cryptic reasons. They are eager to share

130
their wisdom with the Shade, but this information can come at a cost.

The Playbooks • The Shade


If something happens in the fiction that makes using this move difficult
to trigger or play out, you may declare a new mentor for the move, or
exchange this move for another one.
Your Reputation Precedes You has the Shade create complex
relationships for DIVISION, while displaying their considerable knowl-
edge. This move can be triggered any time the Shade first encounters
an NPC or Faction. This move can be used on an antagonist or even a
Harbinger, and the Keeper is encouraged to lean into this.
The Shade’s Ruin moves offer opportunities to use the truth as a
weapon, and take control of the laws of Death.
You Can’t Escape the Truth encourages the Shade to declare
any revelation about an NPC. They can draw upon what they know
about the current Mystery or circumstances, but are free to make up
something entirely new and interesting.
Death Broke Me First offers the Shade a concrete way to hold
back any other PC from reaching their Breaking Point. The Shade
decides if they will give what Death desires in exchange for help, or if
they will force Death to comply. The Shade cannot use this move on
themselves to hold back their Breaking Point.
Death Always Leads to Life does have a fairly specific trigger—
the Shade must be present when something or someone is on the verge
of death or decay. The Keeper is encouraged to find ways to help the
Shade to appear on the scene, or allow for a creative interpretation of
the move’s trigger so that it’s easier to use the move and generate cool
moments of play.
The Corridor of Doors is based on dangerous knowledge from
DIVISION. While titles and names are attached to each door, it is not
necessarily a being or entity that will come through the door once it is
opened. At least, not in the way we understand identity and person-
hood. When interpreting what happens when a door is opened, you
and the Keeper should draw upon the descriptions. The Corridor
of Doors gives the Shade access to a specific set of ancient doors of
power, but being able to control what happens next requires marking
more Ruin. If the Shade forces the door to return to the corridor, it is
assumed that it is locked again.

When playing the Shade remember:


ѵ Hold Death close
ѵ Hide your heart behind logic
ѵ Decide why you chose to keep on living

131
The Last

The Playbooks • The Last


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 (choose 1)


b a temporary name I’ve grown used to
b a name I stole from those who destroyed my people
b a painful name I can never let go of
b a name that I need to remember one day

YOUR LOOK (choose 1-3)


b an alien body that cannot be disguised
b eyes that contain a galaxy
b unique skin oils that glisten and shine
b a wound I will never allow to heal
b a symbol that represents everything that was taken from me
b a litany of strange questions I ask
b a strange pet who won’t leave my side
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I am a refugee from a destroyed planet
b my people owned this Earth before humans
b I am the last of an army that was sent here to destroy all
b something else that describes why there will never be another
like me in all the Universe

WHAT TRAGEDY DESTROYED YOUR PEOPLE? (choose 1)


b through our own ignorance and pride—we destroyed ourselves
b we were manipulated into becoming Harbingers in a series of
apocalypses
b the machine gods we built to rule the galaxy turned on us
b one of our own betrayed us when we were on the brink of
destroying cosmic entities of evil
b something else that speaks to how ancient and vast the tragedy
is and how it can happen again to others

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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?

YOUR POWERS OF DARKNESS (choose 2)


b Dimensional Phasing
b Flight and Speed
bVoid Spells
bAn Ancient Weapon of Destruction
b Time Distortion

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to resurrect my people at the expense of humanity
b to awaken the leviathans in space
b to destroy all life on Earth
b to betray DIVISION
b to create a human vessel for a cursed god
b to betray those I love
b something else that would destroy all hope I bear

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)

GAINING DARKNESS TOKENS


As the Last I gain 2-4 Darkness Tokens when I:
ѵ Feel lonely or rejected
ѵ React with doubt or confusion
ѵ Ask someone to tell me of their past
ѵ Ask someone to doubt their future
ѵ Embody a Condition that affects me

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

136
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?
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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

The Playbooks • The Last


the past and tragedy of the Last and their people. The Keeper should
offer opportunities for the Last to connect to this character, and the
NPC may even investigate Mysteries alongside the Last. To gain new
Bonds, the Last must set aside the time to truly connect.
The Ruin moves of the Last show the twisted and despairing nature
of grief, and the echoes of a shattered destiny. How far will the Last go
to make sure history does not repeat itself?
Tragedy Will Not Claim Another and I Carry the Hope
of My People allow the Last to directly and immediately help in the
moment, gaining the opportunities and power necessary. When the
Last permanently gains a Power of Darkness from another playbook,
they should take one that hasn’t been chosen by another player yet or
change the context of a power to better suit their character. However,
if the Last and another player want to explore the tension of bearing
the same Power of Darkness, that can be very fun and interesting too.
A Tower of Isolation describes a valuable resource outside of
DIVISION’s jurisdiction. It gives the Last several tools to address chal-
lenges. It also establishes the traditions and duties of the Last’s people.
Using this move will either weaken the legacy of your people, or ignore
tradition in order to gain more power.
Reaching Beyond Time and Space slowly builds a cast of NPCs
who were once deeply connected to the Last, adding layers of loss to
the character. The Keeper is encouraged to grant Bonds with them
if it makes sense in the fiction, especially if the Last marks Ruin to
keep a friend from turning into a Harbinger. Should a friend be lost to
oblivion, the Keeper and players are encouraged to have them return
as a Harbinger for a future Mystery.

When playing the Last remember:


ѵ Leave your heart in the past
ѵ Find others to create a future with
ѵ Hold tightly to the double-edged nature of grief

141
The Fallen

The Playbooks • The Fallen


I am a pale reflection of the glory I once was
I embody the hubris and volatility of the apocalypse
My power is faded, cracked, and deceitful
My heart yearns to worship and be worshiped

YOUR NAME (choose 1)


b a name god gave me with love
b a name I earned through fear and terror
b a name that can never be said out loud
b a name I need to give to someone else one day

YOUR LOOK (choose 1-3)


b a multitude of wings made of light and sound
b eyes that cover my entire body
b a cracked halo that bleeds
b limbs of a mythic creature
b a brand of a demon burned into my skin
b evidence of the god I once was
b mismatched clothing hastily thrown together
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was once a mighty god of this Earth but was killed by my
worshipers
b I once claimed hell for my own but was betrayed
b I was an angelic creature destroyed by my jealous god
b something else that describes how far I have truly fallen and all
I have lost

WHO ARE THE GODS WHO TAUNT YOU? (choose 1)


b those who I betrayed seek to destroy me once and for all
b ancient gods who have lost their power and ache for what is left
of my divinity
b twisted gods I corrupted who are now monsters of myth and legend
b divine servants who grew in power as I have weakened
b something else that feeds my spite and sharpens my hubris

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?

YOUR POWERS OF DARKNESS (choose 2)


b Soul Venom bWeapons of Light
b Fae Glamour and Sound
b Fear Manipulation b Many Forms of
Mythic Animals

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to kill all the gods
b to storm heaven
b to create dark churches in my name
b to make my fellow monsters my worshipers
b to fall in love with a monster who can destroy me
b to curse the one I love
b something else that would have me fall again from greater heights

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)

GAINING DARKNESS TOKENS


As the Fallen I gain 2-4 Darkness Tokens when I:
ѵ Feel others are beneath me
ѵ React with spite or arrogance
ѵ Ask someone to worship me
ѵ Ask someone to betray another
ѵ Embody a Condition that affects me

CONDITIONS
b Lustful b Raging b Forlorn b Obsessed
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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

The Playbooks • The Fallen


When you first encounter a named NPC or Faction, you may declare
how they loved or worshiped you before your fall. Spend Darkness
Tokens and roll.
The Keeper will tell you something significant and valuable, even
on a miss.
On an 8-10 you feel their heart open to you, choose one:
ѵ They worship you still, gain one Bond with them
ѵ They have what you need, clear a Condition
ѵ The sight of them soothes your heart, erase 1 Ruin
On an 11+ they intoxicate you, choose one:
ѵ Your fates are now linked in strange ways, gain one Bond with them
ѵ They can help you seek vengeance on who wronged you, mark 1
Ruin
On a 7- they serve those who forced your fall, their master makes a
move against you immediately. The Keeper will tell you what happens
next.
b The Lies That Serve Me
You learned through pain that secrets are a key aspect of survival. You
may attempt to tap into your latent divinity to cloak reality with your
lies for a time. When you have a secret or truth you wish to conceal,
describe what lie or distraction will replace it. Spend Darkness
Tokens and roll.
On an 8-10 you encase the lie in what remains of your divinity.
Choose one:
ѵ The lie will last for as long as you wish it will
ѵ The lie will hold up against any type of scrutiny
ѵ The lie will not give birth to new lies beyond your control
On an 11+ the lie grows more powerful than you intended and your
divinity cracks further. Choose two from above, but choose one below:
ѵ Your divinity corrupts further and the Harbinger within you stirs,
mark one Ruin
ѵ Your heart buckles under the weight of the lie, mark one Condition
On a 7- you lose control of the lie and the spark of your divinity you
used to create it. The Keeper will tell you what happens next, prepare
for the worst.

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.

b Desire Dressed as Faith


You know well that worship comes from desire, selfish and cruel. When
you touch a being, you may imbue them with an uncontrollable
desire for someone or something. Choose:
ѵ Mark one Ruin: They do nothing else but work towards making
that desire real, though they are aware that it is false, and that you
did this to them. The same desire will burn within you. When the
desire fades, their heart is left with a permanent void. They will
attempt to fill that void by worshiping you in strange ways.
ѵ Mark two Ruin: The desire becomes permanent for both of you,
and they will spread that desire in others. In addition, gain one
Bond with What the Darkness Demands of You.

148
b I Will Rise Again

The Playbooks • The Fallen


This is not the first time you have fallen. You will claw your way back
up to glory and power, no matter the cost. You will do whatever it takes
to rebuild what is lost, and you have a plan.
When you secretly work towards reclaiming your glory and power,
mark one Ruin and choose one step of the plan below and strike it out.
When you do, the Keeper will choose a consequence from the next list.
ѵ Hide my presence and conceal my actions completely
ѵ Create a place of power for myself
ѵ Create a circle of loyal and powerful acolytes
ѵ Gather an army that will serve me
ѵ Bless my army with sacred weapons and armor
ѵ Destroy the one weapon that can kill me
ѵ Kill the one being who can stop me
ѵ Prepare a new body or vessel to house me
ѵ Remove my soul and hide it away
ѵ Destroy my heart, that I may never be betrayed again
The Keeper describes the consequence you face for your growing
power, they choose one.
ѵ I know my memories of a PC or NPC will weaken my resolve, I
must destroy all Bonds with them to no effect.
ѵ A seed of doubt grows within me. I give a PC or NPC the means
to weaken me.
ѵ DIVISION learns of my plans and gains something similar to what
I just achieved.
ѵ A new Faction rises or grows more powerful, determined to destroy
me. They will hound my every step and push back against my plan.
When all steps of the plan have been struck out, you have been
reborn to your true glory and immeasurable power. In this moment,
you become a Harbinger of the apocalypse, emerging from an ancient
Door of Power. You inspire awe and fear as your divinity threatens to
tear apart the world. A new Faction serves you to carry out your divine
will. Give yourself and your Faction a new name and title befitting the
god you are now.
You are no longer part of DIVISION. Describe how you disappear,
and what you leave behind in DIVISION. Each PC gains one Bond
with you and one Bond with your Faction. Retire this character and
create a new one.

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-

The Playbooks • The Fallen


ural ability to use lies. The move doesn’t create a limit for the truth the
Fallen wishes to conceal or the magnitude of the lie that will conceal
it. But the lie is a wild thing that will require control. Any option that
isn’t chosen will compromise the power on display here.
The Ruin moves of the Fallen carry even greater powers of worship
and social manipulation.
My Beloved Nemesis offers a rival for the Fallen to play against
and creates a larger-than-life character. The Keeper should give this
nemesis their own nuanced desires and opportunities for growth. If
something happens in the fiction to make using this move difficult, you
may declare a new nemesis, or exchange this move for another one.
Tremble Before Me makes the Fallen truly formidable, their words
a terrible weapon. Desire Dressed as Faith has the Fallen explore
the emotional spaces between worship and desire.
I Will Rise Again creates the long path to glory and power. If
you take this move, it signals to the Keeper your desire to rise again
should be central to the story, and they should offer opportunities within
the Mysteries and fiction to do so. This move works best over several
sessions, since it’s best to use this move once a session, or twice, if the
Keeper provides an opportunity to do so.
When you choose this move, you are not guaranteeing that you will
absolutely become an apocalyptic threat, but it does center that possi-
bility. Remember to clearly communicate any secrets and desires with
the other players.
This can sound like, “Regaining glory and power is important to my
character, but I’m not actually sure if it’s the best thing for them. I’d
be open to another character helping me find meaning in something
else.” or “I’m looking forward to this climactic showdown as a god with
everyone else, but I’m not yet sure if I want them to be a true villain or
not, what do you think?”
Should you choose to reach the culmination of this move, it will create
a Faction that serves to carry the divine will of the Fallen. Because it
takes so long to amass such power and create the Faction, it’s assumed
that the Fallen will describe a dramatic exit before appearing again as
an NPC, alongside their Faction. However, if the players wish to play
out a glorious confrontation before that happens, have at it (Mysteries,
Interrupted, page 218)!
Before the Faction appears again in the story, work with your Keeper
to create the Faction details. You can find a list of Factions on page 317
and create one based on the format on page 341.
When playing the Fallen remember:
ѵ Weave devastation with charm and guile
ѵ Yearn for love and power equally
ѵ Claw your way to even greater heights
151
The Hungry

The Playbooks • The Hungry


There is an endless hunger that ravages my body
I embody the menace and emptiness of the apocalypse
My power is intimate, transformative, and harrowing
My heart yearns to consume and be consumed

YOUR NAME (choose 1)


b a dangerous name
b a name that conveys blood and pain
b a name lovingly given to me by my victims
b a name I carved out from history
b a name that will herald my destruction one day

YOUR LOOK (choose 1-3)


b an unsettling grin that reveals nothing
b beautiful clothing that hides what I can never show
b long hair that moves of its own accord
b a multitude of eyes and teeth that I cannot fully control
b a scar from the one who loved me most
b evidence of the wild beast that hides and strains against my
skin and bone
b a shattered collar that I will never take off
b something that hints at my struggle to be human

YOUR ORIGIN (choose 1)


b I was cursed by the first of my kind and chosen to be their
beloved scion
b I was driven by hubris and sorrow and consumed more arcane
power than I could hope to control
b I should have died long ago, but survived by desperately feeding
on and consuming others
b something else that describes the depth of my terrible hunger
and why it can never be sated

WHAT DO YOU FEED ON AND WHAT REMNANTS DO YOU LEAVE BEHIND?


(choose 1)
b I feed on human flesh and blood—leaving behind more that
hunger like me
b I feed on desire and hope—leaving behind an uncontrollable
addiction to pleasure or pain
b I feed on memory and dream—leaving behind troublesome
shades of the subconscious that escape into the world
b I feed on monsters and fear—leaving behind volatile curses
b I feed on magic and secrets—leaving behind fragile cracks in reality
b something else that describes how dangerous my hunger is and
how it draws in terrifying scavengers
153
YOUR IMPULSE
The Playbooks • The Hungry

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?

YOUR POWERS OF DARKNESS (choose 2)


b Corrupting Touch b Mystical Power I Stole
b Haunting Aura From My Victims
b Transfiguration bWeapons of Blood and Bone
Through Pain

WHAT DOES THE DARKNESS DEMAND OF YOU? (choose 2)


b to create others as hungry as myself
b to consume what lies beyond doom’s door
b to corrupt what is beautiful
b to love what can never be mine
b to be feasted upon by the most powerful Harbinger of the
apocalypse
b to destroy the good in those I love and care for
b something else that would consume me and leave nothing of me

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)

GAINING DARKNESS TOKENS


As the Hungry I gain 2-4 Darkness Tokens when I:
ѵ Feel a yearning for what I cannot have
ѵ React with pettiness
ѵ Ask someone to feed me a part of themselves
ѵ Ask someone to give in to their hunger
ѵ Embody a Condition that affects me

154
CONDITIONS

The Playbooks • The Hungry


b Raging b Lonely b Lustful
b Hunger Condition: ___________
b Hunger Condition: ___________
b Hunger Condition: ___________

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?

b Gaze Into My Heart’s Abyss


When you Reveal Your Heart to someone, you may show them how
your hunger ravages and breaks you. If you do, you choose one from
below, even on a miss:
ѵ Whisper of how you wish to feed on them and leave nothing behind,
gain one Bond with them
ѵ Ask them to reveal a vulnerability with you that they will share with
no one else, if they do, they clear one Condition
ѵ Ask them why they hunger for you, create or replace a Hunger
Condition that reflects their desire for you

b Do Harbingers Dream of Monsters Like Me


You have acquired a taste of power that only a Harbinger can wield.
Under your skin, carved into your bone, burrowing in your flesh, is
what remains of the Harbingers you have consumed. When you tear
away at your skin to reveal what remains of a slumbering Harbinger,
spend Darkness Tokens and roll.
On an 8-10 your body ripples in perfect sync with what remains of
the Harbinger’s power. Choose what your body changes into, for now:
ѵ A Harbinger of elemental strength and fury, immediately inflict
two Conditions on a target but take one in return
ѵ A Harbinger of jagged shadows and haunting whispers, uncover
a Key at great cost
ѵ A Harbinger of ethereal and fleeting beauty, ask who is most capti-
vated by you and gain one Bond with them
ѵ A Harbinger that mirrors your hidden desire and power. Create or
replace a Hunger Condition

156
On an 11+ another Harbinger within you seeks to re-form itself,

The Playbooks • The Hungry


tearing at your flesh and remaking it in their glory. Choose one from
above and one from below:
ѵ A Harbinger breaks free from the prison of your flesh, and escapes
into the world carrying an infectious aspect of your hunger.
ѵ Mark a Condition or Ruin to allow the Harbinger to feed on you
and force it to slumber again, and describe how your body twists
into a horrifying new shape to reflect this.
On a 7- a terrifying Harbinger within you awakens, one that you
did not mean to call upon. They break you open, feed on your heart
and mind, and toss you aside. The Keeper will tell you what happens
next, prepare for the worst.
b Enthralled by You
The hunger inside of you yearns for the innocent, to transform mortal
flesh into an endless void filled with teeth. When you share an intimate
moment with an NPC willing to become your thrall, ask them if
they desire you. If they say yes, describe the feeding. Spend Darkness
Tokens and roll.
On an 8-10 they feed on you in turn, and the hunger within you
infects them slowly leaving you euphoric. Choose one:
ѵ They are beautiful and perfect, unlike you. They will not survive the
hunger for long. Gain one Bond with them and give them a single
command. After they fulfill the command, they will soon perish.
ѵ They are haunted and terrifying, like you. They will outlive you
and can never be harmed by you. Gain one Bond with What the
Darkness Demands of You, they will spend the rest of their immor-
tality working towards fulfilling What the Darkness Demands of
You.
On an 11+ the hunger corrupts them and breaks them, reforming
their shape into the seed of a Harbinger. Choose one:
ѵ You hide the true nature of who they are and protect them. Before
they vanish, they give you a Key at great cost. When they return,
they will be a Harbinger seeking an ancient Door of Power.
ѵ You turn them over to DIVISION, where the rest of your failed
thralls are imprisoned. Gain one Bond with DIVISION and mark
a Condition that reflects how this makes you feel.
On a 7- something within your would-be thrall seduces the hunger,
and they gain more power than you were ready to give. The Keeper
describes what happens next. Prepare for the worst.

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

The Playbooks • The Hungry


b The Story of You Carved into My Flesh
When you share an intimate moment with a PC, ask them if you
may feed on the Harbinger within them. If they say yes, describe the
feeding and choose:
ѵ Mark one Ruin, unleash the hunger for a single moment and leave
behind loving scars on them. You clear one Condition and they
gain one Bond with What the Darkness Demands.
ѵ Mark two Ruin, and tear away at your skin and bone until you
reveal a new aspect of your monstrosity to them. Ask the PC if
the beast under your skin entices, horrifies, or both. Create a new
Hunger Condition that reflects how you make them feel. They clear
all their Conditions.

b Your Ruin on My Lips


When you share an intimate moment with a PC, ask them if they will
shed their skin for a moment to show you the Harbinger they may one
day become.
If they do, you feast upon their Ruin. Erase any number of Ruin marks
they have, transferring their Ruin marks to your own track.
If you share What the Darkness Demands of You and how it tempts
you, they may choose to feed off your Ruin instead.
b The Purity of My Reflection
Imprisoned within DIVISION is your reflection, purified by your hunger.
They were once a person, long ago. But now they only mirror the worst
aspects of you, showing on their skin what horror lies beneath the
surface of you.
When you share an intimate moment with your reflection, describe
how their body has changed to show what you hide from all others. The
Keeper will describe why they still love you. Choose:
ѵ Mark one Ruin, allow your reflection to feed on you. They will
lovingly sift through your memories and fears. Ask the Keeper a
question and they will answer it honestly and with great detail. In
addition, gain one Bond with your reflection.
ѵ Mark two Ruin and feed on your reflection with reckless abandon.
Describe how they become more grotesque as you become more
beautiful. Gain a new Power of Darkness permanently. In addition,
gain one Bond with What the Darkness Demands of You.

159
The Playbooks • The Hungry

b Until Only Hunger Remains


You and the hunger know each other intimately—it has broken and
remade you again and again over the years, leaving behind your insides
changed and yearning. You know that the hunger is reshaping you to
fulfill its greatest desire.
When you take this move, create your own personal Doomsday Clock
with 4 ticks and name it Only Hunger Remains.
When you are about to hit your Breaking Point, you can choose
to give into desperation and feed on yourself instead, allowing
the hunger within to grow stronger. Mark one Ruin and tick Only
Hunger Remains once. Clear all your Conditions and choose three
new unmarked Hunger Conditions from the list below:
ѵ Ravenous ѵ Despairing
ѵ Twisted ѵ Volatile
ѵ Brutal
When the Only Hunger Remains clock fills, you are finally consumed
by your hunger. 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. Your bones and flesh have been reshaped
to reflect the truth of who you are, displaying the exquisite pain and
torture you subjected your victims to. Give yourself a new name and
title befitting the grotesque 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.
160
Playing the Hungry

The Playbooks • The Hungry


The Hungry is both predator and prey. Their hunger gives them the
power to hunt others and feed on them, but they are twisted and driven
by the same hunger. Their power is as transformative as it is cruel, and
their yearning for intimacy is palpable and dangerous. Hunger sharpens
their love, but they wish for something true and lasting.
The Hungry gains Darkness Tokens by engaging with the merciless
nature of their hunger. They ask others to consider what they want and
to take it. Their powers of darkness are intimate and hint at a pain that
the Hungry can never be released from.
This playbook is best suited for players who want to be undeniably
monstrous, while centering heightened emotions and intimacy. Unlike
the other playbooks, the methods of the Hungry are far more fearsome.
Their hunger will push the Hungry to the point of breaking, and body
horror can often come into focus.
The unique question of the Hungry is “What do you feed on, and
what remnants do you leave behind?” The answer to this question
will dramatically change the nature of the Hungry, and flavor every
playbook move accordingly.
The Hungry’s starting move, The Gnawing Edge of Hunger,
centers feeding and how it can transform the Hungry. The hunger is
ever present, but it’s up to you as a player to decide how it affects your
character and when you surrender to it.
The Hungry handles Conditions differently from other playbooks. The
Hungry begins with three Conditions, instead of the usual four. However,
the Hungry can gain up to three more, called Hunger Conditions.
Several playbook moves offer opportunities for creating and replacing
Hunger Conditions, and will often guide you on creating the emotional
make-up of your character, which can be an ever-shifting thing.
Until a Hunger Condition is created, it cannot be marked as normal.
Meaning, if you do not create any Hunger Conditions, it only takes
three marked Conditions for the Hungry to hit their Breaking Point.
If you create all 3 Hunger Conditions, it takes six marked Conditions
for the Hungry to hit their Breaking Point.
The Hunger, as cruel and destructive as it is, helps you feel emotions
more deeply before reaching your Breaking Point.
When you create a Hunger Condition, choose an empty Hunger
Condition on your character sheet and name what the Condition is.
When you replace a Hunger Condition, choose one that’s already named
and replace it with the new one.

161
The Better to Eat You With, My Dear has the Hungry feed on
The Playbooks • The Hungry

a Key to gain more information. The Keeper is encouraged to interpret


these questions in any number of ways, but the Hungry may also refine
the question as they choose. For example, the Hungry may choose
“What do my teeth tear away to reveal someone else’s hunger?” and further
clarify, “I know we got this Key from Jen Fable, what is she truly hungry
for?” or “Do I have a sense of what the Harbinger’s hunger is?”
Do Harbingers Dream of Monsters Like Me has the Hungry
reveal the harrowing depths of the hunger, and embodies the versatility
of the playbook. On a disastrous success, the player must decide if
what remains of the Harbinger will escape, or if the Hungry will hurt
themselves to force the Harbinger to return to a dormant state. The
narrative implications of this move are numerous, and both the Keeper
and the Hungry are encouraged to lean into this.
The miss details that the awakened Harbinger will “feed on your heart
and mind.” What this means and its consequences are up to how you
and the Keeper decide to interpret such a prompt. Are a part of your
emotions now inaccessible to you? Does the Harbinger learn confiden-
tial information about DIVISION? Lean into what’s fun and interesting.
Enthralled by You introduces the idea of the Hungry creating a
thrall, a dangerous act with lasting consequences. This move can only
be used on an NPC willing to become a thrall, and only by expressing
the explicit desire for the Hungry can the move be activated. There is
no genuinely good outcome for the thrall, there is only the extent to
which they can serve the Hungry. Using the hunger on another being
will only lead them to despair.
The Ruin moves of the Hungry show horrifying depths of the hunger
and the cruel and sincere intimacies they’re capable of.
The Story of You Carved into My Flesh and Your Ruin
on My Lips offer an opportunity for both the Hungry and another
PC to reveal the Harbinger they may one day become, in a moment of
complex and haunting intimacy.
The Purity of My Reflection introduces a truly wretched char-
acter who is bound to the Hungry and loves them. The reflection is a
metaphorical and literal mirror, who forces the Hungry to confront
their monstrosity and consequences of their hunger. The Keeper is
encouraged to foster a complex relationship between the reflection
and the Hungry.
Because the reflection is imprisoned in DIVISION, it may be difficult
for the Hungry to trigger this move while investigating a Mystery. Offer
opportunities for the Hungry to return to DIVISION as they like, or
have them trigger this move and play it out as a flashback.

162
Until Only Hunger Remains outlines a terrible end for the

The Playbooks • The Hungry


Hungry that comes far more quickly than their fall to ruin. Whenever
the Hungry uses this Ruin move, they are ensuring they stay in a fight
longer and reinvigorate themselves, but in doing so they strengthen
the Hunger each time.
The Hunger Conditions you choose as a result of this move can be
replaced as normal through other moves.
When you choose Until Only Hunger Remains, you are not
guaranteeing that you will absolutely become an apocalyptic threat,
but it centers that possibility. Remember to clearly communicate any
secrets and desires with the other players.
This can sound like, “I definitely want to court tragedy with my char-
acter and come close to being completely consumed by the hunger, but
I don’t know if I actually want to go all the way there” or “I want to work
towards this climactic showdown as this grotesque version of myself
against DIVISION, but I really want to spend the time getting close to
everyone so that the confrontation hurts that much more” (Mysteries,
Interrupted, page 218).

When playing the Hungry remember:


ѵ Struggle with the hunger
ѵ Seek intimacy at every opportunity
ѵ Confront the horror of a body you cannot control

163
End of Session
End of Session

End of Session Questions


At the end of every session, the Keeper will ask each player questions
about their PC. This is a good time to wind down, reflect on the events
of the session, and think about where a character could be headed in
future sessions.
A session of Apocalypse Keys is likely to have intense twists and turns,
starting revelations, and it’s easy to build up several narrative layers in
just a few hours. By taking the time to review what happened together,
it’s a great way to highlight important moments and consider how they
affected the characters.
Each player answers the following questions for their PC:
ѵ Did you express your monstrous nature and/or express your
humanity? If yes, mark 1 XP.
ѵ Did you learn something significant about yourself and/or your
impending ruin? If yes, mark 1 XP.
ѵ Did you learn something significant about a fellow monster?
If yes, mark 1 XP.
ѵ Did you uncover at least one Key of the apocalypse or attempt
to Unlock Doom’s Door? If no, mark 1 Ruin.

Unpacking the Questions


Did You Express Your Monstrous
Nature or Your Humanity?
This question helps the player decide for themselves what is monstrous
about them and what is human. Other players may make suggestions,
but ultimately the player defines for themselves what it means to be a
human and what it means to be a monster.
In Apocalypse Keys, Ruin tracks your monstrous nature and the
temptation towards becoming a Harbinger. In other words, the game
illustrates the monstrous nature of the Omens. Humanity is not tracked
in a similar fashion, and this is by design. The world is quick to define
what it means to be a monster, and proving your humanity is difficult.

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

Did You Learn Something Significant about


Yourself or Your Impending Ruin?
This question reminds players and the Keeper to introduce new aspects
of their characters and what possible future awaits them. It’s up to the
player what counts as significant, and this is a good time for other
players to offer what they thought was a cool revelation or moment.
These revelations during a session can look like:
ѵ You revealed more of your Omen’s origin or past
ѵ Your PC had an emotionally significant moment with another
character
ѵ You explored What the Darkness Demands of You and how you
are tempted to give in
If you did any of these things during the session, you probably learned
something significant about yourself or your impending ruin:
ѵ You were Torn Between and made a surprising choice
ѵ You chose to Reveal Your Heart and revealed something new
ѵ You spent a Bond with What the Darkness Demands of You
ѵ You filled your Ruin track and revealed a glimpse of what your
Omen could be like as a Harbinger
165
Did You Learn Something Significant
End of Session

about a Fellow Monster?


This question reminds players to interact with the world and its monsters.
This can apply to other PCs and NPCs who are monsters. It encourages
curiosity and interest in other players and their characters.
During a session, this could look like:
ѵ Being present during a pivotal moment or revelation
ѵ Engaging in meaningful moments of emotional intimacy
ѵ Asking questions about another Omen’s origin, their powers of
darkness, or What the Darkness Demands of You
If you did any of these things during the session, you probably learned
something significant about your fellow monster:
ѵ An Omen Revealed Their Heart to you
ѵ You spent a Bond with someone
ѵ You erased 3 Bonds with an Omen or NPC to declare a truth about
them

Did You Uncover at Least One Key of the


Apocalypse or Attempt to Unlock Doom’s Door?
This question emphasizes the urgency of the investigation and the
dreaded nature of the Mystery. Time is running out. If your Omen did
not uncover at least one Key or make an attempt to Unlock Doom’s
Door, they mark Ruin.
This is a reminder that as Omens, the PCs must actively resist the call
of the Harbinger within them. When they are unable to take concrete
action to stop the Harbinger or reach the ancient Door of Power first,
their fate pulls them inexorably towards a darker path. This existential
dread and cruel fate is represented by marking Ruin.
However, if another player Unlocked Doom’s Door at the beginning
of this session and the rest of the time was spent on the ensuing battle
and aftermath, disregard this question. This also applies to sessions spent
in between Mysteries at DIVISION (In Between Mysteries, page 192).

166
The Keeper

The Keeper of the Doors


of the Doors
As the Keeper of the Doors, your role is
a little different from the other players.
You help bring life to the world, deepen
the shadows of mysteries, and provide the
players with opportunities to feel deeply
and defy the apocalypse.
You are a facilitator that takes note
of what the players are excited about
and what they engage with in the world.
What powers of darkness have the players
chosen? How does their origin affect their
present? What does the Darkness Demand
and how does it define one possible future?
Allow these answers to guide the themes,
experiences, and events you’ll introduce
during investigations.
If this is your first time facilitating a
game or running Apocalypse Keys, it can
be a little intimidating. In the same way
that the players are learning to play the
game, you are learning how to facilitate
an evocative Mystery built on heartfelt
emotion. You have at your disposal guide-
lines and a set of tools to help you run the
game smoothly.
The Omens of DIVISION are here to
investigate what the Harbingers of the
apocalypse are up to. The Harbingers
are manipulating things from the side-
lines, using monsters and humans alike
in pursuing the doors of ancient power
and acquiring the means to bring forth
the end of the world. What this looks like
is embodied in the basic moves.

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

The Keeper of the Doors


When an Omen uncovers a Key, cultivate an atmosphere of intrigue and
growing horror. There are many subtle ways to evoke fear and dread,
experiment to find out what thrills your players.
Every so often, connect a Key or an aspect of the Mystery to one of
the PCs. The more personal and intimate, the better. Perhaps a ritual
dagger is from the dimension the Summoned is from. Describe how
the Found had seen a Key during one of their dreamwalks. The Omens
come across a rotting place of worship that was once built for the Fallen.
Keep the Mystery personal. The Omens are the main characters in the
story you’re weaving together. Their presence and actions should affect
the story in significant ways. Each Omen is a larger-than-life character.
Their origin, What the Darkness Demands, and their impulse will give
you a lot to draw from to connect to the Mystery.
A good rule of thumb is to focus on one Omen per session, connecting
a Key, a Facet, or another aspect of the Mystery to them at least once.
As you get the hang of weaving in the Mystery with the core narrative
elements of your Omens, begin connecting multiple Omens to the
Mystery and to each other.

Play to Find out What Happens


Apocalypse Keys is a game best played when the Keeper doesn’t have
a plan in place or a plot in mind. Start with what choices your players
make during character creation. Follow the fiction and pick up what-
ever your players are putting down. Pay attention to what excites and
thrills your players and keep leaning into that. Run the game from your
heart, and trust your intuition. As the Keeper, you are enjoying the act
of discovery along with your players.
The Mystery you draw from for each session offers you a setting, loca-
tions, a cast of characters, and Keys of the apocalypse. But nothing is
set in stone and your players will always ask unique questions about the
Mystery. Make things up! Go with your gut. As long as you’re upholding
the principles, you’ll be fine.
Each Mystery has establishing and location questions, both of which
bring in your players’ ideas and perspectives. It’s quite likely that the
answers to these questions can create completely new paths and narra-
tive possibilities—follow those and together you can discover where
they lead.

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?”

Offer Ruin and Hope in Equal Measure


Refer to what each player has marked as What the Darkness Demands
of Them. This indicates the kind of stories they want to experience and
what devilish bargains they wish to be tempted with. At the beginning
of each session, check in with your players, ask if they want to change
or shift any of these demands. This way it keeps it fresh for both of you,
and it will be easier to tap into during play.
Remember that ruin is only truly terrifying in the face of real hope.
Offer your monsters real moments of genuine connection, fragile love,
and desperate trust. Give them hope that they can outrun their ruin,
for now.

170
Offer Dangerous Opportunities

The Keeper of the Doors


In a Mystery, the Omens can sometimes struggle to figure out what
steps they can or should take to get closer to the truth. Remind them
of the complications they’ve encountered, the incongruities of the
Mystery, and their own personal ties to the possible Harbingers. Then
offer dangerous opportunities to face those challenges or learn more
about the connections.
If they have just uncovered a Key, consider what implications or
consequences they might have to face. If they have just overcome a
challenge, consider how this can lead to uncovering the next Key or
what context overcoming this challenge provided.

Show the Monstrosity of the World


There is a hidden world just barely below the surface. Monsters go about
their lives as best as they can. They are ignored, exploited, or feared by
humans. They are held to impossible demands and double standards.
They carry a history that has been erased by those in power. Hint at
this every so often and bring it into sharp focus.
Describe the sights, sounds, and sensations of the world. Pull from
your own experiences and ground the Mystery in the real world, to
make the supernatural and occult really stand out.
Be clear about what a character is communicating non-verbally or
what they are hinting at. Don’t assume your players understand the
social context of a moment, or they perceive the full weight of a reve-
lation. Briefly but clearly spell it out for them. Tell the Hungry, “The
commander shrugs and turns away abruptly, but as they walk away, they
catch your gaze. You can tell they have something more to tell you, but
they can’t say it in front of everyone else.”
Center the motivations of the NPCs and describe how they support
or collide with the drives and beliefs of the PCs. The characters in
Apocalypse Keys are rarely cartoonish or simple, and as complex char-
acters, they will rarely be outright antagonists or mindless supporters.
Even a Harbinger may have an awful lot in common with an Omen.
Offer connections to the people and monsters of the world. The PCs
are irrevocably tied to those around them. Invite the Omens to engage
the world in ways unique to their background and powers. The more
connected they are, the more they will strive to protect the world from
the Harbingers and the coming apocalypse.

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.”

Keep it Emotional, Put Relationships First


Apocalypse Keys shines when emotions are front and center, when
the hearts of our monsters on the line. Many moves ask the Omens
to reveal their inner thoughts or tune into the emotions of others.
Conditions are there to be marked as the result of a miss or if it
makes sense in the fiction. Remind your players to lean into the
emotions of the marked Conditions.
When you embody a character that interacts with the PCs, think
about their emotions. What’s in their heart? What do they want?
What drives them? What do they hope for? What are they scared of?
Invite the PCs to build real relationships with those who live in the
world.

172
Uphold the Rule of Cool

The Keeper of the Doors


The players have many tools at their disposal to create intriguing and
compelling characters. The powers of darkness, origins, and What
the Darkness Demands of You—all of this is meant to evoke a larger
than life feel to the game. Many of the playbook and DIVISION
moves are evocative, loud, and hold back nothing.
There will be times when it’s best to be subtle and low key, when
the players need time to recover from big moments or scenes full of
tension. But there will be an undeniable momentum, watch out for
the build up towards the big moments. There will be times when the
fiction and the moves nudge you towards going all the way. Go for it!
Describe huge fighting monsters, pull the whole city into danger,
let the powers of the PCs and the Harbingers be as outrageous and
cool as possible. Thrill your players with descriptions of action, lean
into big and bold aesthetics, make the coming apocalypse feel real.
In return, encourage your players to push the limits of what their
powers can do. The nature of their power means complications will
escalate naturally, and you do not have to hold back your players.

Make DIVISION a Complex Home


The relationship between DIVISION and the monstrous agents will
depend on what you and your players are excited for. At the start of
the game, make this a discussion, but don’t nail down too many of
the specifics. You will mostly play to find out, and that’s best done
with breathing room for creativity.
Do ask your players how much pressure they want from DIVISION,
if they’ll want to engage with nuanced politics, or get into emotional
entanglements with other personnel from DIVISION.
This will also be guided by what kind of DIVISION moves your
players take. With every DIVISION move, players answer at least
one question. Each answer brings more life and color to DIVISION
and makes it more important to the story.
No matter what approach you decide on, remember that
DIVISION is made of many people. They will each have their own
agendas, hopes, desires, and complex feelings. Different personnel
may have different hopes for the same PC—let these relationships
grow naturally over time.

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.

Remind Them That the World


Does Not Accept Them
As agents of DIVISION, Omens are useful. They are monsters that
fight monsters and are potential Harbingers who have the power
to defy the apocalypse.
But this world was not made for monsters and the fantastical. This
world serves humans and the mundane. Monsters must stay in the
shadows, create their own safe havens, or find ways to adapt to a
world that does not care about them.
When interacting with the world, think about the PCs and their
place in it. In areas where there are more monsters, the Omens may
not have to minimize who they are and in order to find allies. Then
again, many monsters have complicated feelings about DIVISION,
and may not be happy to see the Omens.
In locations where there are less monsters, most humans will be
uncomfortable with the presence of monsters. Even those who think
they like the PCs may keep reminding them how “other” and truly
different they are. Many humans will resort to feelings of distrust,
fear, or disgust.
Some players may want to engage with these potentially diffi-
cult aspects of the story as a way of seeking catharsis or achieving
self-empowerment, but as the Keeper, you should be careful about
pushing this too far.
While this sense of “otherness” is a central theme of Apocalypse
Keys, you should always be thoughtful about your approach. Be
sensitive to how your words and actions are impacting others, and
be willing to change course when needed. Despite your very best
intentions, you don’t always know how a theme or detail will impact
others.
Apocalypse Keys, like any game, is always played with the well-
being of your fellow players in mind (Safety First, page 12).
174
Keeper Moves

The Keeper of the Doors


To bring the principles to life and help guide the story forward in
interesting ways, you have your Keeper moves:
ѵ Reveal a sinister sign of things to come
ѵ Hint at off-screen horrors
ѵ Cut away to a Harbinger’s plans
ѵ Introduce an enigmatic character
ѵ Deepen a relationship
ѵ Inflict a Condition
ѵ Impose Ruin
ѵ Tick the Doomsday Clock
ѵ Complicate a theory
ѵ Separate the monsters
ѵ Endanger the monsters
ѵ Say What the Darkness Demands of You
ѵ Introduce a hard choice
ѵ Intervene through a Faction
Keeper moves are the tools of the Keeper. While the principles
help you keep in mind the general atmosphere and central themes of
Apocalypse Keys, the Keeper moves are used from moment to moment.
The Keeper reacts with a move to an Omen suffering from a disas-
trous success or on a miss, but especially when an Omen rolls a miss.
A Keeper move can also be used when the story has lost some of its
momentum, and the players look to you to find out what happens next.
When you use a Keeper move, note the pacing of the game. If the
Omens are stuck and seem to be going in circles, interrupt with a
Keeper move to push them to react or work together. If narrative
tension is building up, offer dramatic release in the form of a confron-
tation of some kind.
Players should feel excited when the Keeper intervenes or reacts with
a move. You are there to provide challenge, revelations, and thrills!
When you use a Keeper move, you don’t have to announce which one
you’re using. Just go ahead and use the move to guide the next moment.
For example, if you decide to use the move “Introduce an enigmatic
character,” instead of saying “I’ll introduce an enigmatic character now,”
say something like “You spot his long tattered cloak first, before you
hear the sound of something wet and slithering underneath the rotting
fabric. The softest whisper comes through from what sounds like many
teeth, but it’s hard to make out his features. A worm-like appendage
lands on an open book, and you watch the words disappear beneath the
shivering skin. The softest whisper reaches your ears, amid gentle wet
sounds of consumption. ‘Ahhh, hello fellow interlopers. Care for a bite
to eat? Or perhaps you seek something else within the Library, hmm?’”
175
The Keeper of the Doors

Reveal a Sinister Sign of Things to Come


Mysteries are built on intriguing signs that signal terrible things yet
to come. Drop one every now and then. Make it subtle but disturbing,
simple but strange. A crow that whispers a single word, an ancient
manuscript that describes the events that occurred moments before,
a beautiful man who wears the same face as someone from a dream.

Hint at Off-screen Horrors


It’s impossible for the PCs to be present for every aspect of the Mystery.
Leave behind evidence of a Harbinger’s plans and manipulations.
Describe how someone else got to the location first and tampered
with the evidence. Reveal a victim who can’t quite remember what
happened, or can no longer speak of the experience.

Cut Away to a Harbinger’s Plans


This move is a great one to use at the end of the session, or in between
scenes. This heightens the tension and reminds players that strange
and terrible things happen beyond their ability to perceive them.
Have Harbingers interact with each other intimately, describe how
an enemy who was killed is now walking around unharmed, or have
a cloaked figure speak cryptically while making bold moves against
DIVISION. One of the Doomsday Clock ticks, Intrigue (page 213),
specifically describes what could be happening somewhere else with
the Harbinger. This tick is a perfect opportunity to cut away to what
the Harbinger is up to, or the terrible results of their manipulations.
176
Introduce an Enigmatic Character

The Keeper of the Doors


Apocalypse Keys thrives on the Omens interacting with NPCs and
different Factions. It helps the players understand the complex moti-
vations and desires of the monsters they play. You can support this
by introducing characters that are darker or brighter mirrors, and
Factions that support or push back against DIVISION.
Introducing an enigmatic character also applies to introducing a
person of interest or any NPC. Each POI has something intriguing
about them, so make sure to highlight that when you first introduce
them. When you’re spontaneously creating an NPC, remember to
also include an interesting detail for the players to latch on to.
NPCs best support the PCs when they mirror certain aspects of
the PCs. What happens when a PC meets someone who embraces
similar demands of the darkness? Will it evoke anger, disgust, or
empathy? When a Faction makes itself and its agenda known, will it
change how the PC feels about DIVISION?
Factions only become real and interesting if there are real charac-
ters embodying the group’s ideals and vision. Until that happens, the
Faction is simply something read of in a dossier file or heard about in
rumor. It won’t have any real impact on the PCs or the story.

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

Asking an Omen to mark a Condition is one of the best reactions and


is always a good move. This is especially true for rolling a miss, but it
can often make sense in other circumstances. Inflicting Conditions
regularly keeps emotions and relationships at the center of the story.
During combative situations, always inflict a Condition when an
opponent gets a good hit in. It should be noted that if an Omen
Unleashes the Dark and does not choose the option “Avoid repri-
sals, harm, or cost,” asking them to mark a Condition is a good and
standard reaction, among others.
Remember that many mechanics of the game interact with
Conditions. When an Omen has a Condition marked, they can
embody it to gain Darkness Tokens. When the Omen marks four
Conditions, they hit their Breaking Point, which is an exciting and
thrilling moment in a scene. When the Omen has several Conditions
marked and they want to avoid hitting their Breaking Point, this
urges them to Reveal Their Heart. When you ask a PC to mark
a Condition, you’re asking the player to engage with more narrative
opportunities the game provides.

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

The Keeper of the Doors


The Doomsday Clock is a powerful tool, and something the players
should always be aware of. When the pacing of the Mystery is lagging
behind or moving too quickly, ticking the Doomsday Clock helps
you adjust the flow of the Mystery. When the players roll a miss, it
can absolutely mean that the Doomsday Clock ticks forward. At the
very least, you should tick the Doomsday Clock once per session, to
remind them that time is always of the essence.
Ticking the Doomsday Clock is a big moment. When you do so,
remember to tick the Doomsday Clock in front of everyone, coloring
in the segment or otherwise taking note of it somewhere everyone
can access.
When you tick the Doomsday Clock, refer to your Mystery Codex
and describe what happens next (The Doomsday Clock, page 186).

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.

Endanger the Monsters


This can mean physical or emotional danger. When one of the PCs
uncovers a Key, a Harbinger may show up unexpectedly and challenge
them. It may mean a fight, but the Harbinger could just as easily offer
a painful truth and endanger what the Omen believes in.
Perhaps an NPC from the past shows up unexpectedly, once
beloved, but they now serve as a Harbinger. Or a colossal monster
shows up, ready to tear apart the entire city. Whatever the danger
is, it should thrill the players and force them to react accordingly.
Threaten the safety of who they care for, endanger the city, break the
hearts of the Omens.

Say What the Darkness Demands of You


This is something to pay attention to when an Omen finds themselves
Torn Between. It’s also a good move when you want to tempt the
PCs or show them what happens when they go too far with their
powers and suffer from a disastrous success.
If the Last chose to resurrect my people at the expense of humanity,
you might say something like “The tomb opens. Beautiful images
and words are carved into the walls. At the center of the tomb lies
a sarcophagus, the face and body of your beloved carved unto the
surface. A handprint marks the surface of the sarcophagus, and in
your mind the words of a powerful void spell starting to form. Your
hand is drawn to the sarcophagus, the spell heavy on your lips.
“If you give into What the Darkness Demands of You, you could use
your powers to revive them. But if you do, this will awaken an ancient
curse that will plague all of humanity. What do you do?”

180
Introduce a Hard Choice

The Keeper of the Doors


Things rarely come easy for monsters fighting back an apocalypse.
As Omens, they will always have hard choices to face and not much
time to make them.
What they need lies in the arms of an entity sealed away by
DIVISION. Will the Omens free the sealed entity or waste precious
time? A dangerous rival offers a fleeting opportunity but asks an Omen
to compromise their pride. Will the Omens grasp the opportunity or
let it slip away? Saving the town means allowing the Manananggal
Queen to escape with his minions. Will the Omens endanger the
town or allow a possible Harbinger to roam free?
Make sure that when you offer the hard choice that it’s something
truly enticing—something a player will be tempted to say “yes” to,
just to see what happens next.

Intervene Through a Faction


There are many interested parties keeping track of the Mystery and
investigation. This move could mean introducing a new Faction with
complex goals, perhaps with a dangerous but tempting offer (Factions,
page 317).
This move could also look like introducing another agent of
DIVISION whose mission is at odds with the PCs. Remind the players
to keep track of those who work behind the scenes, and to seek out
those who wait in the shadows.

The Basic Moves in Action


The Omens Grasp Keys to try to figure out what the ancient Door
of Power is, how to open it, and what lies beyond it.
This will usually lead to complications, resulting in PCs having to
Unleash the Dark or Power Through Darkness to confront antago-
nists or overcome challenges.
In doing so, a PC may find themselves Torn Between what they
must do and What the Darkness Demands. To keep going, an Omen
must Reveal Their Heart, seeking comfort and support in moments
of intimacy and sincerity.
Finally, when the PCs feel like they can use all the Keys uncovered
thus far, they may attempt to Unlock Doom’s Door. Will their theory
be correct, or will the Doomsday Clock tick forward?

181
Advanced Keeper Moves
The Keeper of the Doors

When a player chooses a playbook, they’re interested in engaging with


its narrative themes and emotional core. This is an invitation for you
to center those themes and emotions.
You can make your players feel special and awesome by drawing
upon their origin, unique playbook question, tempting them with What
the Darkness Demands, and offering opportunities to give into their
impulse. There is a lot for you to draw from, so it will take you at least
a few sessions to master using everything at your disposal.
When you’re ready to further sharpen your skills as a Keeper and truly
hone in on what makes each playbook tick, you can use the following
playbook specific moves for your players.

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 Keeper of the Doors


ѵ Show them the consequences of collateral damage
ѵ Create a problem they can solve by giving into their destructive
power
ѵ Threaten someone they have a Bond with
Their main themes are power, consequences, and relationships.
The collateral damage they’re capable of should feel ever present.
Remind them of the consequences of past collateral damage. Hint at
how their power will negatively affect the future.
With a Surge in the group, create problems on a scale so large that
only their destructive powers can handle them. The Surge will decide
if they give into their power, find a way to control the worst of it, or
find another way.
The Surge has numerous ways to create Bonds—find ways to make
those Bonds matter. Center these relationships and offer the Surge
opportunities to navigate these relationships.

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

ѵ Describe how Death’s presence complicates the scene


ѵ Have Death mark someone they care for
ѵ Introduce a problem only they can solve
Their main themes are death and the dangerous pursuit of knowl-
edge. Death is a constant presence, intimately connected to the Shade
through numerous ways. Death’s influence should be keenly felt, to give
the Shade something to interact with.
Death marking someone the Shade cares for can take many forms.
Is Death protective, caring, and nurturing? Or is Death corruptive,
threatening, and dangerous? Death is moved by, and acts by its own
laws—removed from humanity.
The Shade has several ways to gain information. Provide problems
that require procuring information in challenging and satisfying ways.

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 Keeper of the Doors


ѵ Haunt them with the remnants of their Hunger
ѵ Offer temporary reprieve that will later sharpen the Hunger
ѵ Describe how the Hunger twists their body into horrifying shapes
Their main themes are desire, corruption, and body horror. The
Hungry brings a level of intensity to a game, and both you and the player
should define the nature of the Hunger that shapes and breaks them.
When the Hungry chooses what remnants they leave behind, bring this
aspect into the narrative every so often. A Key or aspect of the Mystery
can reflect that remnant, bear an aspect of their Hunger, and so on.
The horror of the Hunger can only truly be felt when there are
moments of reprieve. Offer them peace, perhaps with a cost, but make
the Hunger feel that much more inescapable. This reprieve can take
the form of a physical transformation into something more pleasing,
the perfect victim, or any number of things that offer escape.
Many of their moves describe how their body changes in sudden
and violent ways. Build upon that, having their body betray them in
strange and haunting ways.

Combat and Conditions


The Omens are powerful creatures of darkness. Realistically, tracking
how much physical harm a fallen angel can take against a spider demon
is difficult to gauge. This game does not track physical wounds or hit
points.
What really matters in facing down the apocalypse is how long your
heart can hold out. The Omens struggle with their emotions as they
buckle under the strain of keeping their powers under control. That’s
why PCs mark Conditions during combat to reflect the pain that they
endure, and why an NPC who has had all their Conditions marked is
taken out of the action or can no longer pursue their drive.
The stakes of Apocalypse Keys are not whether an Omen will get
knocked out or suffer from wounds, though this may still happen when
you endanger the monsters (page 180). Instead, the threat is whether
the Omen will hit their Breaking Point, endangering everyone around
them and what matters to them. The stakes are not whether an Omen
can permanently defeat a Harbinger, because in the world of the super-
natural they may return in one form or another. Instead, the threat is
if the Omen will become a Harbinger themself.
Apocalypse Keys is interested in keeping track of this emotional narra-
tive rather than getting caught up in the specifics of physical harm and
violent confrontation. Sometimes the most horrifying truth is that a
monster may live forever, and will live long enough to bring about the
apocalypse themselves as a Harbinger.
185
The Doomsday Clock
The Keeper of the Doors

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

The Keeper of the Doors


The first session is focused on players creating their characters (Making
Characters, page 85), a few essential details about DIVISION, and
meeting some of the personnel who work there. If time permits and
the players are interested, the Keeper may introduce the basic premise
of the Mystery that the agents have been asked to investigate.
As the Keeper you are there to give them the very basics of the premise
of Apocalypse Keys, help players create a character, answer any questions
they may have, and take notes.

Here’s a guide to help you facilitate the first session:


[Prep Beforehand Read the essential parts of the game. You don’t
Prep Beforehand]
need to have memorized everything, but do take note of important
sections such as The Core Rules (page 15), The Basic Moves (page 37),
the Principles (page 168), and the Keeper Moves (page 175). You can
always read the rest of the book after you’ve run the first session and
have a better idea of what to expect when running the game.
[Prep Beforehand Gather what you need.
Prep Beforehand]
ѵ At least two six-sided dice, but two dice per player would be best.
ѵ A copy of the playbooks
ѵ A copy of the basic moves, preferably one per player
ѵ The Mystery Map, for everyone’s reference
ѵ The Mystery Codex, for your reference
ѵ Writing materials, for when you take notes
ѵ If you're playing online, check out the resources section of the
Apocalypse Keys page on Evil Hat's website, or pop on over to Roll20
to see their offerings there

[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?

[10-15 min Play out a day in DIVISION. Stick to short vignettes or


10-15 min]
moments for each character. This helps a player take on their char-
acter and feel them out. Play any NPCs, any personnel who work at
DIVISION. Remember that there are very few monsters, most of the
personnel will be human or human passing. When you’re ready, have
them gather in one space and interact with each other. Here are some
prompts you can ask as a Keeper:
ѵ What’s the first thing you do when you wake up?
ѵ What is a mundane ritual that you look forward to?
ѵ Why are you still recovering from the last investigation?
ѵ Someone important wants to speak to you, what do you think
it’s about?
ѵ There’s one human agent who’s taken a liking to you. How do
you spend time together?
ѵ There’s a monstrous agent who has been forcibly retired.
Why are you asked to check in on them?
ѵ Something broke down again, why do they ask you to come in
and fix it?
ѵ There’s an agent in training, why are you there to help out as
a mentor?

188
[10-15 min Introduce the Mystery. You may create an NPC who assigns
10-15 min]

The Keeper of the Doors


missions to the PCs and briefly answers any preliminary questions they
may have. But stress that the PCs will only learn anything significant
once they’re out in the field and they meet their contact.
[5-10 min Take another break! It’s a good idea to take a break every
5-10 min]
1-1.5 hours during a session.
[20-30 min Begin the Mystery. You may follow the section Beginning
20-30 min]
the Mystery (page 195). Play for as long as you like, but the first session
is best played in 3-5 hours total. It’s okay for players to just get a taste
of the Mystery and jump into it next time.
[5-10 min If it feels applicable, go over the End of Session move
5-10 min]
(page 164) and answer the question associated with their impulse, but
feel free to save this for the second session onwards.
[5-10 min Check in with your players and wind down. This is a good
5-10 min]
time to use a tool or process like Stars & Wishes. This should only
take a few minutes, but it’s essential to gauge interest and reflect on
the game so far. Ask each player to describe their Stars, aspects of the
game or moments they enjoyed. Then ask each player to describe their
Wishes, what they’re looking forward to in the next game or what they
wish went differently. Your enjoyment of the game matters too, so share
your own Stars & Wishes.
[2 min Take some quick notes that you can come back to and expand
2 min]
on later. Focus on notable NPCs, important context of the Mystery,
hanging story threads, and unanswered questions.

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]

The Keeper of the Doors


the players interact with people of interest, Grasp Keys, and handle
the ticks of the Doomsday Clock.
ѵ Remember to take 5-10 min breaks every so often, so players have
a chance to take care of themselves, grab something to drink or eat,
and so on.
ѵ If players wish to Unlock Doom’s Door towards the end of the
session, have them trigger the move and set up what happens. But
save the confrontation for the next session, assuming they have
grasped the truth or filled up the Doomsday Clock!

[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.

Not Enough Time


for an Apocalypse?
You may be just about ready to Unlock Doom’s Door, but you’re
coming close to the end of the session. If you have fewer than 30 minutes
left, confronting the Harbinger and dealing with the ancient Door of
Power might feel rushed and unsatisfying.
A better way of handling this is to be clear with your players before
everyone agrees on a theory. Let them know that together everyone
will craft a theory and a PC will attempt to Unlock Doom’s Door, but
you’ll wrap up the session right after the results of the move are revealed.
It’ll be an exciting cliff hanger, and something to look forward to in the
next session.
If your group is only playing one session of Apocalypse Keys, you can
choose to end on an ominous cliffhanger that leaves players wanting
more, or have the final climactic showdown be a lightning fast event—
decided by a few dice rolls. Observe where your players’ energy levels
are at, and make the call that feels right in the moment.

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

you introduce an enigmatic character (page 177), draw from this


selection of POI. Give your players time to connect to one or two
characters before introducing another one.
As NPCs who are tied to the Mystery or Location, the POI are there
to provide opportunities to Grasp Keys and make sense of the Keys
uncovered. POI may become helpful supporting characters. Some of
them could end up becoming antagonists, or may serve the Harbinger
willingly or not. One of them may even secretly be the Harbinger!
Each person of interest comes with a name, pronouns, description,
a starting point that outlines how they connect to the Mystery or
other characters, and a quote to establish how they interact with
the PCs. All of this serves as a guide, and may change depending on
player input or what you feel is best in the moment.
You can create more NPCs! The POI are not meant to cover every
possible character who will show up in the Mystery. The Harbinger
may be one of the people of interest, or someone (or something) else
entirely, depending on the declarations the players make when they
Unlock Doom’s Door.
Locations provide areas to explore, places to Grasp Keys, and
where people of interest may be found. Each location comes with a
question to ask the players. This encourages players to add something
to the fiction and fine tune the tone of the Mystery.
The Keys of the Apocalypse are the heart and soul of the Mystery,
and they are the most open to interpretation. When an Omen
Grasps Keys, they may be able to uncover one such Key, or if
another move allows them to.
There are about 20 Keys for you to choose from. Depending on
which Keys you choose for the Omens to uncover and how you
contextualize and interpret them, it will take the Mystery in a
direction completely unique to you and your group (Unraveling the
Mystery — Keys of the Apocalypse, page 201).
The Facets are dimensions of the Mystery that the player should
keep in mind as the Omens investigate. When at least one Omen is
ready to Unlock Doom’s Door, they connect every Facet to an
uncovered Key.
The Doomsday Clock offers events, complications, and leads that
will help you fine tune the pacing of each Mystery. You may tweak
or completely change as much of the Doomsday Clock as you like
to best suit the fiction and flow of the Mystery (The Mystery Moves
Forward — The Doomsday Clock, page 210).

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

Facilitating the subtle strangeness and thrilling revelations of a Mystery


can feel intimidating at first, but it will become easier each time you
run a session of Apocalypse Keys.
A lot of the guidance you’ll read here will make more sense each
time you play the game. Come back and reread this chapter every so
often! The context of your experience will help you understand how
the Mystery mechanics fit together and how important your intuition
is when running Apocalypse Keys.
Each Mystery begins with the Omens at DIVISION, interacting with
DIVISION personnel and exploring it (In Between Mysteries, page 192).
From here, the Omens receive the briefing, you’ll present the Mystery
to them and read out loud the message from the DIVISION.
The flow of the session is fairly straightforward. When the Omens
study the Mystery at hand, they Grasp Keys. Along the way, they’ll
encounter tense moments of drama, action, and even battle—but each
challenge will help them investigate the context of the Mystery and
come closer to the heart of the truth.
When the PCs feel like they have enough information to understand
what the ancient Door of power is and how to unlock it, they are ready
to Unlock Doom’s Door. The move is triggered, Keys are connected
to Facets, and we see if their theory is correct.
If the theory is correct, the door is revealed. The Omens may
get to the door first or have the upper hand when they confront
the Harbinger. It’s also possible that their theory is correct, but the
Harbinger has already started opening the door.
If the theory is the wrong one, the door remains hidden. Precious
time is wasted and the Doomsday Clock ticks forward. When a theory
fails, the group will have to choose how to move forward. Do they
double back and continue to uncover additional Keys—more time—or
will they take the risk of testing out another theory right away?
If the Doomsday Clock fills before the Omens have tracked down
the Door of ancient power, they will have to fight through the worst-
case scenario when they confront the Harbinger.
This book comes with prepared Mysteries—pick one that you feel
would suit your group and use the Mystery Codex to guide play. If you
prefer, you can create your own Mystery (page 328) instead.
Each Mystery provides a time and place, description, establishing
questions, persons of interest, locations, and the Keys of the apocalypse
to uncover.
This chapter focuses on the flow of the Mystery, or the core set of
actions that drive the Mystery forward in most sessions.

198
The Mystery
DIVISION BRIEFING
Interact with Present the Mystery
DIVISION personnel, and message
explore DIVISION from DIVISION

THE MYSTERY GRASP KEYS

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.

Unravelling the Mystery


KEYS OF THE APOCALYPSE
For each Mystery, you’ll track how many Keys have been uncovered so
far in the Mystery Map that the players have access to.
When a PC succeeds at Grasping Keys, pick up your Mystery Codex
and refer to the Keys of the Apocalypse section. Choose a Key, mark
it on the Mystery Codex, and contextualize it to fit into the situation
and narrative. Once you’ve described the uncovered Key to the players,
write it down on the Mystery Map that the players have access to. As
the Keeper, be as clear as possible about what the PC has found, and
where it could lead to next.
As you improvise the context of the Key, provide a satisfying amount
of information that’s just enough to encourage the players to keep going.
A Key should clearly point towards a new direction, while introducing
new questions that deepen the Mystery.
Mastering the art of what is just enough information that pushes the
Omens into new directions will take some time, but once you have a
Mystery or two under your belt, it’ll come naturally.

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.
202
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 speaking to a witness, the witness says they overheard


someone describing a painting of an old woman covered in wounds
that would bleed paint.

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 speaking to a witness, the witness says they overheard someone


else describing a painting of an old woman covered in wounds that
would bleed paint. The witness turns to the Fallen and says, “Now that
I think about it, when they described the old woman... she had hair
and eyes like yours, the same markings on the skin. What a strange
coincidence.” You may directly ask the Fallen: How are you connected
to this painting? Why do you look older in the painting?

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.

If the Key is reinterpreted slightly, the Omen runs to the infirmary to


find a pilot screaming in terror. She doesn’t remember ever coming to
the outpost or training to become a pilot. Her memories from the past
three years are gone.

If the Key is reinterpreted dramatically, the Omen has just finished


reviewing the reports of yesterday’s tragic battle against the rift monsters,
and the tragedy and horror of one of the pilots dying. The Omen gets a
panicked call from the outpost commander—the pilot has just returned,
completely unharmed. She remembers the battle differently, but there
is no denying the body in the outpost morgue.

The Keys can be offered through different contexts, and reinterpreted


in any way that feels interesting and exciting. Trust your imagination and
use each Key as an opportunity to sharpen your skills of improvisation.
Sometimes it can take a while to figure out how to offer a Key, espe-
cially for the first Mystery or so. If you need to, feel free to tell a player,
“Okay, you uncovered a Key. Before we reveal it, let’s cut to Sienna and
see what the Hungry is up to.” This has an added benefit of ramping up
the tension and excitement for the players!
Alternatively, you are encouraged to be honest with your players and
let them know when you need some time. You can say something like,
“I have a Key in mind but I can’t figure out how to contextualize it just
yet, let’s take a 10 minute break here and when we come back, let’s see
what the Key is and what complication you run into.”

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.

How could it have gone differently?


The Keeper could have contextualized the same Key differently.
Instead, the stranger could have called out to the god and dropped
something that leads to where the shrine is before running away. But
the Keeper decided to have the shrine show up physically in the scene
and set up a violent confrontation with high stakes. When do you decide
when a Key warrants physical violence? When do you keep the pacing
of the Mystery slow and steady instead?
What if the Keeper had reinterpreted the Key dramatically? They
could have had the Winged One themselves show up, a malformed god
empowered by tattered prayers. Or it could have been a shrine to the
victims of the Manananggal Murders instead. When you reinterpret a
Key, how can you encourage and honor your creativity?
What if the Keeper had used the same Key in a different situation? An
NPC could have described dreaming of the shrine, or a PC could have
come across a disturbing sketch of the shrine. When do you decide a
Key is experienced directly or indirectly?
Carlos rolled an 11, so the Keeper had to provide a significant cost,
complication, or fall out. The complication in this case is that Mickey
had been kidnapped by this stranger and is about to get hurt. What
other complications could you have offered? As a significant cost, the
Keeper could have told Cara to mark a Condition, tick the Doomsday
Clock (narrating what happens during or after the scene) or uncover
the Key but lose track of the stranger. What kind of fallout can you
imagine happening at this moment?
The Keeper chose one of the weirder Keys from the list, insinuating
the stranger is a cultist of some kind. What if the Keeper had chosen
the Key, “a manila envelope filled with black and white photographs of
different Manananggal who live in the building, taken with a telephoto
lens.” What would the Keeper be suggesting instead with that Key? How
would that change the tone of the Mystery?
Carlos went straight to Grasp Keys instead of being asked to
Unleash the Dark first or something similar. When running
Apocalypse Keys, it’s best to trigger the move that aligns with the inten-
tions and interests of the player. But if the Keeper wanted to introduce
a conflict or confrontation before Cara can Grasp a Key, what would
that have looked like?

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?”

Keeper: Oooh, nice! As you continue to study the scene unfold


before you, you see evidence of the cruel death that befell one of the
manananggal. Moments pass, and the dead manananggal draws in a
ragged breath. You see necrotic energy collecting within the corpse, and
another soul takes over the body. A prepared ritual draws Death close.

Carlos (Cara): Damn. Okay, as part of this question, I draw a line


between a Key and a Facet of the Mystery. I’ll connect “a collection
of manananggal hair and nails, carefully tagged and preserved” to
the Facet Murder Victims.
These victims aren’t randomly chosen—the ritual wouldn’t work on
just any manananggal. The irrevocable truth I’m declaring is that these
manananggal were studied by the Harbinger, the hair and nails are
evidence of that.

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.

Olivia (Opal): Okay I’m going to declare an irrevocable truth that I


learned from the dream. I’m going for a big one: The Parasitic Library
used to be an Omen that worked for DIVISION. They were on a
dangerous mission, and instead of dying they became… whatever it
is they are now really.

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

THE DOOMSDAY CLOCK


The Harbingers continue to scheme and manipulate from the shadows.
As they enact their machinations, the pace of the Mystery continues
ever forward.
As the Keeper, it’s easy to get caught up in presenting the Mystery and
guiding the players as they investigate. But keep track of an important
truth: the Harbinger continues their dreadful work, determined to do
whatever is necessary to get to the ancient Door of Power and claim it
for themselves. This happens in the background, no matter what the
Omens end up doing.
Another key skill is pacing the Mystery and adapting to players who
approach the investigation differently.
When facilitating the game, you may have players who are natural
problem solvers. They’ll doggedly go after every possible lead and clue,
and proactively seek out information. This may mean they’ll constantly
Grasp Keys at every opportunity. This creates a breakneck pace and
doesn’t give the Mystery enough time to breathe or come into its own.
Additionally, Omens that remain in one location simply to repeatedly
Grasp Keys threaten to break the game’s immersion.
On the other hand, you may have players who linger at every moment.
They explore every detail of each location they enter, talk to everyone
they can, and hold in-depth conversations with one another at every
opportunity. They may forget to Grasp Keys, or may be too distracted
by other matters. Even if they feel like they’re understanding aspects
of the Mystery better, nothing truly moves forward.
You may also have players who are unsure of what to do, and are more
comfortable reacting to whatever threats, challenges, or obstacles you
place in front of them. You may need to offer more guidance, be more
generous in what their PCs would know, or remind them to trigger
certain moves. As more reactive players, you will need to give them
something to react to.
Apocalypse Keys has a built-in tool to help you pace each session, make
sure the Mystery moves forward, keep track of what the Harbinger is
doing off-screen, and give players something to react to. That tool is
the Doomsday Clock.
Each Doomsday Clock has a number of segments, referred to as ticks.
When you tick the Doomsday Clock, you fill in one of the segments.
The number of ticks a Doomsday Clock has is equal to the complexity
of a Mystery. A simple Mystery might have 4 ticks, while a complex
and intricate conspiracy might have 12.

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.

The Doomsday Clock is an excellent tool for pacing, but it is not


meant to replace communication between the Keeper and players. It
is absolutely valid to talk to your players and move the Mystery along
to the next exciting beat!

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: We haven’t Grasped Keys in a while, what leads or questions


would you like to pursue?

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.

212
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

The Omens are walking through the twisted passages of an ancient


catacomb. Opal has just uncovered a Key, but as a complication it has
awakened the dead!

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 (Cara): I use my new Power of Darkness, necromancy, and


force the undead to answer my bidding instead. I Unleash the Dark to
enforce my will! I command the undead, “In accordance with DIVISION
bylaws, I will enact the Necromancer Protocol—comply or face a fate
worse than death!”

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.

The Keeper ticks the Doomsday Clock in front of everyone, ramping


up the tension.

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?
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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

The following are condensed versions of theories that only focus on


describing the ancient Door of Power and how the Harbinger must
unlock it. A full version of each theory would take into account each
Key and Facet. But these examples should give you an idea of what a
theory can look like.
Is the door hidden in the basement of the tenement, and will only
open once the Harbinger has forced their servant to make the required
number of ritual killings?

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?

Is the door a portal between our world and a dimension of colossal


monsters, and will only open permanently once the Queen of Monsters
has come through to attack the city?

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.

On an 8-10 you’ve tracked down Doom’s Door. You know exactly


where it is and how to unlock it. In addition, the Keeper will present
an opportunity to protect what matters most, take down the Harbinger,
or otherwise drive back the apocalypse.
The Omens arrive at the basement of the tenement and find the
hidden door that leads to the ritual killing room, and interrupt a murder
right before it happens!

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 Omens have found a way to travel directly to the dimension


of colossal monsters, if they can defeat or persuade the Queen of
Monsters, they’ll save the city!
216
The Mystery
On an 11+ you reach the door moments after the Harbinger has
unlocked it. They’ve begun to harness the power on the other side of
the door, but there is still time to stop them. The Keeper will tell you
what sacrifice or risk you will need to endure to interrupt their ascension.
When the Omens arrive, the tenement’s walls are covered in blood
and everyone living there is being transformed into servants of the
Harbingers, but there’s still time to reverse the process!

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!

The Queen of Monsters is about to come through the portal, but


she’s resisting the control of the Harbinger. If the Omens can destroy
the control mechanism attached to her brain stem, she’ll return to her
dimension gladly!

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

you’ll be helping the players refine their theory to Unlock Doom’s


Door. The next minute, you may be narrating a fiery behemoth
tearing through the fabric between worlds, as the ancient Door of
Power reveals itself!
This is a moment for dramatic flair and evocative details, so be
ready for it. If you feel confident in your improvisational skills, play
off whatever is already happening in the scene and build on what has
happened in the Mystery so far. If you prefer to plan and prepare, then
make sure to keep your notes about the Harbinger handy to glance
down at this moment.
If you want to give yourself 10 minutes to quickly jot down details
about the Harbinger (Creating Harbingers and Antagonists, page 337)
and how you imagine the start of the encounter unfolding, now is the
perfect time to take a quick break from play.
If you’ve just Unlocked Doom’s Door and are close to the agreed
upon time to end the session, you could end on a dramatic cliffhanger!
You’ll have a few days to outline how things may unfold and craft
the Harbinger. Resist the urge to plan out the confrontation step by
step—you only need a few antagonists and sketched out ideas and
events (Not Enough Time for An Apocalypse?, page 191).

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

Many DIVISION, playbook, and Ruin moves create moments where


a PC steps into the spotlight. This is a highlight for the character, a
moment for them to truly shine. Part of the reason you should play
to find out (page 169) is that planning around these moments are
impossible. Apocalypse Keys is designed so that the Keeper has fun
being surprised and awed by the players.
You can introduce a possible Harbinger in one moment, and in
the next the Fallen announces they’ll trigger You Loved Me Once.
Before the move is even resolved, the player has introduced an essen-
tial truth to the scene: this NPC loved and worshipped them. You
hadn’t planned on establishing a connection between this NPC and
the Fallen, but here you are!
These dramatic swerves significantly change the story and relation-
ships. Many moves are cinematic, and as a fan of the Omens, you are
here to encourage them to be as bold as they like with their moves.
Do keep an eye out for players who haven’t had their own cinematic
moment in a while. If one or more players have an easier time using
their moves to stay in the spotlight, talk to them frankly and let them
know you’d love to see other players have a turn.
“We haven’t had a chance for the Found to take the lead on a scene,
how about we check in on them first before we trigger your move?”

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.

Setting Aside the Mystery


There is one dramatic moment where the Mystery is set aside to reveal
an Omen’s transformation into a Harbinger.
Some playbooks have Ruin moves that create a personal Doomsday
Clock for the Omens. In exchange for great power in the moment, they
mark Ruin and tick the personal Doomsday Clock. When the clock fills,
they become a Harbinger.
These Ruin moves are the Surge’s My Anointed One, the Found’s
Let Sleeping Gods Lie, the Fallen’s I Will Rise Again, and the
Hungry’s Until Only Hunger Remains. In the case of the Fallen,
rather than a personal Doomsday Clock, they have steps towards
reclaiming their glory that will culminate in becoming a Harbinger
and creating a powerful Faction.
These Ruin moves provide a dramatic culmination point, and an
ongoing tension arcing over several Mysteries. Should an Omen become
a Harbinger through these means, it’s a moment that demands attention.
In most of these Ruin moves the guidance for the moment is worded
as, “Whatever the current Mystery is, it is set aside.” and goes on to
describe how the Omen (or in the case of the Surge, their Anointed
One) emerges from an ancient Door of Power.
There are several ways this can play out. By this point, you should
have been facilitating Apocalypse Keys for some time and will have
your own sense of pacing and narrative momentum. The following is
general guidance, but follow your own intuition, you know your players
and your game best.

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

Apocalypse Keys pushes characters and narrative towards emotional


and vulnerable places. Much of the design and mechanics makes room
for exploring feelings, relationships, and intimacy.
This means that it’s likely that the characters will get distracted from
the Mystery and the investigation at hand, carried away as they are by
their emotions and how their characters feel for each other. This is all
by design, and Apocalypse Keys shines when everyone explores this
emotional space together. The world may be ending, but there’s always
time for a heartfelt confession or a stolen kiss.
As the Keeper, here is some guidance to celebrate the emotions of the
game and balancing it against the diabolical plans of the Harbingers.
You can let the moment breathe. Some players will enjoy these
moments as much as, if not more than the thrilling action-packed
Mystery-solving bits. Set aside a scene or two to let the Omens interact
with each other and NPCs. These are excellent opportunities for an
Omen to Reveal Their Heart or to find themselves Torn Between,
among other moves that create moments of intimacy. In many cases,
the players won’t be able to trigger a lot of interesting moves without
these moments. This includes moves like DIVISION’s Orphanage
Visit and the Hungry’s Your Ruin on My Lips.
“You haven’t had a chance to visit the orphanage in a while. Do you
want to have a flashback scene that takes place there, or do you want
to pause the investigation for a while and head back to DIVISION HQ?”

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

Check-in with Your Players


Before you craft the Final Mystery, ask your players any of the following
questions and take note of their answers:
ѵ Which Harbinger(s) would you like to see return?
ѵ What unanswered questions do you want the Final Mystery to
confront?
ѵ What cool moment do you want for your PC?
Keep these answers in mind, refer to them as you need to as you
move forward.

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.

WHAT ARE THE LONG TERM EFFECTS OF THE OMENS’ ACTIONS?


Consider how the Omens affected the world around them and the lasting
changes they’ve made. How were the monsters and humans affected?
What changed, for better and for worse?
Did the decline of the Manananggal continue after the Omens left?
What is the ultimate fate of the outpost on Island Zero? Did the Oldest
House change in a way that was meaningful?

This includes consequences, some of which no one may have consid-


ered at the time, or only occur to you now upon reflection. Each PC
has access to incredible powers—it’s likely that something weird and
horrifying happened as a result.
When the Hungry infected another with their hunger, did the hunger
take a life of its own and continue to spread? When the Summoned
tore apart a rift monster, did something ancient and terrifying ooze
from its rotting bones and create new life?

WHAT UNANSWERED QUESTIONS AND HANGING THREADS REMAIN?


As you played Apocalypse Keys, it’s likely that with each Mystery
everyone became more confident in connecting Keys to Facets and
seeing the bigger picture. As the Keeper, you got better at offering
tantalising half-truths and hinting at possible patterns.
But in the first Mystery or two, everyone was probably still getting
used to playing Apocalypse Keys. Some pretty big questions may have
gone unanswered, huge plot holes were waved away in favor of solving
the Mystery, and dangling narrative threads hung aplenty.
This is the perfect opportunity to gather any of these loose ends and
have them inspire your Final Mystery. Consider how they can directly
inform the POI, locations, or Keys. By reviewing these loose ends and
bringing them into the Final Mystery, you create a compelling illusion
of a planned narrative that exists across all Mysteries.
The players had a reason to suspect Franklyn Wolf at one point, but
were distracted by a more enigmatic character. As the Keeper, you
forgot to loop him back into the story. What if he was snatched up
by the Harbingers for some reason? Or what if he wandered into the
dangerous locations of the Final Mystery? What if he now works, maybe
even unknowingly, for a Faction that will bring about the apocalypse?

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.

Reconnect to the Omens


Next, review the following aspects of the PCs:
ѵ Origin
ѵ The Playbook’s Unique Question
ѵ What the Darkness Demands
Consider how any of these aspects can connect to, or become an
integral part of the premise of the Final Mystery. The goal is to gather
and weave in at least one aspect per PC. Even a simple connection is
enough to make the Final Mystery feel nuanced and compelling.
It helps if you’ve already laid the groundwork to such in previous
Mysteries, but it’s never too late to do so for the Final Mystery.
Remember that you don’t need to know exactly how everything comes
together to reveal a complete truth, you only need to suggest a connec-
tion and let the players connect everything to the truth in play.
Can the tragedy that destroyed the Last’s people be connected to the
origin of the Surge? Can what the Hungry feeds on be connected to
the Found’s missing memories? How does this relate to the possible
premise of the Final Mystery?

Craft the Final Mystery


At this point you should have a good idea of what your players are
excited about, what unanswered questions you have from past Mysteries,
a rough idea of how important aspects of the Omens connect to each
other and the Final Mystery, a collection of people, locations, and Keys.
This is a rich palette for you to draw from, and you only have to use
as much as feels right for you and your players. From here you’ll craft
the Final Mystery.

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.

CREATE THE REST OF THE MYSTERY


Crafting the Final Mystery generally follows the same steps of Creating
Your Own Mysteries (page 328). But do keep the following in mind:
ѵ Is the contact someone the Omens have directly or indirectly inter-
acted with? If they are, how have they changed from the last time
the Omens saw them?
ѵ How have the POI changed since the Omens interacted with them?
How do they wear or embody the history of the Omens’ actions?
ѵ If the Omens revisit a location, how has it changed significantly?
ѵ If you are using the uncovered Keys as inspiration, how do they
directly relate to, or influence the new Keys?
ѵ If you are reusing uncovered Keys, how have they changed in unex-
pected ways?
From here, you should be able to create aspects of the Mystery: POI,
locations, and Keys that will complement and support the themes from
the past Mysteries. When creating new aspects of the Mystery, consider
the following:
ѵ Can an aspect of the Mystery (a POI, location, Key) directly connect
to an Omen’s origin or What the Darkness Demands of them?
ѵ Can an aspect of the Mystery connect to more than one Omen at
the same time?
ѵ Can an aspect of the Mystery reflect how the Omens have changed
and grown over time?
ѵ Can an aspect of the Mystery reflect what the Omens were like in
the beginning of the game?
ѵ Can an aspect of the Mystery connect to a Harbinger or door that
affected the Omens in a significant way?
When answering the questions, remember that even thematic
answers can deepen the Final Mystery and make the players feel deeply
connected to it. You are here to set up the Mystery and establish compel-
ling hooks. You are here to inspire, set the mood, and spark the ideas
of the players. When creating the Final Mystery, remember you not
creating any of the answers.
And with that, you’ll have in your hands the Final Mystery!

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

THE FINAL DOOMSDAY CLOCK


In this version, the Final Doomsday Clock operates as normal with one
dangerous addition: the PCs mark Ruin with every tick.
This gives you an opportunity to link every tick of the Doomsday
Clock to the ultimate demise of each PC. When creating the Final
Doomsday Clock, consider how each tick brings the Omens closer to
becoming a Harbinger themselves.
This is a simple but effective way of showing how truly dire the stakes
are. If you want to use this mechanic, keep in mind the following:
This works best for a Final Mystery of a low or mid complexity.
Anything higher than a complexity 8 Mystery will mean the Doomsday
Clock will have more than 8 ticks. It’s quite possible that the PCs will
earn two or more Ruin Advances before they’re ready to Unlock
Doom’s Door.
Check-in with your players and ask them if they’re excited about
this mechanic. If your players are eager for their characters to possibly
become Harbingers before the culmination of the Final Mystery, then
go ahead. If you aren’t getting enthusiastic consent and excitement for
this mechanic, it’s best to set it aside and try something else.

231
UNLOCK THE FINAL DOOR
The Mystery

This version of Unlock Doom’s Door dramatically increases the


tension of the Final Mystery. The Omens will have only one chance to
Unlock the Final Door, as a miss immediately fills the Doomsday
Clock. In addition, the PCs mark five Ruin instead of one. This guaran-
tees the characters gain a Ruin Advance.
If you use this version of Unlock Doom’s Door, inform your
players at the beginning of the Final Mystery and make sure they have
easy access to this version of the move. Remind them of the stakes
before they trigger the move.
When you are ready to declare what the Final Door is and how
to unlock it, say what you believe it to be. Connect the Keys to the
Facets of the Final Mystery, describing the apocalypse that awaits us all.
Roll, and add the number of connected Keys minus the Final Mystery’s
complexity. This roll is not affected by Darkness Tokens, Bonds, or any
other move.
On an 8-10 you have tracked down the Final Door. You know exactly
where it is and how to destroy it. In addition, the Keeper will present
the one path to holding back the apocalypse.
On an 11+ you reach the door moments after the Harbingers have
unlocked the Final Door. The end of all things will begin soon, but
there is still time to hold back the apocalypse. The Keeper will tell you
what ultimate sacrifice you must make to destroy the Final Door.
On a 7- the Omens are too late and the Final Door opens, unleashing
the apocalypse. Every PC marks five Ruin. In addition, you played right
into the hands of the Harbingers. The Final Doomsday Clock fills, and
the PCs will face the worst possible circumstances.

DIVISION FACES THE APOCALYPSE


When you call upon DIVISION’s considerable resources to face the
end of days, mark a Condition and immediately use one of DIVISION
moves. The Keeper will describe a complication or cost for DIVISION’s
assistance.

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

When you place the crown of prophecy on your brow, declare a


harrowing aspect of your prophecy and how it comes to pass. Spend
Darkness Tokens and roll.
On an 8-10 the prophecy bends to your will. Choose two:
ѵ Declare the fate of another and tie them to your prophecy. They
will act in accordance with your prophecy and seek to fulfill it. In
addition, gain one Bond with them.
ѵ Declare the demise of another and doom them. Describe what
power or truth they lose access to. In addition, gain one Bond with
What the Darkness Demands.
ѵ Take on your true and final form, leaving behind the shell you once
were. Gain every power of darkness from your playbook until the
end of the Final Mystery.
On an 11+ the prophecy shatters and reality breaks around you.
Choose one from below:
ѵ The crown of prophecy reforms itself, each player (including you
and the Keeper) will each declare one sentence to create a new
prophecy for you. By the end of the Final Mystery, the prophecy
will be fulfilled in one way or another.
ѵ The crown of prophecy creates a mirror image of itself—choose
another to share the burden of the prophecy with you. By the end
of the Final Mystery, one of you must fulfill the prophecy—one
way or another.
On a 7- the prophecy comes to bear and will be fulfilled now, in one
way or another. The world you were summoned from bleeds violently
into this world, the Keeper will tell you what happens next.
B The Surge: Follow Me into the Dark
When you share an aspect of your terrible powers with another,
ask the Keeper what catastrophic destruction you cause and how
it hastens the apocalypse.
Choose one:
ѵ Your power purifies those around you, all PCs clear all their
Conditions and gain one Bond with you.
ѵ Your power surges and leaves scars on those around you—all PCs
mark two Conditions and gain one Bond with What the Darkness
Demands of them. All PCs have access to every power of darkness
in their playbook until the end of the Final Mystery.
ѵ You destroy an aspect of your humanity for all to see and take on a
form beyond mortal comprehension. Gain every power of darkness
from your playbook until the end of the Final 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)

OMEN-CLASS MONSTERS, a rogue interdimensional


spatial-entity has attached itself to DIVISION HQ.
Designated the “Parasitic Library,” the entity has
begun siphoning off valuable intel from the archives
leaving voids in DIVISION’s key records relating to
already contained Doors of the apocalypse. HARBINGER-
CLASS MONSTER involvement is suspected behind this
security breach. Should whoever brought the Library to
DIVISION recover the siphoned information from within
the Library, they will be armed with the knowledge
needed to unlock those Doors. Find out who or what led
the Library here and dislodge it from DIVISION before
these apocalypses have a chance to be unleashed and the
Harbinger claims ASCENSION.

CONTENT WARNING: Memory loss

240
Description

Pre-assembled Apocalypse • The Parasitic Library


The Parasitic Library is a semi-sentient, interdimensional entity
that feeds on accumulated knowledge and secrets. It emerges from
rifts in space-time to attach itself to locations to siphon off what it
needs. Any information consumed by the Library manifests inside it,
and is lost from the original source. The Library has been theorized
as responsible for different dark ages throughout history as it fed on
ancient sources of knowledge.
The Library adapts its form to camouflage itself. It is not known
how long the Library has currently been feeding on DIVISION. The
current entrance was only reported when a junior agent mentioned
retrieving some files from an archive that more senior agents had no
recollection of. The current entrance to the Library is unassuming,
appearing identical to many standard DIVISION office doors. Inside,
the Library conforms to the trespassers’ expectations of what a library
looks like, resembling a pastiche of libraries from across history. Wood
paneling, tall bookshelves, rooms dark and cramped, others that host
grand columned mezzanines. The books themselves seem to be orga-
nized, but using an unknown system that is difficult to comprehend
from surface observations.
Entering the Library is dangerous. The interior of the Library is
analogous to a digestive system. Individuals who spend too much time
within the Library’s gut may start to experience loss and fragmenta-
tion of their memories. However, anything the Library feeds on can
be recovered if it is found within the records that manifest inside it.
Additionally, there are other beings wandering within the Library that
pose dangers. Those lost to time and space, strange beings who have
specialized to parasitize the parasite, and seekers desperate enough
to brave the Library’s interior can all potentially become hostile if not
carefully approached.
Something or someone has drawn the Library here. DIVISION
HQ is warded against most incursions of the interdimensional nature.
Either there is a fatal flaw in the system, or someone invited the Library
in. The secrets contained within the Library pose an existential threat,
being a compilation of deep occult knowledge that spans both time and
dimensions. Should all this fall into the hands of one or more Harbinger,
the apocalypse will be accelerated.

241
Pre-assembled Apocalypse • The Parasitic Library

Beginning the Mystery


The Omen-class monsters don’t need to travel far to find the entrance to
the Library. The section of the archives where the Library has appeared
is located deep within DIVISION HQ. The freight elevator clunks to a
stop as the PCs step out into one of the seldomly frequented basement
levels. At the end of the hall, flickering incandescent lights illuminate a
simple windowless door. Above the door frame, stencilled onto the cold
cinder block wall are the words “Auxiliary Archive - 116.” Marcus Finch,
the Assistant Archivist, stands next to the door looking uncomfortable
and out of place, wearing ill-fitting DIVISION tactical field gear.

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)

Pre-assembled Apocalypse • The Parasitic Library


Wry and dry humor, nervous hand wringing, unkempt bookishness.
Marcus is not usually deployed to the field, though as he assures the PCs
multiple times, they do possess up-to-date field certifications. Marcus
often works through plans and ideas out loud, carving a circuitous path
to any solution. He always seems to have a small pocket notebook on
hand for jotting down observations using a worn fountain pen.
Marcus Finch is unusually qualified to act as this mission’s field liaison.
A past supernatural incident has given them what DIVISION theorizes
to be a resistance to the Library’s anti-gnosis effects, allowing him to
preserve his memories within the Library. Marcus does not know, or
has perhaps lost, the exact details of the incident that gave them this
ability. However, those details are most likely contained within a file
somewhere deep within Auxiliary Archive - 116. Additionally, Marcus
possesses an extensive knowledge of DIVISION archives
and archival methods. He may not know everything
contained within the texts and records of the archives,
but they do have a reputation of being a walking table
of contents. Also, the Chief Archivist was indisposed
at this time.
Once the PCs enter the Library, Marcus
will choose to stick relatively close to the
entrance door and begin setting up a
small base camp. He will ask some of
the PCs to assist in assembling moni-
toring equipment; a collection of odd
metal dishes on tripod stands connected
with thick black cords to various readout
monitors and a small generator. They also
make sure to check that all members of the
team are using the same communication
frequency on the supplied standard issue
DIVISION walkie-talkies.
Marcus will accompany PCs as they foray
out into the Library if necessary, but is
clearly uncomfortable and nervous, likely
needing some form of encouragement to
attempt more dangerous feats. A mix of
fear of being in the Library, and working
with a number of Omens makes him
quite skittish.

243
People of Interest
Pre-assembled Apocalypse • The Parasitic Library

THE LIBRARIAN (they/it)


The semi-independent manifestation of the
Library’s slumbering subconsciousness. Wears
a slightly worn tweed jacket and pressed slacks. Has
eyes that never settle on one person. Smells of old
books. The Librarian views the PCs as curi-
osities, strange visitors to a place it views
more of as its home than origin. They don’t
quite grasp that they themself are merely
a small aspect of the Library, glossing
over any attempts at elucidating its
true nature.
They are willing to assist the PCs
in their mission, but as soon as they
begin to reference or enact plans
against the Library, the Librarian—
in a fit of instinctual defensive aggres-
sion—will lash out at the trespassing PCs
before vanishing. Should the PCs encounter
the Librarian again, it will not recall what
happened, almost as if it is a different
individual.
The Librarian appears almost human but
wears a different face each time the PCs
meet it, though they are always accompanied
by the same distinct scent of aged books and ozone.
Each face is a remnant of some devoured memory
catalogued deep within the Library, some may
feel strangely familiar to one or more PCs. The
Librarian speaks with a staccato, lilting voice and
moves as if half-marionetted through the space.
Light reflects off them in strange ways.

QUOTE: Well hello there and welcome to the


Library. I do so love visitors, shame they tend not
to last long. Oh well. Now, where were we? I can
feel unspoken words vibrating around you like a
beehive. So many secrets that are just desperate
to burst out. Might I tempt you to share a few? If
not, perhaps you are looking for something
specific to add to your collection?

244
JEN FABLE (she/her)

Pre-assembled Apocalypse • The Parasitic Library


A time-lost agent of DIVISION. Frazzled and tired,
has bags beneath her eyes. Rarely speaks above a
whisper, but always with a sense of desperation
and urgency. Jen Fable is an unfortunate clerk
who stumbled into the Library several decades
ago. She wears outdated office clothes, but still
carries her old DIVISION ID badge, though
her name has been siphoned off of it, leaving
behind gibberish. She has adopted her
current name because “it felt right?”
Her own memory is fragmented
and scattershot. Having spent so long
within the Library, much of her past is
a mystery to her and the PCs—none
of whom can recall anything about
this individual, despite at least one of
them feeling an uncanny sense of famil-
iarity. She is desperately searching for
her lost memories, having spent her
time trapped inside the Library to create
a somewhat reliable map of the extensive
archives. She will oppose any plans to destroy
or damage the Library before she finds and
secures her memories, growing increasingly
desperate the closer the PCs get toward any
such goals.

QUOTE: Finally, a rescue party! You are from


DIVISION aren’t you? You all seem oddly
familiar. Perhaps we’ve met before? It appears
I’ve lost more time than I thought. But it can’t
have been too long since I’ve been trapped
here, right?

245
HUNGRY WORM (he/him)
Pre-assembled Apocalypse • The Parasitic Library

A parasite’s parasite. Long, vermiform, and coiling. Constantly


moving, even when standing still, always slightly writhing. Speaks
with a wet curiosity. Hungry Worm, or just Worm as he first introduces
himself to the PCs, is a being from another plane that resides within the
Library. Worm wears a long tattered cloak that obscures a soft coiling
body, and rarely speaks above a whisper. His cloak obscures a leech-like
mouth, filled with sharp tooth-like projections.
Hungry Worm has been dwelling within the
Library for a long time. He feeds on the
books inside the Library, deriving nour-
ishment from the countless secrets that
the Library itself has already consumed.
Hungry Worm is quite secretive,
unwilling to draw too much atten-
tion to himself, lest the Librarian
discover and destroy him. Some
of what Hungry Worm feeds on,
he internalizes. As such, he
has amassed a vast collection
of secrets and may be willing
to exchange information in
return for a delicious secret.
Hungry Worm wishes for the
Library to grow fat and happy.

QUOTE: Ahhh, hello fellow inter-


lopers. Care for a bite to eat? Or
perhaps you seek something else
within the Library hmm? I, of course,
would be delighted to assist you in
finding whatever that might be, but
before all that, an exchange would
be most delectable. Yes?

246
FORMLESS ANAMNESIS BETWEEN (any/all)

Pre-assembled Apocalypse • The Parasitic Library


A traveler from afar. Tall, looming, monolithic. Follows the rules
of a different set of physics. Polite, secretive, non-confrontational.
Formless claims to be merely a traveler, visiting the Library from some-
where else as a tourist. They are tall, standing a head above even the
tallest PC present. His head and face are obscured in shadow no matter
the quality of light or angle, and she speaks directly into the minds of
any listener with a slow and methodical voice.
Anamnesis primarily strolls
through the Library, picking
books off the shelves as if casu-
ally perusing a used bookstore.
Occasionally they can be seen checking
things off on a written list, something
that seems unusually mundane for
someone clearly so strange. Some
volumes they place back while others
are placed into a bag, perhaps to be
read later. The PCs might catch
Between in conversation with the
Librarian, though once they are
noticed, the conversation politely,
but quickly dies. Formless remains
vague about its purpose within the
Library, preferring to turn the ques-
tions back on the PCs, but it seems
clear that they are looking for some-
thing specific. The most Anamnesis
will easily divulge is that she is
“picking some things up for some
friends.”

QUOTE: Pardon me, might I reach


past you and take that book? No no,
don’t pay me much mind, I’m just
here for a few items. Which ones? Well
hmm. Well, has anything in partic-
ular caught your eyes? I do appre-
ciate thoughtful recommendations.
And before I take my leave, have you
happened upon the Librarian? There
was something I needed to ask of them.

247
SHADE OF WHAT WAS (they/them)
Pre-assembled Apocalypse • The Parasitic Library

Fragments of lost knowledge given form. The Shade of What Was


is a collection of fragmentary knowledge and secrets. Scraps that
the Library was unable to digest that coalesced into a singular form.
They appear in a form roughly the shape of a cat, composed of a swirling
mass of scraps of paper. When referring to themself, they use “we” and
“us” and their voice is like the wind.
The Shade acts listless and speaks in short bursts, as though their
thoughts are pulled in many different directions. They feel a sense of
emptiness and incompleteness and will ask the PCs to assist in finding
the wholes that their many pieces belong to. They grow stronger, and
bolder with each puzzle piece filled.

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 LECTURE HALL


The Lecture Hall is a large circular room filled with tiered seating
and decorated with warm wood paneling and depictions of unknown
constellations. What whispers of forbidden secrets do you catch floating
toward you from the center of the room?

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

ґ a DIVISION filing cabinet, askew and unlocked


ґ a scrap of paper, categorical symbols akin to the Dewey Decimal
System scrawled on it
ґ a DIVISION ID badge, marked top secret clearance
ґ ink stains dripping down a shelf, foot and handprints trail off
deeper into the Library
ґ a ringing telephone, when answered, it speaks a repeating code
in an old-fashioned voice
ґ fragments of a DIVISION report, one of the PC’s names is cut off
ґ a decades old microfiche reader, ghostly echoes of a disturbing
headline still present on its screen
ґ a ripped library card, issued in a long forgotten language, voided
for excessive fines, and belonging to one of the PCs
ґ a lantern, with a flickering light that reveals secrets through
sentient shadows thrown against the walls of the library
ґ a worn scrapbook, containing black and white photos with
redacted faces
ґ a melted down candle, indentations in it left by strange fingers
ґ case records of old and gone Harbingers, left behind in a hurry
ґ a ticking clock, whose hands move in reverse
ґ a small dusty journal, still being written by an invisible hand in
a coded script
ґ a leather-bound tome, mind-cutting sigils engraved on its cover
ґ a memory split into two surfaces in a PC’s mind, one true and
one false
ґ an ancient scroll, its civilization erased from history by
DIVISION’s manipulations—the warnings inside are alarmingly
prescient
ґ a beaten paperback with dogeared pages containing branching
paths of possible futures
ґ stellar detritus, twinkling matter that must have come from
outside the Library
ґ signs of an occult ritual, sigils written on the ground are familiar
and fresh

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)

Pre-assembled Apocalypse • The Parasitic Library


MOMENT
A flurry of loose pages swirls in a momentary storm.
When the pages settle to the ground, they appear to all
be from different sources.
ґ Who sees a terrible truth laid bare amongst these pages?
ґ What future event is written out here, framed as an ines-
capable tragedy?

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?

THE DOOR OPENS


The interior of the Library rumbles and shifts,
warping into a twisting convergence of all
previous locations. The Library’s meal
rushes in and inundates the PCs in a crashing
maelstrom of records and texts. Having
fed, the Library was preparing to slip back
into unknown interdimensional space, but the
Harbinger now has different plans for it
as it gains control.
ґ When the door opens, what happens to
all the accumulated knowledge—now
dislodged from the Library?
ґ What power or wisdom does the Harbinger
take from beyond the door?

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)

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.

CONTENT WARNING: Human prejudice against monsters (especially


aswang), smoking, alcohol, violent murders, insects/swarming insects,
and body horror.

Pronunciation Guide
Manananggal: Mah-nuh-nuhng-GUL
Aswang: Uh-SWUNG
Maguindanaon: Mah-GIN-da-now-un

252
Description

Pre-assembled Apocalypse • The Manananggal Murders


Typhoons of unusual ferocity have battered the city of Manila. Poorer
areas of the city frequently flood (blocked sewers will overflow and rain
water is waist high), but people persevere and make do. As the Mystery
plays out, remember to allude to the heavy rains, rumbling thunder, and
sudden lightning storms. When it isn’t raining, the air is hot and humid.
“The Apartments” was meant to be temporary housing for
migrants in the 1960s. Generations have lived here, but things are
slowly falling apart. Over the years, members of the monstrous popula-
tion have moved here—most monsters have difficulty finding landlords
who will accept them. The biggest monster population in the complex
is the manananggal. Up to 10 are crammed into a single apartment
that should normally house 1-2 people.
Manananggal can disguise themselves, passing as human. While
they have many genders, humans often read them as being feminine.
During the day they are sluggish, the warm Philippine sun usually putting
them into a stupor. In the evening, they are much more active. At their
most comfortable, the manananggal will open up their back and extend
their bat-like wings (often stretching six feet across). If they’re relaxed
and feel safe, they will leave behind their lower body (waist down) in a
secure location and fly off into the night to meet with friends and family.
A manananggal does not often feel safe. Myths of old describe
manananggal devouring humans alive, especially pregnant women.
This is not true, of course—a manananggal has a diet similar to that of
humans. But the years have not been kind to the manananggal and they
keep to themselves and hide their true nature from humans.
Because of their nocturnal tendencies, the manananggal often have
careers that thrive on the night shift or odd hours—security, janitorial
services, social media management, sex work, call centers, and work
that is outsourced to the Philippines.
The manananggal are one of the oldest aswang, a Faction of
monsters who once were politically powerful and owned much of the
land. But that was a long time ago. Manananggal are long lived and only
the very oldest remember such a time. Most elders don’t live in places
like the Apartments. Instead, younger generations live there. Despite
the numerous attempts of the government to force the manananggal
out to find housing elsewhere, the monsters are a strong community.
The murders started four weeks ago. At first, no foul play was
suspected. Manananggal wouldn’t come home and their lower half
were found in their rooms, abandoned. But days passed and the upper
halves were found, or what remained of them. It appears they were torn
limb from limb, with some of their internal organs missing.

253
Pre-assembled Apocalypse • The Manananggal Murders

Beginning the Mystery


The Omens are flown directly to the site. They land on the roof of one
of the aging residential buildings.
The sun has just set, and the city lights burn brightly on the horizon.
Manananggal are waking up, most are getting ready to leave for work.
The delicious smell of food fills the air, and the PCs can hear family
members calling each other to eat breakfast in the distance.
It’s raining hard and Sister Theresa is waiting alone. The wind pushes
against her umbrella violently and her habit is caught in the wind, hiding
most of her face.

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)

Pre-assembled Apocalypse • The Manananggal Murders


Cheeky grin, knowing eyes, plump, wrinkled nun habit. Sister
Theresa is in her late twenties, with dark skin and round features. She
swears often and corrects herself quickly, murmuring apologies to God
under her breath. She smells of cigarettes and whiskey and regularly
offers the PCs a cigarette from a crumpled pack.
She quickly ushers the PCs in, walking down several flights of stairs.
Most of the elevators are inoperable. The remaining few will often stop
in between floors, taking hours to fix.
The apartment is humble and cramped. A crucifix, an old family photo
in an ornate frame, a single newspaper clipping with a headline that
hints at a secret DIVISION mission.
Sister Theresa offers whiskey, “taking out the good stuff for DIVISION
guests,” but launches into describing what happened. She shares what
little she knows about the murders and the state the bodies were found in.
Word of the murders hasn’t gotten out yet—Sister
Theresa makes a small sign of the cross as thanks—
the manananggal of the Apartments are still calm.
But if the murders continue, she’ll have
no choice but to warn everyone and
try to convince them to leave. Most of
the monsters have nowhere else to
go. Leaving will not be an option for
many.
Sister Theresa is a nun who serves
the Church of the Broken Crucifix.
All members of the Church—regardless
of gender—are called Sisters, and most
are human. A Sister is sent to areas of the
city with large monster populations, espe-
cially if the monsters aren’t tolerated well by
the humans nearby. In contrast, monsters
like diwata and duwende get along with
humans better, they are seen as more likable
and useful to humans. Diwata and duwende
also have an easier time disguising them-
selves and appearing human.
The Sisters of the Broken Crucifix serve
as liaisons to humans and protectors of
the monsters. Sister Theresa has been
serving the community and leaders of the
Apartments for some time.

255
People of Interest
Pre-assembled Apocalypse • The Manananggal Murders

SISTER DAX (he/they)


A nun of the Church of the Broken Crucifix.
Perpetually tired. Has difficulty expressing
positive emotions. Painfully clean nun habit.
Pale. Young and eager to prove himself, Sister
Dax was sent here when the Church learned of
the murders. Like the other men of the Broken
Crucifix, he assumes the title of “Sister” as he
fulfills his duty. He is dedicated and wants to
be useful.
He has a revolver strapped to his thigh and a
holy sword hidden under their robes. They have a
nervous habit of referring to the Sister’s Manual,
which is disguised as a bible. Sister Theresa
worries about Sister Dax often, saying they are
“By the Bible” and need to “lighten up a little.”
QUOTE: In section three paragraph six of the
Protector Code, it is our holy duty to serve the
community and maintain peace. I believe the
social scripting in Appendix E should work nicely.
Admittedly, I have not had much practice in its
implementation.

EMILY SANTOS (she/her)


A manananggal and call center agent.
Shocking purple hair cut at odd angles, soft
eyes that glow red in the dark, intricate
tattoos. Short, with ruddy dark skin. Emily
is friendly enough, but a socially awkward—she
tends to default to her call center persona and
professional scripting around strangers.
Emily had an on again and off again relation-
ship with one of the victims, Samantha Reyes.
She doesn’t know what happened to Sam. The
last time they were together, there was an intense
fight and Sam needed “space” and “time to think.”
QUOTE: Gosh lovely weather we’re having, huh?
Is there something I can help you with, someone
I can refer you to? I have to check in on my girl-
friend, I mean my friend, so I’ll need to end this
call, I mean I have to go, bye, thank you!

256
MICKEY YAP (he/him)
A manananggal and sex worker. Perfectly applied

Pre-assembled Apocalypse • The Manananggal Murders


makeup in soft pastels, skin that glows pale blue
in the dark, an easy and open smile. Mickey discov-
ered one of the victims and believes the rest of the
manananggal deserve to know. Sister Theresa has
protected him and saved his life on numerous occa-
sions, so he defers to her decision to keep things quiet,
for now.
Mickey has a huge crush on Sister Dax, but his
charming overtures completely fly over the Sister’s head.
Mickey often checks his phone to keep up with work—
he has a few customers who pay for the “boyfriend
experience” and he likes making them feel special.
QUOTE: I can’t believe she’s gone. Lily was an absolute
doll, just so lovely and charming. We were sisters, we
shared everything. Clothes, boyfriends, everything. I
miss her so much. She’d make fun of me for my crush
on Sister Dax while still trying to help us get together
anyway, you know?

ELDER URDUJA (no pronouns)


A manananggal and shaman. Soft-spoken, eyes
that turn to coldest steel in the dark, wears
Maguindanaon robes. Elder Urduja is one of the oldest
manananggal in the Philippines, and age hangs heavily
on stooped shoulders. But Edler Urduja is sharp and
misses nothing, and can fight better than any other
manananggal. It is said that Elder Urduja was once
powerful in the ways of magic and ritual, but all was
given up in a terrible battle against a human warlord.
The elder has a tense relationship with Sister Theresa
and is clearly frustrated with DIVISION being called
in. Sister Theresa and the Elder used to be partners,
working hard to improve Human-Manananggal rela-
tions. But Elder Urduja has given up on humans ever
accepting the manananggal, and instead would like
to live in peace, away from humanity and its cruelty.
QUOTE: You have your ways and we have ours. I would
not tell you how to attend to your work, no matter how
much it pains me to see you so determined to fail. No
matter, at least DIVISION did not send human agents.
There is enough time for you to change my mind and
impress this humble old shaman.
257
GEORGIE (they/them)
A duwende and the Apartment’s Custodian.
Pre-assembled Apocalypse • The Manananggal Murders

Coveralls stained with paint and oil, a voice that


turns into rust in the dark, always crunching
on candy. Olive skin. The duwende are almost as
long lived as the manananggal, Georgie and Elder
Urduja have been friends their entire lives. Georgie
left behind their first name a long time ago, and they
have adapted to modern times. Georgie is happy to
play to the stereotype of duwende—hardworking,
protective, nurturing.
Georgie was good friends with Gin, one of the
manananggal victims. Gin was an old gambling and
drinking buddy despite the fact that a hundred years
ago they were mortal enemies.. Georgie won’t talk
about Gin or the state they found him in. If pressed,
Georgie breaks into tears, unable to cope with the loss.

QUOTE: Is there something I can get you? I’m sure


Sister Theresa has only offered you whiskey and ciga-
rettes. How about I put together a real meal for ya?
Have you lot tried Adobo? I make the best in the
Apartments, don’t let anyone tell you otherwise.

FRANKLYN WOLF (he/him)


Human. Aspiring celebrity backpacker. Laughs
often and loudly, social media curated casual looks,
doesn’t understand personal space. Painfully
sunburned. Franklyn is completely out of his depth
at the Apartments and refuses to acknowledge it. He
is determined to become a social media influencer
through his sleek videos that feature “the road less
traveled.”
He came to the Philippines seeking poverty porn,
and was disappointed to find it isn’t as bad as he
expected. Still, he’s determined to find a story here
and share all of the gory details online.

QUOTE: Looking good champ! I’ll follow along, take


notes, get you heroes on video? I’ve heard rumors
about you monsters, say, do you eat human food?
Where are you REALLY from? I think it’s important
that your story gets told and I’m the person to do it!
My followers will absolutely love this, how about we
do a quick live stream huh?
258
Pre-assembled Apocalypse • The Manananggal Murders
Locations of Interest
THE COMMUNE
The largest common area in the Apartments, the Commune is bustling
with activity as they set up an impromptu karaoke night. What
evidence do you see that the Commune has been rebuilt numerous
times? What is it sorely lacking?

THE ROOF GARDEN


The Roof is packed with every imaginable plant that could be used
for cooking, medicine, or anything practical. What strange project
has Sister Theresa been working on?

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?

THE ABANDONED APARTMENT


There is one apartment that has remained empty for decades. No
one will move in. What here makes your skin crawl but invites you
to come closer?

259
Keys of the Apocalypse
Pre-assembled Apocalypse • The Manananggal Murders

ґ pamphlets announcing new “human friendly” condominiums,


the address circled in red
ґ a cheap disguise, which only bears a passing resemblance to one
of the victims
ґ evidence of a secret life, hidden away
ґ a smashed cell phone, full of desperate and angry text messages
ґ a wedding dress, cut in half at the waist
ґ an obscene amount of money, torn into small pieces and laid out
in an odd pattern
ґ graffiti on the wall, announcing both redemption and punishment
ґ a threatening letter, words turning into incomprehensible sigils
and runes
ґ an infestation of insects, clicking and hissing, leaving blood and
gore in their wake
ґ an ancient and sacred manananggal relic, defaced and broken
ґ a manila envelope filled with black and white photographs of
different manananggal residents, all taken with a telephoto lens
ґ a collection of manananggal hair and nails, carefully tagged
and preserved
ґ an old set of rusty keys, each inscribed in baybayin, an ancient
writing system once used in the Philippines
ґ a mirror that splits your reflection in half, one half moves of its
own accord and speaks with a strange voice no one can recognize
ґ a psychic vision, a manananggal screams “please, I won’t tell
anyone, I swear it”
ґ manananggal salt, it’s a human myth that pouring salt on the lower
half of a manananggal’s body will make the manananggal unable
to rejoin both halves. However, there is a “salt” that can be made
from the hair of the manananggal, but it’s a difficult and dangerous
process. It’s extremely poisonous to all beings
ґ a dagger with a blood red blade, sharp enough to cut through
air and sound
ґ a heavy book, when read, it begins to unwrite itself, change its own
text, or whisper its words in a soft and sinister voice
ґ a small and crooked shrine, to a forgotten god of pain and violence
who destroyed their own name
ґ several jars full of manananggal fetuses, they move and reach
out with small bat wings, eyes never opening

Facets
ґ Murder Victims ґ The Harbinger
ґ The Decline of the ґ The Door of Power
Manananggal
260
Doomsday Clock (ticks: 6)

Pre-assembled Apocalypse • The Manananggal Murders


MOMENT
The remnants of wings, displayed in glory. They
are larger than life, a wingspan that stretches across
several feet.
ґWho sees them?
ґWho is changed by them?

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

THE DOOR OPENS


The wind howls and the sound of a
great many wings fill the air. The smell
of blood is overwhelming, and soon
there are the screams of the innocent.
The Harbinger has unlocked the ancient
Door of Power.
ґ When the door opens, how are the
manananggal affected?
ґ What power or wisdom does the
Harbinger take from beyond the door?

262
Weep Your Hands Clean

Pre-assembled Apocalypse • Weep Your Hands Clean


by Darold Ross
Complexity: 6
Main Location: Albuquerque, New Mexico, USA
Date: August 202X (Dog Days of Summer)
Contact: Camila Cardón, La Bruja Buena (she/her)

OMEN-CLASS MONSTERS, a series of ritualistic murders


in the homeless community suggests that a Door of Power
may be located somewhere in the vicinity of Albuquerque,
New Mexico, USA. City government has requested assis-
tance with ascertaining the cause of these murders and
bringing a stop to them. Their designated operative,
Camila Cardón, will orient you to the situation and
act as your go-between. ATTENTION: Be advised that a
VIP may be among the people you engage with; DIVISION
expects special consideration of their needs be taken
into account in all engagements. HARBINGER-CLASS MONSTER
is suspected of perpetrating the murders to destabilize
the tense political climate. Find the DOOR OF POWER
and contain it before the Harbinger claims ASCENSION.

CONTENT WARNING: Homelessness, gentrification, class conflict,


gang violence, the drug trade, transphobia, harm and death of children,
teen pregnancy, death/murder of sex workers, subliminal messaging and
mass mind control, colonization and cultural appropriation..

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Description
Pre-assembled Apocalypse • Weep Your Hands Clean

The city of Albuquerque is experiencing an intense summer heat,


with days reaching the high 100’s (40–42°C). Hot summers are the
norm, but this heat is oppressive and the monsoons are late. As the
Mystery progresses, utilize the stuffy sense of overwhelming heat and
humidity, clothes sticking, the air feeling charged and ready to burst,
but never quite managing to. The sun beats down constantly overhead,
and clouds loom over the Sandia Mountains without approaching the
city proper.
Wealth and class are drawn along property lines. The South Valley
is home to the longest lineages of families, but poverty and neglect
make it hard for people to succeed. Downtown is a culture clash of
old and new, local diners and storefronts fighting to keep up with hip
restaurants and boutique hotels amid a constant hum of bar-hopping
twenty-somethings and a homeless encampment on the Historic Route
66. The Northeast Heights hide nice homes behind gated communities
and frequent police patrols, itinerant transplants partaking of the city
before their next move.
Ranked one of the 10 most dangerous big cities in the country,
Albuquerque is a place where gangs run drugs and shed blood on the
same streets that tech employees work remotely in coffee shops and go
on tinder dates at craft breweries. The discrepancies between the haves
and the have-nots are vast; depending on where you live and what you
do, the other world can be invisible to you. With such extremes, being
supernatural is hardly the worst thing that could happen to someone
in ’Burque.
Two stories dominate the news in Albuquerque. A film and TV
production giant is looking to establish a new studio in the city.
Meanwhile, dozens of local homeless people have been found dead.
The apparent cause of death is drowning, but the bodies are found
in places where there is no water to drown in.
The global production studio, InstaVids, has recently been consid-
ering Albuquerque for a new expansion and sent representatives to
scope the area for locations to build a new studio. Consideration of
the city is sudden, and it’s understood that there are likely other perks
being offered to the media conglomerate in addition to the generous
tax incentives.
Around the same time these rumors sprang up, mysterious deaths
in its homeless population began occurring. Bodies were found in parks,
on the sides of roads, or in other unexplainable places; their lungs were
full of water, but nowhere near any water in which to drown. Locals fear
it to be the work of La Llorona, the wailing woman of legend.

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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.

Beginning the Mystery


DIVISION’s agents drive into the city as dusk settles. While the
sprawling city reveals itself between desert valleys, the setting sun
paints the Sandia Mountains watermelon pink. Arriving at the upscale
Hotel Cinco in historic downtown, heat assails the team immediately
as they step out of the car. Nightlife is already in full swing as people
walk the streets in search of dining and dancing, avoiding the hopeful
hands of homeless people who move through the crowds unacknowl-
edged like phantoms.
The team is shown to the rooftop bar of the hotel and ushered into
a private casbah. Camila Cardón, professionally known as La Bruja
Buena, is waiting with another woman.

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

Knowing eyes, stylish evening dress, understated turquoise


jewelry. Camila is a mid-twenties Latina with black hair and brown
eyes. Youthful and angular, she moves in a careful manner. While her
makeup is fashionable, she her eyes carry the weight of ancient secrets.
A whiff of lavender and honey are always at the edge of her presence.
Her trade is fortune telling, and she shuffles tarot cards like a shark.
Drinks are offered, inventive cocktails in expensive glasses. The
rooftop view shows the city spread around them, revealing that
what Albuquerque lacks in tall buildings, it makes up for in sprawl.
Camila introduces her companion, City of Albuquerque Economic
Development Advisor Tomoe Takanashi. Camila explains that she
facilitated this meeting with the agents on the city’s behalf.
The first body was found three weeks ago. It was discovered in a
conspicuous location where a famous crime show was recently filmed.
After that, a new body appeared every three days, each at a movie or
television filming location. The victims were always homeless
people with no ties. The bodies were found with lungs full of
water and dry clothes, especially strange in a major drought
with the bodies never found near water.
The news runs the story nonstop, and it threatens
a major opportunity for the city; they are trying to
convince major media conglomerate InstaVids to
build a studio in the area. The studio would bring
millions of dollars in jobs and business, and raise
Albuquerque’s profile as a major destination in
the Southwest. With the influx of revenue, the city
would undergo rapid growth in a matter of a few short
years. While InstaVids seems close to signing the agree-
ment, these murders are a black mark on their negotiations.
Theories circulate that local gang Los Testamentos—
The Testaments, a longstanding crime family that has its
hands in the drug trade and local politics—is attempting to
sabotage the deal in order to keep the city tethered to the
drug trade; current revitalization efforts are hampered
by local gangs with ties to the Mexican cartels. There
are also accusations that such a partnership would
not benefit local citizens, but only serve to make the
wealthy even more so and widen economic dispar-
ities in the area. At the forefront of this push is Los
Testamentos.
The PCs have arrived just in time; it is the third
night again, and a body was just discovered at the
Albuquerque Rail Yards.

266
People of Interest

Pre-assembled Apocalypse • Weep Your Hands Clean


TOMOE TAKANASHI (she/her)
City of Albuquerque Economic Development Advisor.
Severe suits, severe bangs, severe manicure, it’s a
way of life. Tomoe Takanashi doesn’t take anyone’s
shit and she’ll decimate her enemies with a come-
back so sweet and so backhanded that they won’t
realize how bad the burn was until they’re in the
hospital.
Tomoe’s worked for the city for the past year, and
the InstaVids deal could be her next big step. She thinks
Mayor Margolis is an idiot, and knows she’s doing the
heavy lifting here. She’d like nothing more than to work
for InstaVids VP Habiba Hoffman, but her feelings for
Camila complicate things. While only recently aware of
DIVISION, as a professional she takes everything in stride.
QUOTE: The situation with the deaths really is a tragedy,
but a bigger tragedy would be jeopardizing this opportu-
nity for the city. InstaVids means more jobs, more busi-
ness. We could put Albuquerque at the center of a holistic
approach to bettering the lives of all our citizens.

AZUL (she/her, they/them)


Sex worker. Soft feminine features, with a penchant
for cherry-red lipstick and maybe a little too much
highlighter. Now that she’s regularly on hormones, her
face is rounding out. She’s been seeing the same guy,
Ricky, regularly and he said he wanted to be her only
client. Then her friends started dying.
She is housing insecure, and though she can usually
find a place to crash, she’s no stranger to Tent City.
Azul knows things are tense with the city right now
with the murders, rumors about a new drug, and a mayor
with something to prove. The latest victim was a working
girl she knew, and now she’s afraid to be out at night.
QUOTE: Jessica wasn’t stupid; we learned on the streets
together. We did some dumb stuff years ago, but she would
never have put herself in a situation to get herself killed!
Y’all may look tough, but that girl was ten times tougher
than the lot of you.

267
RICKY ROSALES (he/him)
Pre-assembled Apocalypse • Weep Your Hands Clean

A leader of Los Testamentos. A swaggering man with


the looks of a novela star, if it weren’t for the scars. As
the youngest to ever become leader of Los Testamentos,
Ricky Rosales is looking to prove himself to the family.
Maybe if he can prove his worth, he won’t care what they
might say about his relationship with Azul.
Ricky is increasingly worried about rumors that some
of his boys are covertly dealing a new drug with some
wicked effects. He’s also worried for Azul’s safety as the
homeless deaths get more and more persistent. Things
are especially rough with his sister Raquel, who has been
pushing him to get clean and get away from the family,
but he’s close to being promoted.
QUOTE: Mira, it’s not that easy, okay! It’s not some job I
can just walk away from. Tío Miguel would never forgive
me. I’m surprised Mayor Matty hasn’t already ended
up in that gorge they’re digging for the new studio,
and I don’t want to join him when it finally happens.

MATTHEW MARGOLIS (he/him)


Mayor of Albuquerque. Dimpled smile, looks
much younger than he is, even smells expensive.
Matthew Margolis is in his first term and despite sky
high promises, seems to be delivering. He’s a very busy
man, and if he’s spending time with you, you’d better
appreciate the dollar value of his time.
Matthew isn’t as worried about the details of the
murders as he is about the optics. Elections are
coming and he wants to land the InstaVids deal
to sweep the deaths under the rug. He expected
DIVISION to take care of it without bothering him.
He can’t function without Tomoe, but won’t give her
a raise. He’ll badmouth Los Testamentos any chance
he gets, even to his girlfriend Raquel, a member of the
gang family.
QUOTE: I don’t know why we’re even discussing this.
You were hired to take care of it, but you just keep asking
questions Tomoe could answer. I have three minutes
before I need to get to a meeting with the InstaVids
rep, so is this something only the mayor can help
you with?
268
RAQUEL ROSALES (she/her)

Pre-assembled Apocalypse • Weep Your Hands Clean


News reporter. Conservative floral blouses, moder-
ately tall heels, liberal pointed questions. Raquel
Rosales is a hard-hitting journalist for the local news
station. Spares no one, not the city—even though
she’s dating the mayor—and not Los Testamentos—
even though her family is thick in it.
Raquel is determined to find out who is behind
the murders and has the PCs in her sights. She
knows how to move through different Factions, but her
allegiance is first and foremost to the truth. She knows
nothing about the supernatural or DIVISION, and if she
were to discover the truth about the PCs it would cause
more trouble than her life might be worth.
QUOTE: These are people in my community dying in
horrific ways. No one does something like this unless
they’re trying to send a message. I don’t know who you
are, but if you can help me figure this out, maybe get
some justice, then I’ll help you any way I can.

HABIBA HOFFMAN (she/her)


Associate Vice President of North American
Operations for InstaVids. Louboutins, skinny jeans,
never takes her airpods out. For a woman who runs
corporate operations across an entire continent, Habiba
Hoffman is surprisingly down-to-earth. Classified as a
VIP by DIVISION, she’s more than happy to help an
agent out, so long as she can count on a little help
in return.
Habiba isn’t concerned with the murders; her focus
is on landing the deal for InstaVids. She also doesn’t
much care who she makes that deal with. She
allows the city (and Tomoe) to court her, but will
happily sit down to a meal with Los Testamentos
(and Raquel) if it works to her advantage. She
prefers dealing with women because they’re used
to getting things done.
QUOTE: No, I don’t think too much about these
strange deaths. When you walk as close to the sun as I
do, nothing much seems strange anymore. You just have
to get the job done so you can go home, you know? Are
you sure you wouldn’t like something to eat? It’s on me.

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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

Pre-assembled Apocalypse • Weep Your Hands Clean


CITY OF ALBUQUERQUE
Drive: Use law and politics to centralize power and wealth.

Description: There is nothing quite so cutthroat as local politics and


the people working for the City of Albuquerque will carve you up with
a smile (mostly figuratively, but literally when necessary). Armored in
pressed suits and stylish haircuts, their preferred weapon is the letter
of the law and they wield it as befits their aims.
The city and its agents work hard to increase the success and visi-
bility of Albuquerque on a state and national level. Though there are
certainly true believers who work to better their community, there are
plenty of people who see these efforts as a path toward more money and
power. That often means that enrichment is distributed unequally, with
wealthier, more desirable areas receiving far more attention than others.
The city will do anything to ensure that more money, prestige, and
power flow into Albuquerque (and if some of that flows into their own
coffers, well, that’s just the price of doing business).

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.

Description: Los Testamentos—The Testaments—have been around in


one form or another almost since Juan de Oñate brought Spanish colo-
nists to the area in 1598. Whether it is reborn in name only every few
generations or the line has carried directly from the start is a hotly-con-
tested and irrelevant matter. What does matter is that Los Testamentos
is here and aims to outlast anyone who gets in their way.
The current incarnation of the gang is a long-standing family-centric
organization in the South Valley of Albuquerque. Composed of multiple
generations of Rosales and orphans they adopted, they have a rigid
hierarchy of leadership and internal code of ethics that includes strict
gender roles. When it comes to surviving in this city, you need all the
help you can get.
Their present struggle centers on a shift toward legitimate business.
Some want to get out of illegal markets and are willing to sacrifice power
and money. Others want to expand into more dangerous trade and the
accompanying benefits that brings.

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?

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INSTAVIDS

Pre-assembled Apocalypse • Weep Your Hands Clean


Drive: Expand product reach to complete global market saturation.

Description: Every day, hundreds of millions of people fire up InstaVids.


Whether they’re binging the latest original hit show, watching a block-
buster movie, or just working their way through The Workplace for the
twelfth time, all eyes are glued to the world’s number one streaming
service. “Are you still watching?” Of course you are.
The global media corporation, InstaVids, has built an empire on
enchanting people with its video programming. Little do most people
know that “enchanting” is meant literally. InstaVids is at the forefront of
digitizing the occult for fun and profit. Armed with boundary-pushing
magical code and an obscene amount of Silicon Valley capital, they do
as they please so long as they don’t run afoul of world governments.
InstaVids even provides funding to DIVISION for various programs.
Their current focus on growth and securing subscribers motivates
them to continue pushing into new markets, finding cheaper and easier
ways to create content, and acquiring more occult assets to be leveraged.

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?

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THE HOMELESS COMMUNITY
Pre-assembled Apocalypse • Weep Your Hands Clean

Drive: Survive.

Description: Over 1,500 men, women, and children experience chronic


homelessness in Albuquerque. They move through the margins and
make a living where they can, sometimes congregating in encamp-
ments like Tent City and sometimes going their own way. As people
coming from all walks of life and a diverse background of experiences,
the homeless “community” is not organized or tightly affiliated, and
tracking an individual person can be difficult.
The ritualized murders that are occurring are yet one more problem
for unhoused people to deal with on top of securing shelter, food, and
general safety. Unhoused individuals understandably prioritize their
survival over helping out strangers who may not mean them well to
begin with. Gaining the trust of someone society has largely turned its
back on will be difficult.
That being said, certain individuals have formed bonds with each
other. Encampments can become places to trade for necessities, sleep
in relative safety, and let off some steam. Just don’t let down your guard
too much.

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?

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Locations

Pre-assembled Apocalypse • Weep Your Hands Clean


HOTEL CINCO
An upscale hotel in the downtown strip with breathtaking views of the
city. Frequented by the city’s elite, beauty and privilege are the capital
for buying yourself into a conversation, a private party, or an intimate
moment with a VIP. What subtle actions do the most powerful people
in the room do to alienate those who “don’t belong” in their presence?

ALBUQUERQUE RAIL YARDS


Originally built to service the AT&SF Railway, these reclaimed struc-
tures have undergone various revitalization efforts. Now used as an
evocative film set and the home of the Rail Yards pop-up markets, they
turn a former eyesore into a new economic opportunity. What remnants
litter this area that remind you of its many past lives and uses?

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?

INSTAVIDS STUDIO CONSTRUCTION SITE


A sprawling empty field between the South Valley and the Sandia
Mountains to the east. Construction has already mobilized, even though
papers have yet to be signed. The pit where the foundations have yet
to be laid seems to gape, unblinking into the sky. Despite the deserted
space, what makes you feel watched in this moment?

LOS TESTAMENTOS HOMESTEAD


A sprawling, much-renovated family home in the South Valley on acres
of land. The parking lot is always full of cars and people coming and
going at all hours. Hardened men and women sit around kitchen tables
as abuelitas attempt to fatten them up. What items hint at the genera-
tions of Rosales that have called this place home?

BRUJA BUENA STOREFRONT


Located in a chic repurposed pop-up in the Northeast Heights, Camila’s
shop and reading room is a social media-ready dream backdrop. Various
trinkets, plants, and crystals line minimal shelves, and prismatic lighting
illuminates the stark white walls. How does the storefront tame the feral
nature of magic and sanitize it for the masses?

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Keys of the Apocalypse
Pre-assembled Apocalypse • Weep Your Hands Clean

ґ a puddle of rainwater, despite the desert heat, it refuses to


evaporate
ґ a haunting story, the name of La Llorona drips into the ear
ґ a curb-side memorial, photos, candles, and flowers scattering
in the wind
ґ vials of a clear liquid, assumed to be MDMA or GHB, it gives
off the aroma of salt
ґ a pamphlet for new city development, a vision of the future—
clean, open, and white
ґ a switchblade, perhaps that’s rust on the blade
ґ a map of ley lines across the city, crisscrossing avenues of power
are circled
ґ a polaroid photo of a young girl, she’s smiling, but there is worry
in her eyes
ґ a luxury black credit card, no name, no number, no limit
ґ a drive-by shooting, the smell of burning rubber and gunpowder
fills the air
ґ a child’s drawing on crumpled paper, the childish figures are
crying
ґ an occult tome in Spanish, bookmarked with a rosary and filled
with marginalia
ґ a digital camera with a strange video, when played, water pours
out of the screen
ґ confidential incentive request documents, water warped and
blood stained
ґ the desert heat causes visions, something looks back from under
the mountains
ґ a Walkman playing a lullaby, gentle lyrics that grow darker the
longer it plays
ґ a ring that bears the Rosales crest, one hand included
ґ a movie script featuring impossibly-drowned victims, to begin
production soon
ґ codes to access the city’s emergency alert system, on city letter-
head, no signature
ґ a flash drive with infernal contracts, written in occult signs that
hurt to look at
ґ a reliquary with a fetus floating inside, it looks more sleeping
than dead
ґ an audition tape; yours, to be precise

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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

Doomsday Clock (ticks: 6)


MOMENT
Brackish water begins to seep through everything.
No amount of cleaning can remove the salt stains or
faint smell of rot.
ґ What childlike pattern appears in the lines left by the stagnant
water?
ґ What is the one establishment unaffected by the water?

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?
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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?

THE DOOR OPENS


Water pours up from the earth, down from
the sky; salt tears flood every street and
alley with unstoppable swiftness. She
Who Was Asleep takes all these children
and embraces them. The children cry, their
sobs reaching a painful crescendo
before a horrifying silence settles. She
Who Was Asleep will not let them suffer
any more. The Harbinger has unlocked
the ancient Door of Power.
ґ When the door opens, what form does She
take to walk again?
ґ What power or wisdom does the Harbinger take
from beyond the door?

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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

The homeless encampment near the Albuquerque Rail Yards was an


actual long-standing encampment in 2014 and 2015. Dubbed “tent
city” at the time, its close proximity to the Albuquerque Rail Yards, a
location the City of Albuquerque had attempted to revitalize with an
indoor/outdoor market and which has been used as a filming location
for many movies and television series, caused outrage in local press and
among the community that lived in the area. An aggressive campaign
by Albuquerque police eventually expelled the homeless encampment.
In 2019, city voters approved $14 million in a general obligation bond
election dedicated to the construction of a new 24/7 homeless shelter.
As of the writing of this Mystery in the summer of 2020, the city has
narrowed their search to three possible locations. City personnel are still
routinely ousting people from their temporary encampments, despite
current CDC guidelines to allow unsheltered or encamped individuals
to remain in place to diminish the chance of spreading COVID-19.

NETFLIX STUDIOS IN ALBUQUERQUE


In this Mystery, the thinly veiled Netflix clone InstaVids is set to
construct new studios in the South Valley. In real life, Netflix purchased
the existing Albuquerque Studios lots east of the South Valley in 2018
for about $30 million dollars, roughly a third of what the facilities cost
to build. At the time of their purchase, the studios had been valued
at around $22 million, and the city estimated that Netflix occupancy,
maintenance, and rehabilitation could return the studio to at least the
$91M value it cost to build the facility.
In addition, Netflix is set to receive $14.5 million in government funds
for the studio’s purchase—$10 million from the state of New Mexico
and $4.5 million from the city of Albuquerque. Furthermore, Netflix’s
productions in the state are eligible for a tax credit of up to 30% under
the New Mexico Film Tax Credit Program.
Per Netflix’s proposal, the company has committed to $600 million
in direct spending related to New Mexico on or before Dec. 31, 2023,
and an additional $400 million in direct and/or indirect spend related
to the facility between Dec. 31, 2023, and the end of 2028. Netflix will
incur financial penalties, payable to the city and state, if it falls short of
those spending targets (based on the percentage shortfall).

280
The Missing Link

Pre-assembled Apocalypse • The Missing Link


Complexity: 8
Main Location: MYS·TERIO·US Outpost — Island Zero
Date:September 20XX
Contact: Commander Fletcher Payne (he/they)

OMEN-CLASS MONSTERS, assist MYS·TERIO·US in searching


for a missing HALIMAW-CLASS MONSTER and their teen
pilot. Immediately rendezvous with Commander Fletcher
Payne, former Halimaw Pilot and Commander of the outpost
on Island Zero. Investigate the facility and island,
WARNING: engage with RIFT-CLASS MONSTERS only if neces-
sary. HARBINGER-CLASS MONSTER has left evidence of
possession of Halimaw and Pilot. Find the DOOR OF POWER
and contain it before the Harbinger claims ASCENSION.

CONTENT WARNING: Teenagers facing trauma, harm (possibly


fatal) to teenagers, experimentation and experimentation on teenagers,
genocide via bioweapon/biological warfare.

281
Description
Pre-assembled Apocalypse • The Missing Link

On September 13, 2000, the unthinkable happened. Scientists and


engineers experimented on an ancient monster slumbering in the heart
of an inactive volcano, deep under water. Awakened from its millen-
nia-long sleep, the monster screamed and tore through reality with its
power. In the wake of its anger, a permanent wound bleeds between
worlds.
This interdimensional scar is an opening into a nightmare realm.
Colossal rift monsters come through, each capable of destroying entire
cities within hours. These monsters can only be stopped by other
monsters like them. If even one gets through, it would mean the start
of the apocalypse.
Island Zero is not on any maps, and it never will be. It is an island
filled with larger than life monsters and the teenagers who are psychi-
cally connected to them. It is an island that is lush and full of life, but
also fraught with peril.
Together, monsters and teens must use highly experimental tech-
nology to guard the boundaries of our world and push back all threats.
They are part of a war that will never end. Together they are pilots and
Halimaw.
Once a teen is connected to a Halimaw, they are forever changed.
When the teens become adults, they change in unpredictable ways. All
lose their ability to connect to their Halimaw, thus unable to pilot. Some
show signs of mutations, new abilities or physical features that can’t be
explained by science. Very few even become rift monsters themselves,
eventually growing colossal in size, losing most of their memories and
the ability to speak.
Every few years there are new recruits, new youths who must
take on this burden. Despite years of development and research, only
teenagers are capable of connecting to the Halimaw and piloting them.
There are no other physical indicators of a teen’s ability to be a pilot,
nothing within their DNA or social background that determines their
capabilities. MYS·TERIO·US employs skilled psionics to walk through
dreams and find teens that can emotionally connect to the Halimaw.
Thus, an organization was created to ensure pilots and Halimaw
would protect the world. The Mechanized Youth Squad of Tactical
Eschatological Research, Investigation and Operations, a branch
of United Security (MYS·TERIO·US).
DIVISION has close ties with MYS·TERIO·US. One of the pilots
and their Halimaw has gone missing and signs of the apocalypse are
found. MYS·TERIO·US has turned to the DIVISION for help.

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:

Pre-assembled Apocalypse • The Missing Link


ѵ Luna Nakahara is one of the youngest teens to be recruited as a
pilot. She took well to the training and bonded almost immediately
with her Halimaw, Hydra Omicron.
ѵ Hydra Omicron is a unique Halimaw, their skin covered in eyes
and a dozen wings of gold and amber covering their back. They
unleash sound waves and light storms. With Luna’s guidance, the
two can use a special sword that channels this power.
ѵ The two were last seen preparing for their launch sequence.
Luna went on comms to deliver an ominous message before all
scanners lost the pilot and Halimaw’s signature: “The apocalypse
comes. Together, we will remake this broken world.”
ѵ Payne plays back the recording of the cockpit, and the agents
recognize clear signs of possession. A Harbinger is involved
somehow. The video flickers for a moment, and when it comes
back, there is no sign of either Nakahara or Hydra.

CUSTOM MOVE: HELLO, LITTLE MONSTER


When you attempt to connect psychically to a Halimaw, say what
vulnerable memory you offer to them, spend Darkness Tokens and roll.
On an 8-10 you drift into the consciousness of the Halimaw, your
memories become one for a moment. Choose two:
ѵ The Halimaw comforts and soothes you, clear one Condition
ѵ The Halimaw opens their heart to you, gain a Bond with them
ѵ The Halimaw reveals a truth to you, ask any one question about
a Key you have, or uncover a Key
On an 11+ the Halimaw sees something in you that terrifies them,
choose:
ѵ Mark Ruin to allow the Harbinger within you to force them into
compliance, and choose one from above
ѵ Do nothing, the Halimaw will lash out in fear and anguish
On a 7- you are about to connect to the Halimaw and see tanta-
lizing visions. But then sirens go off and the entire facility goes into
lock down. The Keeper will tell you what happens next.

285
People of Interest
Pre-assembled Apocalypse • The Missing Link

MALIKA CONNER (she/her)


Pilot. Bright eyes. Pale skin. Hair dyed an aggres-
sive red. Uses a wheelchair. The eldest of the teen
pilots. Speaks in an abrasive tone.
Malika has been a pilot longer than the others.
She and her Halimaw GARNET CYCLONE
consistently outperform other pilots, but Malika
has difficulty getting along with anyone who isn’t
Luna. Garnet Cyclone is a beast type Halimaw, and
has the appearance of a large black cat with sharp
tentacles and teeth dripping acid. Garnet Cyclone is
one of the few Halimaw that psychically connects to
any pilot, but they prefer bonding with Malika.
Malika is deeply upset about Luna’s disappear-
ance and will rarely leave the simulation room as she
fights through difficult emotions. Garnet Cyclone is
showing similar signs of depression.
QUOTE: I don’t know what the Commander has told
you, but I need to keep training. You’re a distraction,
and talking to you isn’t going to get Luna back. Garnet
Cyclone and I are going out to look for her, and I need
to be at my best.

ASTERIO ROMANO (he/him)


Pilot. Easily spooked. Perpetually wide-eyed.
Thin and fragile looking. Dark skin. Speaks in
a soft voice.
Asterio is a pilot with inconsistent results. For
the most part, Asterio barely meets the minimum
requirement to continue piloting, but every so often
he and his Halimaw APOSTLE SOLAR will synchro-
nize past what the equipment can measure. Together,
they can single-handedly defeat even the most fero-
cious monsters from beyond the rift.
Apostle Solar is a Titan-type Halimaw—they tower
over all other rift monsters and possess incredible
strength and speed. At full synchronization, Apostle
Solar can move fast enough to break light speed.
QUOTE: Uh, is this a test? Commander Payne likes having
us go through random tests and I don’t know if they told
you, but I don’t do well at tests. I should, I should go check
in on Solar.
286
CATALINA LEE (she/her, he/him)

Pre-assembled Apocalypse • The Missing Link


Pilot. Naturally white hair that reaches past her
waist. Dark skin. Always seen in his pilot gear.
Speaks in a combination of sign language and
psychic visuals. The youngest of the pilots. Catalina
switches between masculine and feminine body
language, to better express himself.
Catalina is often seen near Commander Payne or
one of the other adults. He seems to have trouble
getting along with the other pilots. Despite not
training with the others, Catalina does well in
combat and will often support the other pilots in
ways that she cannot off the field.
AURORA COYOTE is an elemental Halimaw,
embodying the raw fury and elegant precision
of ice and fire. Aurora is one of the few Halimaw
who can regenerate and share those regeneration
powers with other Halimaw.
QUOTE: [Catalina looks away but allows his
mind to open up and reveal images of Luna and
Catalina sitting together in friendly silence, watching
their Halimaw regenerate.] Catalina signs, “LUNA
HYDRA SOON FIND?”

NATASHA ZAMORA (she/her)


Operations Director. Slicked back hair, dark
skin. Old beat up leather jacket thrown over
uniform, psionic-tech implants glow in both
eyes. Serious at her job, but friendly and warm
when off the clock. During a skirmish, Zamora
issues orders, relays battle strategies, and keeps
track of technicians monitoring the Halimaw.
Zamora is professional with the kids and pushes them
hard to get past their fears and insecurities. But all the
pilots come to her with their problems, and she’s known
as the Outpost Mom. When off duty she can be found
counseling a pilot or drinking a beer with an older colleague.
Zamora is conflicted about the teens being pilots and
fighting for all of humanity, so she pushes herself hard to
care for them.
QUOTE: I’m worried about Luna and Hydra. They were
the heart of the team. They have a tendency to take risks,
though. If someone took advantage of that, I’m going to
make them pay.
287
KAIYA ROSARIO (they/them)
Pre-assembled Apocalypse • The Missing Link

Head scientist. Wears a lab coat over a bright dress. Goggles


push up thick, curly hair. Dark skin, fat and round.
Eyebrow perpetually raised, wide smile. Rosario oversees
the care of the Halimaw, and helps create various tech to
assist the Halimaw and their pilots.
Rosario was one of the first pilots on Island Zero. Their
mutation randomly generates a new mirror clone of Rosario,
who walks out of the interdimensional rift every so often.
Several of the clones are now fellow scientists. Each clone
has their own distinct personality, but many of them enjoy
working for the Outpost. Each one has a number. Currently,
there are 24 clones. It was Rosario 03 who came up with the
term Halimaw—the Tagalog word for monster—and helped
improve pilot and Halimaw synchronization dramatically.
QUOTE: Did you want to talk to Rosario Zero Zero? Uh yeah,
“the original.” Buuuuut if it’s Halimaw info you’re after, I’m the
clone you need to talk to. Rosario Zero Three at your service. Hm,
but Rosario One Six gives great life advice if you need that, their
shifts ends in an hour.

SELENE NAKAHARA (she/they)


High priestess. Selene looks like an older version of Luna.
The two siblings are tall, pale-skinned, with milky blue eyes.
Selene shaves their head while Luna’s black hair reaches her shoul-
ders. Selene is dressed in the long robes of a priestess. The only
sign of their rank is a simple circlet upon their head.
Despite showing great promise, Selene refused to become a
pilot. Instead, she used her potential to become the youngest
high priestess. Her Halimaw, SAKURA VANGUARD, is an
S-Class Psyker. They have moth-like features, their biolumi-
nescent wings slowly change patterns every few seconds.
As high priestess, Selene oversees the rituals and
prayers required to maintain the protective spell-tech.
Selene also oversees care for the Halimaw and leads her
team of psionics into battle. Sakura uses their formi-
dable psychic energy to power much of the outpost’s
spell-tech components and machines.
QUOTE: I’m sorry that MYS·TERIO·US insisted you come
to Island Zero, but I assure you that my psionics will find
Luna soon. I, hmm. Sakura tells me I should be more polite,
I apologize. Finding my sibling and her Halimaw is of the
utmost importance, let us work together instead.
288
The Interdimensional Rift

Pre-assembled Apocalypse • The Missing Link


At any time during the investigation, the rift may tear open and huge
monsters will attack Island Zero! This may occur as a result of a miss
on a roll, but it can happen anytime it makes sense to raise the stakes
or shake things up.
The PCs may assist as they like. If they wish to directly engage the
rift monsters and assist the pilots, give each huge rift monster 4-5
Conditions. This is a good opportunity to build colossal monsters
that directly reflect the PCs, or mirror aspects of What the Darkness
Demands of them.
Don’t worry about how your PCs will measure up against these titans,
they have their powers of darkness at their disposal. Your players will
surprise you with the awesome plans they come up with. Let them have
fun and encourage them to try to Grasp Keys during the skirmish.

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?

THE TREATMENT WARD


Former pilots struggling with their mutations and retired Halimaw are
cared for here. You realize one of the Halimaw is a former pilot. When
they recognize you, what psychic flashback do you see?

THE MONSTER GRAVEYARD


When a rift monster dies, it’s never pretty. The Outpost tries to increase
the rate of decomposition, but some of these strange remains have been
around for years. Which of these fallen rift monsters embodies What
the Darkness Demands of You?

289
Keys of the Apocalypse
Pre-assembled Apocalypse • The Missing Link

ґ signs of sabotage, barely perceived


ґ a mutation, desperately hidden
ґ evidence of false memories
ґ a secret facility that creates terrifying machines
ґ strength and abilities stolen from rift monsters
ґ an old autopsy report of someone who appears to still be alive
ґ messages from Luna that were never sent, they admit to deep-
seated fears no one knew she had
ґ evidence that Hydra Omicron, Luna’s Halimaw, was undergoing
a violent evolution
ґ evidence of a pilot that no one remembers
ґ power from the rifts harnessed and the corruption that bleeds
from it
ґ secret research to force more rifts to open around the world
ґ someone unlikely is psychically connected to the Queen of
Monsters from across the rift
ґ a collection of Halimaw organs, their rift energy harvested in
cruel ways
ґ contaminated rejuvenation fluid causes the Halimaw to halluci-
nate and lose control of their abilities
ґ painful psychic flashes that everyone in the outpost experiences
at the same time
ґ failed attempts at fusing humans and rift monsters into some-
thing powerful, but uncontrollable
ґ detailed instructions on how to force the Halimaw to go berserk,
killing their pilots is labeled as “acceptable collateral”
ґ a prayer virus meant to kill every psionic on Island Zero and
beyond
ґ discarded clones of Luna and Hydra Omicron
ґ a rift monster that claims to be a former pilot
ґ a deadly weapon that only a human can wield—it can kill any
Halimaw instantly, but is ineffective against rift monsters
ґ the undying remains of the first monster that created the inter-
dimensional rift, and their growing power

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)

Pre-assembled Apocalypse • The Missing Link


MOMENT
Something comes alive in the Monster Graveyard.
It is searching, hungry, yearning, its life flickering and
hanging by a thread.
ґ Who stumbles into the graveyard?

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?

THE DOOR OPENS


A new rift opens, larger than the first
tear. It will soon consume the island. The
psychic resonance causes rifts to open
all over the world, an army of rift monsters
come through.
ґ When the door opens, what happens
to all the psychics of the world?
ґ What power or wisdom does the
Harbinger take from beyond the door?
292
The Oldest House

Pre-assembled Apocalypse • The Oldest House


Complexity: 8
Main Location: [REDACTED]
Date: [REDACTED]
Contact: the Oldest Cat (they/them)

OMEN-CLASS MONSTERS, several personnel, agents, and


OMEN-CLASS monsters have been reported missing, changed,
or terminated. BLACK ALERT PROTOCOLS ACTIVATED. Do not
approach the Oldest House. It does not exist. Its lies
are ancient and inescapable. It is hungry and cannot
be sated. The Oldest Cat has come to me in my dreams
and purred against what’s left of my heart, but I can’t
remember, I can’t remember what the Oldest House wants
me to do, I need to disappear, I need to become changed
and unchanged, body and unbody and please don’t open
the door don’t open the door don’t open the door I don’t
want to please please please - [END OF TRANSMISSION]

CONTENT WARNING: Amnesia, unreliable and fragile memory,


body horror.

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.

Beginning the Mystery


DIVISION’s monstrous agents find themselves standing in front of the
Oldest House. Their memories are hazy and nonsensical, often contra-
dictory. When the PCs look down, they’ll find they each bear the mark
of the Oldest House: an inverted black pyramid that pulses under the
skin. It rotates slowly when no one is looking at it.
The Oldest House has currently taken on the form of an oppressive
government building—its Brutalist architecture is intimidating and
larger than life.
The Oldest Cat sits patiently at the glass doors of the Oldest House.
They are a sphinx cat, their hairless skin a curious shade of lavender.
They watch the PCs with large eyes of amber.

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

Pre-assembled Apocalypse • The Oldest House


that someone or something has infiltrated the Oldest House, and it
was not called or invited in. The Oldest Cat knows that this is not the
first time the PCs have come here, and they suspect that they and the
Oldest Cat have made several attempts to take back the Oldest House.
However, they are more confident about success this time around, “Call
it a cat’s intuition,” they’ll say.
At this point, several dot matrix printers start up by themselves, and
threatening messages come through. “GO NO FURTHER,” “DIVISION
IS OURS,” “THE APOCALYPSE ON OUR TERMS,” and so on.
But a few of the printers, hastily painted in thick strokes of red, print
out other messages from personnel or agents from DIVISION that the
PCs have worked with in the past. “HELP US,” “YOU ALMOST MADE
IT LAST TIME,” “PLEASE DON’T GIVE UP,” and similar.

CUSTOM MOVE: SERVANTS OF THE OLDEST CAT


When you attempt to follow the Oldest Cat’s guidance to navigate
the Oldest House, spend Darkness Tokens and roll.
On an 8-10 you wander into a welcoming area of the Oldest House.
Choose one:
ѵ You find a friendly face
ѵ You find an object from the Oldest Cat that can help you
ѵ You find evidence from your past self about what to do next
On an 11+ the Oldest House responds to your presence. Choose
one from above, but the Keeper will describe what challenges or
monsters you find waiting for you here.
On a 7- the infiltrators intervene and temporarily cut off commu-
nication with the Oldest Cat. Prepare for the horrors of reality fully
corrupted.

New Keeper Moves


Some new moves to consider using to best portray the strangeness
of the Oldest House:
ѵ Rewrite a small but essential part of reality
ѵ Defy physics or natural laws
ѵ Trap the PCs in their dreams or their past
ѵ Introduce a victim of the Oldest House
ѵ Invoke the memories and secrets of the Oldest House
ѵ Infuse magic into mundane technology
ѵ Reveal evidence of a memory erased or altered

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)

Pre-assembled Apocalypse • The Oldest House


Former DIVISION agent. Thick hair pulled back into
a messy bun, broken glasses, pristine suit. Agent Lopez’
skin is scarred and peeling. If she breathes too deeply, a
new eye appears somewhere on her body, slowly cracking
a lid open. As the conversation continues, more eyes will
reveal themselves, each moving independently. Some of
the eyes will cry strangely bright tears.
Agent Lopez has no clear memories, and will often “reset”
in the middle of a conversation. She’ll stop and repeat her
terse and straightforward introduction. The reset times
appear to be random, but a reset often comes on if she
feels agitated or upset. If someone asks about the eyes on
her skin, she will look confused. She is unable to see or
feel them.
QUOTE: Agent Lopez here. Are you the new team DIVISION
has sent in? I hope you’ll do better than the last group they
sent in, they barely survived five minutes. When we went up
against the... when we saw the... and then... the screams, I
couldn’t look away, they wouldn’t let me look away I... Agent
Lopez here. Are you the new team DIVISION has sent in?

THE HANGED MAN (he/they)


Applying for the position of monstrous agent at
DIVISION. Painfully thin and tall. Elongated Limbs.
Black suit. No face. The Hanged Man has a black noose
tied around their neck. They speak in a carefully clipped
accent and cheerful tone, but there is no clear indication
of how they are able to speak.
When the PCs arrive, the Hanged Man is eager to help,
he may even be trying to make sense of a Key. The Hanged
Man explains that he came to DIVISION for the Omen
application process, and he is aware of the PC’s many
exploits. He is quite perky and optimistic, and is under
the mistaken impression that all of this is part of an exam
to test their skills.
QUOTE: Oh hello! Hello! Ahem, yes! The Hanged Man here,
terribly pleased to make your acquaintance. Oh my, to meet
you lot in person, to stand in the presence of such fine heroes!
What fine Omens you are! Are you here to check in on the
applicants?

299
SISTER MIDNIGHT (all pronouns)
Pre-assembled Apocalypse • The Oldest House

Muse, large black eyes that contain a galaxy. Soft and


full bodied, dressed in exquisite finery and silks. Sister
Midnight looks like she stepped out of a Renaissance painting.
He smells of the forest after the rain. Sister Midnight’s form
subtly changes from moment to moment, appearing more
masculine or feminine between breaths.
They were a muse to a painter that time forgot many life-
times ago. Sister Midnight will leave from time to time, some-
times taking on the shape of an animal, to visit an artist in
need of inspiration. She is fond of the Oldest House, even
if she is technically a prisoner there.
QUOTE: I understand that the Oldest House is dying.
Such a shame, really. I don’t feel alive anymore, so
I suppose dying along with the house won’t be too
terrible. I will be sad to say goodbye to that charming
agent. Walker is terribly handsome, but I daren’t tell
her that.

ADRIAN WALKER (she/her)


Agent of the BUREAU. Slicked back red hair, a trench
coat covering a badly damaged suit, goggles that glow
in the dark. Agent Walker is shocked to meet DIVISION
agents, and murmurs worriedly about converging timelines
and reality degradation. When pressed, she will insist that
“The BUREAU and DIVISION cannot exist in the same time
and space.”
The Bastion for Universal Research, Extranormal
Affairs and the Unusual (BUREAU) is a shadowy orga-
nization from another reality, classified as a rival to
DIVSION’s interests. Adrian has heard the terrible
things DIVISION is capable of, but is also determined
to uncover every secret available to her.
Agent Walker has spent the last 20 years in the Oldest
House, attempting to unlock its secrets and find the source
of its power. She has not aged and is not sure why. She is
desperately in love with Sister Midnight, but does not dare
to emotionally entangle herself with a supernatural anomaly
like them.
QUOTE: Well, now that you’re here, I suppose there isn’t much
else we can do but team up. But please, try to not trip through
any more reality breaches or trigger any alarms. I’ve heard
stories about DIVISION, I suppose we’ll see how true they are.
300
The Infiltrators

Pre-assembled Apocalypse • The Oldest House


The PCs have to figure out what the infiltrators are and what they are
trying to do to the Oldest House. While the PCs uncover Keys and try
to make sense of them, focus on making the infiltrators be a foreboding
and terrifying presence who are trying to expel the PCs.
Infiltrators often shapeshift to take on more innocuous forms. A
painting on the wall, a locked chest, a mug by a computer. When the
monsters least expect it, describe an infiltrator revealing itself, drawing
random objects towards it and reshaping them into something sinister
or haunting.
The more powerful infiltrators will use the fallen bodies of previous
victims of the Oldest House and former DIVISION agents, combining
several of them together to create something truly terrible.
The infiltrators are violent, deadly, and horrifying.

301
Locations
Pre-assembled Apocalypse • The Oldest House

THE COMMUNICATIONS DEPARTMENT


The halls are filled with dozens of red rotary phones. Operators place
white-knuckled hands on the phones, each one patiently stands by
with strained smiles. The operators never blink. When the phone rings,
what strange sounds or words do you hear? What are the voices telling
you to do?

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 CONTROL ROOM


Bodies are suspended near the ceiling, twisting and turning gently. They
are all deeply asleep, their dreams slowly leaking out of their heads.
Below them is a sea of computers, spewing out floppy disks that record
the dreams. What shared dream are they all creating?

THE HOTEL LOBBY


A grand chandelier, lush carpeting, a friendly swarm of bellboys. The
concierge beckons you over and hands you your room key. The contact
triggers a violent flashback. What horrifying thing is waiting for you
in your hotel room?

THE SURVEILLANCE ROOM


Dozens of screens flicker in unison, each one showing a live feed. An
empty seat is covered in blood. You see past versions of yourselves
on the screens. What do you see your past self doing that shocks you?

THE RITUAL ROOM


Hundreds of cubicles stretch as far as the eye can see. Each cubicle
houses a CRT monitor that slowly bleeds static and ichor onto the desk.
What ritual signs do you recognize? What are the computers summoning?

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?

THE DIRECTOR’S OFFICE


The office is sparse and unwelcoming, a table sits in a painfully open
space. What evidence of violence do you find here? What is the murder
weapon?

302
Keys of the Apocalypse

Pre-assembled Apocalypse • The Oldest House


ґ a floppy disk with the words “don’t forget” scrawled on it
ґ an antique rotary phone with blood splattered on it, it starts
to ring
ґ a phone booth built into an improbable place, a skeleton made
of obsidian rests inside
ґ Post-it notes cover every available space, each one bearing fren-
zied warnings
ґ a corpse wrapped in red telephone cord
ґ a dossier containing files of several members of DIVISION,
revealing dark secrets
ґ a group of ghosts hovering in mid-air, swaying gently in a breeze
no one feels
ґ an entire room that holds a large computer, made of hundreds
of parts—reel-to-reel tapes play conversations no one remembers
ґ a fax machine prints out pages full of blank ink, ghost-white eyes
watch from each page
ґ a rainstorm trapped in a single room
ґ a microcassette recorder, the PC who finds it recognizes their
own voice, “Please listen to me, I don’t have much time before
the next reset”
ґ plans of a secret underground facility for DIVISION
ґ a statue of an office worker embracing a keyboard, their eyes
closed in bliss
ґ a painting that gently bleeds, soft sighs coming from the black
void in the middle of it
ґ a lie detector machine that responds to the thoughts of those
nearby
ґ a Victorian style baby carriage that gently leaks suffocating smoke
ґ a staircase that descends forever, muffled sounds of pain come
from deep below
ґ the Service Weapon changes form depending on who wields it—a
pistol, a mythic hammer, a holy sword, a whip of chains
ґ old photographs of an abandoned bunker full of shadows, the
figures move closer and closer
ґ a large brain that slowly drags itself across the floor before skit-
tering away into the shadows
ґ a towering stack of books that detail with haunting accuracy the
entire lives of the PCs
ґ a Betamax tape, its label a series of numbers and letters. When
played, it shows an instructional government video that cheerfully
details how to handle “a soul reassignment”

303
Facets
Pre-assembled Apocalypse • The Oldest House

ґ Missing Memories ґ The Door of Power


ґ Time Restarting ґ DIVISION’s connection
ґ The Harbinger with the Oldest House

Doomsday Clock (ticks: 8)


MOMENT
Dozens of projectors descend from the ceiling,
displaying video footage from different timelines.
There is truth in the contradictions, patterns that
cannot be ignored.
ґ What cold announcement comes from unseen speakers?

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?

THE DOOR OPENS


The Oldest House begins to fold in on itself
and all of reality will soon follow. New
patterns, new timelines, new realities, a
new DIVISION, a new world. The Harbinger
has unlocked the ancient Door of Power.
ґ When the door opens, who is most
affected by the timeline reset?
ґ What power or wisdom does the Harbinger
take from beyond the door?

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)

Pre-assembled Apocalypse • Harbingers


Content warning: Body horror.

Drive: To create monsters from fallen Harbingers and protect weaker


monsters.
Conditions:
bVicious b Despairing
Moves:
ѵ Bind the fate of one monster to another
ѵ Reanimate a dead Harbinger
ѵ Open up hidden stitches on the body to reveal minions
ѵ Pull at strings and unmask a new face
Description: The Needle and Thread is a
mysterious and wretched figure—records
suggest that they were once a powerful
and terrifying Harbinger struck down
by DIVISION, decades before. All that
remains is twisted flesh stitched together
and held by bright red string, made from
the sinew and blood of victims.
The Needle and Thread needs only
a deft movement, strings held
taut, the sharpest needles, or a
whispered ritual to defy death,
reshape flesh, and twist fate itself.
Establishing Questions:
ѵ Who do you suspect the
Needle and Thread
once was? Why do
you desperately hope
this is not the case?
ѵ How do you know the
Needle and Thread
has bound your fate to
another monster?

307
Yanara, the Heart of the Mountain (she/her and he/him)
Pre-assembled Apocalypse • Harbingers

Drive: To recreate the liminal paths that connect all mountains to


other worlds.

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)

Pre-assembled Apocalypse • Harbingers


Content warning: Body horror.

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)

Pre-assembled Apocalypse • Harbingers


Content warning: Body horror.

Drive: To complete its collection of fine skins and


pretty eyes, to create the perfect person for you.

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)

Pre-assembled Apocalypse • Harbingers


Content warning: Unreality.

Drive: To witness the truth and record it, in


order to birth the new Universe.
Conditions:
b Introspective b Lonely
b Haunted b Raging
b Merciless
Moves:
ѵ Measure a soul and describe how it is wanting
ѵ Absorb any number of powers of darkness
ѵ Reveal the unbearable truth
ѵ Unlock the many probable futures
Description: The nature of reality is that
it can only remain true if it is witnessed
and recorded in ways beyond mortal under-
standing. There is one being who bears the
burden of witness, who watches reality and
its many forms unfold and come into being.
DIVISION has made attempts to
understand the nature of Subject
9468—a god from a universe that
existed before this one, an ancient oracle
punished for falling in love and cursed
for such weakness, an embodiment of the
universe’s intention and yearning, a collec-
tion of unreality and untruth that has formed
sentience and desire, the dream of a young
psychic from the future—untethered and
ravenous. All of it is true, and all of it is
false, according to several records.
Establishing Questions:
ѵ Subject 9468 absorbed a power of
darkness you used to have that you
can no longer access. Why are you
thankful for this?
ѵ Subject 9468 unleashed a future version
of you that you’re terrified of. Why
did you force Subject 9468 to perform
this forbidden act?

313
Hemlock, the Imperfect (they/them)
Pre-assembled Apocalypse • Harbingers

Content warning: Unhealthy family relationships (potential).

Drive: To create children strong enough to remake their maker.


Conditions:
bSorrowful b Spiteful b Despairing

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)

Pre-assembled Apocalypse • Harbingers


Drive: To awaken sleeping gods and save the world from itself.
Conditions:
b Obsessed b Merciless bHaunted b Despairing
Moves:
ѵ Wield magic and spell to horrifying effect
ѵ Listen to the sleeping gods and interpret their dreams
ѵ Reveal a forbidden ritual to gain more power
ѵ Sing the song of death and emerge
in a new cocoon
Description: Sashenka has survived
across the centuries, always taking
on the form of a powerful mystic or
witchy advisor to the rich and powerful.
Many attempts have been made to kill her,
but she returns each time, stronger than
before.
DIVISION has clear evidence
that Sashenka’s power is connected
to slumbering gods from a dying
universe, eager to manipulate their scion
into creating a path to this world. Each
time Sashenka returns from death,
more of her soul is replaced by these
cosmic horrors.
Establishing Questions:
ѵ Sashenka once worked closely with
DIVISION, eventually betraying
you and escaping with valuable
intel. Why do you still care for
Sashenka?
ѵ Sashenka once saved you from
destruction with her magic. What
plans do the slumbering gods have
for you?

315
IV (changing pronouns)
Pre-assembled Apocalypse • Harbingers

Content warning: Identity loss, potential perceived similarity to DID


and other MPDs.

Drive: To destroy DIVISION and protect monsters from the organization.


Conditions:
bRaging b Cruel bDespairing
Moves:
ѵ Awaken I, and infect others with visions
ѵ Awaken II, and use a forbidden DIVISION weapon
ѵ Awaken III, and mimic any power of darkness
ѵ Awaken IV, and die in order to be reborn again
Description: DIVISION records detailing the mission of Agent
(redacted), Agent (redacted), Agent (redacted), and Agent
(redacted) have been destroyed across all forms, realities, and time-
lines as per DIVISION Black Alert protocols.
Remaining data offers partial information on the (redacted) event
that created (redacted). The four former agents
now exist within one amorphous and ever chang-
ing form, subject to (redacted). Their sto-
len abilities come from DIVISION’s (re-
dacted), and must not be reclaimed,
suppressed, interacted with, or di-
rectly observed.
Should (redacted) occur,
(redacted) protocols will be
activated.

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

Pre-assembled Apocalypse • Factions


The following is a list of Factions that you can introduce into the polit-
ical milieu of your game of Apocalypse Keys. These Factions come with
strange histories, compelling drives, and powerful moves to create
forces that will influence the world of the Omens.
You can use these Factions to:
ѵ Introduce the agenda and actions of a Faction into your Mystery
ѵ Draw inspiration to create your own Factions
These Factions come with a set of Faces: NPCs that you can introduce
as enigmatic characters. Any NPC from these Factions have access to
their Faction moves, but you may tailor this to reflect their level of
power and influence.
It is entirely possible that a Harbinger may be one of these NPCs, or
an entire Faction—even a group of Factions—can be actively working
with the Harbingers to herald the apocalypse. Should you introduce
a Faction or Faction NPC with that intention, keep in mind that this
ultimately depends on what your players decide when they Unlock
Doom’s Door.
It’s quite possible for the opposite to happen! You may introduce
a Faction that is fighting against the Harbingers, but the players may
theorize that they have been secretly working to usher in the apocalypse
all along. Remain creatively flexible and have fun!
Each Faction in this section comes with a set of establishing ques-
tions. These are crafted to be asked of an Omen, to help tie the Faction
intimately to one of the PCs. Ask at least one of them. If you ask both
questions, point the second question to another PC.

317
Pre-assembled Apocalypse • Factions

The Unbroken Circle


Drive: Hunt down dangerous monsters and protect humanity.
Description: The Unbroken Circle is an ancient order of monster
hunters, with several hunters descending from an unbroken lineage
of merciless predators. The Unbroken Circle claims they only hunt
monsters who are dangerous to humans, but dangerous is defined in
very wide and reaching terms.
Each hunter bears sacred tattoos—carried across generations, each
hunter adds their own exploits and triumphs in a secret language. The
hunters are highly skilled at mounted combat, and each has a sacred
connection to a supernatural mount—an expression of their soul.
Moves:
ѵ Summon an ancient mount and ride into battle
ѵ Hunt and harry prey marked by the Circle
ѵ Weaken a monster with ancient rituals
ѵ Reveal a secret that implicates monsters
ѵ Recruit a human who bears potential

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?
319
Pre-assembled Apocalypse • Factions

The Wizards of Time


Drive: Shatter all false timelines until only the true timeline remains.
Description: The Wizards of Time are an ancient order from a people
that existed on Earth before humanity came into being. The wizards
are insectoid creatures, wearing elaborately jeweled masks over rotting
cloaks.
The wizards serve one they call the Queen of Time—an immortal
wizard who has mastered the magic of reforming her chitinous flesh to
defy death and decay. She has one decree: to find all magical artifacts
that can manipulate the flow of time and access other timelines.
The Queen is determined to find a home for her hive—a timeline
where humanity never came into being.
Moves:
ѵ Summon the hive from cocoons under the earth
ѵ Use a magical artifact to shatter time
ѵ Tear away mask and cloak to reveal a more dangerous form
ѵ Retreat to safety and leave behind an exoskeleton
ѵ Erase a single entity from the current timeline

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?

320
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?

321
Pre-assembled Apocalypse • Factions

The Church of the Broken Crucifix


Drive: Serve monstrous communities and advocate for them.
Description: The Broken Crucifix was secretly established during
Spanish colonial rule in the Philippines. All who serve the Broken
Crucifix take their vows and become Sisters, regardless of gender and
background.
Most Sisters are human and are sent to city areas with dense monster
populations. A Sister serves many functions, caring for their monster
communities, serving their best interests, and operating as a liaison
for nearby humans.
Not many know that each Sister is trained in spell combat, holy weap-
onry, and binding rituals. Mother Superiors bear the Witch Gate, a living
spell that protects and strengthens monsters against human attackers.
Moves:
ѵ Reveal a holy weapon
ѵ Bind a dangerous entity
ѵ Heal a monster and strengthen them through spell
ѵ Make a great sacrifice to protect what matters most
ѵ Pray and receive an undeniable miracle

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?

322
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?
323
Pre-assembled Apocalypse • Factions

The Council of Prayers


Drive: To break the world’s shell and bring forth the new gods.
Description: All things die, even gods. For many gods, their faithful
continue to worship them long after they are gone. These prayers—
shivering and desperate, searching in the dark—feed on what remains
of these dead gods.
Over time, these prayers gained sentience, desire, hope, and a terrible
understanding. The world and the reality we inhabit is but a shell, one
that must be broken in order to birth paradise and a new age of gods.
The Council of Prayers search the world for others like them—shards
of gods impaled in the heart of monsters. Should the Council collect
enough shards and gather enough prayers, it will be enough to break
this false world and enter paradise.
Moves:
ѵ Bend reality through desperate prayers
ѵ Draw strength from stolen spell-tech
ѵ Wield the power of a shattered god
ѵ Find a shard of a god in a monster
ѵ Hijack the prayer of an innocent and escape

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?

324
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?
325
Pre-assembled Apocalypse • Factions

The Quantum Breachers


Drive: To honor an unknown force in order to change history for the
better and find the way back to their own time.
Description: The Quantum Breachers come from a far future—scien-
tists and researchers on the verge of unlocking the secrets of time travel.
Test #4265 was catastrophic, resulting in time spiraling out into fractals.
The Breachers learned that a prior apocalyptic-level threat had left
cracks in time, making time travel without dire consequences impossible.
The Quantum Breachers can no longer safely access their time, locked
away as it is behind a shatter point. Every attempt to return to their
time has resulted in destroying the future.
The Quantum Breachers travel from one crack in time to another,
studying anomalies in time and setting them right through any means
necessary. And so, the Quantum Breachers find themselves leaping
from time to time, striving to put right what went wrong. Each time
hoping that their next leap will be the breach that leads them home.
Moves:
ѵ Create an opportunity with highly advanced tech
ѵ Temporarily change the laws of time and space
ѵ Replace someone with a version of them from another time
ѵ Reveal what went wrong in this timeline
ѵ Breach through time and leave behind echoes
Faces:
ѵ Beckett, an AI formed from a dead quantum breacher
ѵ Al, project observer
ѵ Seo-Jun, Chief Scientist
ѵ Shiver, a time echo
Establishing Questions:
ѵ You were once displaced in time by the Quantum Breachers. Why
do you suspect that you’re still not in the right time?
ѵ The Quantum Breachers went back in time to change a terrible
thing you did. Who among the Breachers are you most grateful to?

326
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?

327
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.

Creating Your Own Mysteries


Apocalypse Keys is a game where the supernatural and danger lurk
around every corner, where reality breaks down to reveal how fragile
the world truly is. Writing your own Mystery is a creative and exciting
way to truly make this game your own!
Explore horrifying wonders or introduce sinister truths in the world
you’re familiar with. Center your own folklore and reinvent your local
monsters to reveal their innate humanity. Rewrite the urban myths
you grew up with and see what thrilling secrets your players discover.
Create the following to craft your own Mystery, but feel free to
skip around as you like. For example, you may want to start with the
Doomsday Clock and Facets before creating anything else.
1. Complexity of the Mystery
2. Time and Place
3. Message from DIVISION
4. Description
5. Beginning the Mystery
6. Establishing Questions
7. Contact
8. People of Interest
9. Locations of Interest
10. Keys of the Apocalypse
11. Facets of the Mystery
12. The Doomsday Clock
13. Content Warning

328
Complexity

Craft Your Own Apocalypse


Mysteries have a complexity of 4, 6, 8, 10, or 12.
How long it takes to solve a Mystery depends on several factors—how
proactive the players are and how aggressively the Keeper ticks the
Doomsday clock, among other things.
It takes about 2-3 sessions to solve a complexity 4 Mystery. Mysteries
with a complexity of 6-8 take 4-8 sessions to resolve. Mysteries of a
larger scale, a complexity of 10-12, will take 6-10 sessions to resolve.
The more complex a Mystery, the more sessions it will take to Unlock
Doom’s Door or fill the Doomsday Clock.
Most players aim to roll +2 or a +3 when they Unlock Doom’s
Door, so keep that in mind when writing your Mystery. This means
that when facing a complexity 4 Mystery, players aim to grasp 6-7 Keys
before Unlocking Doom’s Door.

Time and Place


Each Mystery has a starting point, or a general area where the Mystery
takes place. It’s unlikely the Omens will leave this area for very long.
This can be a place that exists in the real world—such as Manila in
the Philippines or in the suburbs of California in America. Players
always enjoy visiting new places in the context of a game, or exploring
an alternative reality of the hometown they know where the supernat-
ural exists. If you write about a place you’re familiar with, this may help
you as the Keeper when you’re improvising and facilitating the session.
The Mystery could take place in an entirely surreal and bizarre loca-
tion, such as a living Parasitic Library attached to DIVISION, or the
dreamscape of a dying god.
The Mystery might take place in an eerie blend of the two. A univer-
sity your players are familiar with—but an abandoned building has
become the hunting ground of something supernatural and terrifying.
A museum that displays stolen artifacts from vulnerable cultures is now
the site of a complex ritual to summon something from beyond the veil.
You are encouraged to write about a place you are familiar with (if
the Mystery takes place in the real world), or create a place that is
immediately evocative of the supernatural. Apocalypse Keys nominally
takes place in the present—20XX—but if you’d like to go for a period
piece or something else, go for it!

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

Craft Your Own Apocalypse


The description covers the general information everyone knows about
the place, the premise of the Mystery, and/or the instigating event. As
the Keeper, if you’re not sure about what to do or where to go in a
Mystery, this is what you re-read to inspire you or remind you of the
core of the Mystery.
The first sentence of each paragraph is bolded and should be enough
to cover the essential points of the Mystery—The Manananggal Murders
summarizes everything known about the Manananggal, The Missing
Link describes essential events across the timeline, The Oldest House
establishes the past and present of the Oldest House.

Beginning the Mystery


This helps you transition from DIVISION to the Mystery itself and
provides the first glimpse of our contact. This should flow like the estab-
lishing shot of a film or the evocative first scene of a TV episode.

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.
331
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.

The format for each POI description is:

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

Craft Your Own Apocalypse


the PCs interact with the NPC. A good quote establishes an aspect
of the NPC’s personality, what’s interesting about them, or how they
feel about the Mystery. Sister Dax is painfully by-the-book, Kaiya is
personable and quickly establishes the existence of their clones, the
Hanged Man is starstruck by the Omens.
A Mystery is best served by having about 6-8 POI, though you may
have more if you want a Mystery to feature a complex social web of
characters. The PCs will only get really attached to a few of those, and
players can remember only so many NPCs. The Omens may not even
meet every POI!
SISTER DAX (he/they)

A nun of the Church of the Broken Crucifix. Perpetually tired. Has


difficulty expressing positive emotions. Painfully clean nun habit.
Pale. Young and eager to prove himself. Sister Dax was sent here
when the Church found out about the murders. Like the other men
of the Broken Crucifix, he assumes the title of “Sister” as he fulfills his
duty. He is dedicated and wants to be useful.
He has a revolver strapped to his thigh and a holy sword hidden
under their robes. They have a nervous habit of referring to the Sister’s
Manual, which is disguised as a bible. Sister Theresa worries about
Sister Dax often, saying that they are “By the Bible” and need to
“lighten up a little.”

QUOTE: In section three, paragraph six of the Protector Code, it is


our holy duty to serve the community and maintain peace. I believe
the social scripting in Appendix E should work nicely. Admittedly, I
have not had much practice in its implementation.

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?

333
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

334
The Doomsday Clock

Craft Your Own Apocalypse


The Doomsday Clock has the same number of ticks as the complexity
of the Mystery. A Mystery with a complexity of 6 will have a Doomsday
Clock with 6 ticks.
There are four types of ticks on the Doomsday Clock: Moments,
Intrigue, Events, and The Door Opens. The last tick on the Doomsday
Clock is always The Door Opens.
ѵ Moments: These are short and evocative moments. Use them as
they are to describe disturbing signs of the coming apocalypse and
provide opportunities to Grasp Keys. You should be able to build
on these to create actual challenges or confrontations.
ѵ Intrigue: A glimpse at what the Harbinger is up to—their schemes
and their desires. This should feel like a brief but intriguing scene
in a film or TV episode.
ѵ Events: These are direct events that the Omens must deal with, in
one way or another. There are fewer of these per Doomsday Clock,
since these will be more difficult to contextualize on the fly. An
event can be a confrontation of some kind, a direct challenge, or
obstacle to the Omens.
ѵ The Door Opens: The last tick on the Doomsday Clock always
details what happens if the Omens aren’t able to Unlock Doom’s
Door before the Harbinger claims the ancient Door of Power and
ascends. This is essentially the worst-case scenario. This serves as
inspiration to create a truly catastrophic event that the Omens
will have to face.

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

Craft Your Own Apocalypse


Creating a Harbinger or other antagonists for the PCs is an opportu-
nity to support the themes, tone, and story you want to focus on for
your game.
Harbingers are actively working towards finding the ancient Doors
of Power, accessing untold power, and ushering in the apocalypse. They
are important in the fiction, and require simple steps and some care
to create.
Sometimes, a character may simply be an antagonist, a puppet of the
Harbingers, or something similar. If someone simply opposes the PCs,
or if an NPC becomes antagonistic, you may follow the same rules here
to create an antagonist.
When creating a Harbinger or antagonist, it’s important to answer
three questions:
ѵ DRIVE: Why do they want to usher in the apocalypse? In the case
of antagonists—why are they opposed to the PCs?
ѵ CONDITIONS: How much can they endure?
ѵ MOVES: How do they instill fear and terror?
Leave a lot open for interpretation. Remember that your players
bring a lot to the game when they interact with the Harbingers. Many
playbook moves give the players the ability to declare connections and
truths about the Harbingers, so leave some creative space for that to
play out. You only need a core concept to bring the Harbinger into play.

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
337
Conditions
Craft Your Own Apocalypse

Like the PCs, Harbingers and antagonists possess a number of


Conditions. The more Conditions they have, the more punishment they
can take, and the more deadly they will be in turn. Like the PCs, they
have their own unique set of Conditions. Create a palette of emotions
that will support the drives and concept of the Harbinger or antagonist.
Choose how many Conditions they will have, from one to five. Give
each Condition a name that reflects one of the emotions or despera-
tions that they might descend into, like spiteful or existential torment.
When choosing the number of Conditions, consider the following
guide:
ѵ 1 Condition: a strong lackey or servant
ѵ 2 Conditions: a formidable lieutenant or leader
ѵ 3 Conditions: a terrifying creature twisted by the apocalypse
ѵ 4 Conditions: a mastermind, a dangerous and destructive creature,
a being of prophecy
ѵ 5 Conditions: a scion of the apocalypse, a cosmic nemesis of one
of the PCs, an awakening god
Dangerous Harbingers and antagonists will immediately react when a
PC forces them to mark a Condition. You may use one of the moves you
created for them, one of the Keeper moves, or embody the Condition
they just marked.
Most Harbingers and antagonists will rarely fight to the death or until
they are incapacitated. Harbingers in particular have their plans and
are determined to see them through.
When a Harbinger finds themselves overpowered, they will do every-
thing they can to turn the tables—offering dark bargains, revealing
secrets that pit the PCs against each other, or vanishing into the shadows.
But even if a Harbinger is killed or destroyed, an aspect of them is likely
to return in one form or another.
Also consider that a PC should not have to force a Harbinger or
antagonist to mark all their Conditions in order to defeat them. They
may be convinced through charm or wit, they may be willing to bargain,
or the PCs may outsmart them in some way. Reward your players for
creative thinking and follow the fiction, and don’t drag out confronta-
tions longer than what is fun or necessary.

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

chance to prepare a possible Harbinger. These details could change,


depending on what happens when the PCs Unlock Doom’s Door, but
throwing a contender into the mix sounds fun.

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 can drop a Condition or add another during play,


depending on the flow of the Mystery. It might make sense for them to
just be a lieutenant, or maybe the mastermind behind the entire Mystery.
The Keeper notes that she’ll drop the Condition driven if needed, and if
she’ll add another, it will be lovelorn. She may reveal that the fae herald
is in love with someone... someone Opal knows, or maybe even Opal!

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

Craft Your Own Apocalypse


against the agents. Mistress Glib is a respected elder of the Bottled
Spirits community, a group of magical beings who once granted
wishes for humans and were discarded when their magic weakened.
She won’t cooperate with DIVISION, since the organization has a
bad reputation with magical beings.

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?

341
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.

Play Hard and Relentless


With only a single session of play, there is no holding back. Make the
threat of the apocalypse feel real and suffocating—antagonists and
Harbingers should hit hard and often. Offer only brief moments of
respite before pushing the narrative forward.
Be very clear with what is expected of the Omens. They’re here to
solve a Mystery, and they can only do this by uncovering Keys and
pushing to Unlock Doom’s Door. Spell this out at the start of the
session to set expectations. Let them know that you’ll be confronting
them with threats and hard choices to keep up the pace, so the players
can do their part to support that.

Center Messy Emotions


Introduce the people of interest for the players to interact with, the
POI of The First Door have been written to induce strong emotional
responses from the Omens.
Remind the players they can Reveal Their Heart to each other
or to an NPC anytime they choose to.
Players can only pick up Darkness Tokens when they engage with
the emotional and narrative themes of their playbook, remind them
of this every so often.

Leave Thrilling Questions Unanswered


Even if the Omens successfully Unlock Doom’s Door and solve the
Mystery, many questions will remain unanswered. Play up this aspect
of the Mystery, and resist the urge to tie everything neatly into a bow.
You’ll have enough to focus on as you facilitate a single session, and
leaving such questions hanging in the air will embody the themes
of Apocalypse Keys. You may even be able to continue playing with
the same group, and connect those unsolved questions to the next
Mystery!

343
The First Door
Apocalypse, Abbreviated

Complexity: 2
Location: DIVISION BASE 0001 in (REDACTED)
Date: September, Equinox
Contact: Angel Gorimel (they/them)

OMEN-CLASS MONSTERS, monstrous agent trainer VEX and


new recruit MR. KNOCK have both gone missing. Our
psychics have deciphered a distress signal from decom-
missioned DIVISION BASE 0001, where the First Door
is secured under maximum security protocols. These
security measures have been compromised, and are now
ineffective against HARBINGER-CLASS monsters. Find VEX
and MR. KNOCK. If either, or both, have succumbed to
the Harbinger within them, you have direct orders to
eliminate them. Find the DOOR OF POWER and contain it
before the Harbinger claims ASCENSION.

CONTENT WARNING: Body horror, cruel experimentation, cult


behavior, evidence of mental illness from trauma.

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

The base was once the central headquarters of DIVISION—decom-


missioned decades ago. The distress beacon’s psychic-monitors are
outdated and barely functioning, but several of DIVISION’s psychics
confirm the data. The security protocols have been compromised. Vex
and Mr. Knock are both in DIVISION BASE 0001.
The only thing you know about DIVISION BASE 0001 is this: the
First Door is locked away deep within the maze of its corridors and
failed experiments. Moving the ancient Door of Power was deemed
far too dangerous, and instead maximum security lockdowns were
enacted. With this breach in security, there is nothing left to hold back
a Harbinger.
There are no records of what the First Door actually is. All digital
information has been deleted, and no physical records remain. Any
information about the First Door has been scrubbed from DIVISION’s
records.

Beginning the Mystery


The Omens have been flown directly to DIVISION BASE 0001. A prior
apocalyptic threat compromised specific aspects of reality, and reaching
the decommissioned base takes incredible resources. DIVISION makes
use of approved portal activations, and finely tuned spell-tech machinery
is required to make sure the agents do not overshoot the target.
The entrance to the base is massive, with huge doors made of layers
of bespelled metal standing three stories high. The doors are torn wide
open and a path of destruction leads into the abandoned headquarters.
Standing in the snow with their long white hair tied back in a ponytail
is a DIVISION agent, Angel Gorimel. The angel throws a dying ciga-
rette onto the concrete, crushing it under the heel of an expensive shoe.
Ask each one to a different PC:
ґ You and Angel Gorimel were partners once. Whenever anyone
asks them how they fell from heaven, they offer a different story
each time. Why did Angel Gorimel tell you the truth? Why won’t
you tell anyone else?
ґ You were here at DIVISION BASE 0001 when an apocalyptic
threat forced you all to abandon it. Who did you leave behind?
Why do you suspect they may still be alive?

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

DIVISION experiment, actually dead. Amphibious


humanoid, bright cyan and fuchsia skin, flesh
hangs off skeletal remains. Speaks in a hollow voice
that echoes through the mind.
Abrahim was discovered in one of the caves, an aban-
doned laboratory that already existed in the mountains
long before DIVISION built their headquarters here.
Abrahim is kind and patient, and wears the obvious
scars of one who has been poked and prodded by cruel
scientists for decades.
Abrahim died many years ago, but the First Door has kept
him in a twisted state between life and death. They learned to
accept this wretched existence, and are thankful for the opportunity
to check in on the Professor. Abrahim has been madly in love with
the Professor for many years, but has never confessed his feelings.
QUOTE: Visitors! Well, that can’t be very safe, now can it. It’s been
many years since I’ve seen an Omen-Class monster, but I recognize that
sheen of power about you all. I will do my best to assist you on
your mission, but I dare ask, could you possibly rescue the
Professor as well? She hasn’t allowed herself to entertain
the possibility of escape after countless attempts, not for
the last decade at least.

MICHAEL, FORMERLY MR. KNOCK (he/him)


Former Omen, of the Ascension Project. A long
and twisted shadow that can only exist along walls
or across floors, glowing red eyes, contradicts light
sources.
Michael is in a panicked state and is searching for
Bella. The monster is in obvious distress, and is badly
wounded from being forcibly separated from Bella.
His memories are in tatters and he has difficulty
communicating anything substantial or compre-
hending anything.
Michael can hear the First Door singing to him, teasing
him, promising power and pain.
QUOTE: Bella? Bella? Bella? The song, Bella, I can hear
the song again, it’s singing, the Door, it’s singing please Bella
it hurts please are you safe Bella please I need to protect
you please Bella answer me Bella I’m sorry I’m so sorry
I’m sorry Bella please.

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 RESEARCH CENTER


While most of the facility is inaccessible or rotted away, the Professor has
kept many experiments running at minimum capacity. In the decaying
remains of the labs, what do you find here that is linked to your destiny
to become a Harbinger?

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?

THE NERVE CENTER


Decades old equipment beeps and clicks under a thick layer of dust.
Many files are in disarray—when personnel evacuated, they salvaged
what little they could. You find the last base-wide command flickering
on an old screen. Why does it disturb 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?

THE DOOR OPENS


The First Door exerts its will and floods
the base with pain, blood, and power.
The Harbinger has unlocked the door of
ancient power.
ґ The base engages one last security measure—
how does it threaten the PCs?
ґ What power or wisdom does the
Harbinger take from beyond the door?

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.

Pre-created Omens for The First Door


You may use the following playbooks to play through The First Door.

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.

YOUR POWERS OF DARKNESS


B Emotion Amplification—Because she bears a soul, the
Marquis can seek out specific emotions and amplify them in a
being or a crowd.
B Shadow Control—The Marquis’ family can twist the shadows
into any shape they desire. The Marquis specializes in creating
chains and guns to Unleash the Dark.

WHAT DOES THE DARKNESS DEMAND OF YOU?


B To fall in love with a Harbinger of the apocalypse
B Embrace and strengthen my prophecy

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)

GAINING DARKNESS TOKENS


As the Summoned I gain 2-4 Darkness Tokens when I:
ѵ Feel unloved or abandoned
ѵ Overreact with violence
ѵ Ask someone to give me their best shot and not hold back
ѵ Ask someone to love me, and only ever me
ѵ Embody a Condition that affects me

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

I must learn how to share my power, or be consumed by it


I embody the hope and fear of the apocalypse
My power is explosive, uncontrollable, and alienating
My heart yearns to destroy and be destroyed

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?

WHAT COLLATERAL DAMAGE DO YOU LEAVE IN YOUR WAKE?


My subconscious rewrites small aspects of reality for a short time
Tiana left the cult long ago, but a part of their mind still believes
they haven’t escaped. When Tiana loses control of their powers, their
subconscious rewrites the faces and places around them. The people
around them will wear the faces of the cultists, or their surroundings
will look like the eerie village they escaped from.

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.

YOUR POWERS OF DARKNESS


B Elemental Control—The fragment of the ancient Door of Power
remains inside of Tiana—a spark, a flame. Tiana only has to
ignite it with their mind in order to call upon the other elements.
DIVISION has long assumed that there are other doors that
Tiana can connect to, which explains the difficulty in controlling
such power.

WHAT DOES THE DARKNESS DEMAND OF YOU?


BTo find a Scion to my power
BTo never fall in love

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

GAINING DARKNESS TOKENS


As the Surge I gain 2-4 Darkness Tokens when I:
ѵ Feel overwhelmed or numb
ѵ Give into my power and let it erase my will
ѵ Ask someone to use my power as they see fit
ѵ Ask someone to punish me for my power
ѵ Embody a Condition that affects me

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.

WHAT FORM DOES DEATH TAKE TO SPEAK TO YOU?


They wait for me in reflective surfaces and look like me before my death.

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.

YOUR POWERS OF DARKNESS


B Let the Dead Speak—Cara can sense spirits in the area, and
channel them through her bones. The colors of her soul will
change, taking on the emotions and weight of the channeled soul.
B Shadow Magic—Cara is aware that the skeleton that anchors
her soul has supernatural abilities it has taken from its previous
victims. For now, Cara is only able to safely access shadow magic,
and she uses it as a means of teleportation, scrying, defense, and
attack.

WHAT DOES THE DARKNESS DEMAND OF YOU?


BTo fall in love with the destroyer of worlds
BTo break the veil between the living and the dead

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)

GAINING DARKNESS TOKENS


As the Shade I gain 2-4 Darkness Tokens when I:
ѵ Feel ignored or unimportant
ѵ React with cold reason and logic
ѵ Ask someone to follow my instructions
ѵ Ask someone to ignore their heart
ѵ Embody a Condition that affects me

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.

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 some-
thing dangerous and otherworldly ensnares them. The Keeper will
tell you what happens next.

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

We were manipulated into becoming Harbingers of a series of apocalypses


Over the years, Astra has learned that very few of his people made it
off the planet, but all who did became Harbingers. Each one orchestrated
an apocalypse that destroyed an entire galaxy.
Astra does not know how his peaceful planet became the seeds of
such destruction, but he is determined to stop the cycle of violence.

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.

YOUR POWERS OF DARKNESS


B Dimensional Phasing—Astra can phase in and out of several
bands of reality, giving him the ability to phase through solid
matter and briefly visit other planes of existence.
B Time Distortion—Astra’s escape-ship travelled through
several space anomalies, and the repeated exposure has given
him limited time manipulation. Astra can slow down, speed
up, rewind, and forward time. But the results are not always
predictable.

WHAT DOES THE DARKNESS DEMAND OF YOU?


BTo resurrect my people at the expense of humanity
BTo awaken the leviathans in space

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)

GAINING DARKNESS TOKENS


As the Last I gain 2-4 Darkness Tokens when I:
ѵ Feel lonely or rejected
ѵ React with doubt or confusion
ѵ Ask someone to tell me of their past
ѵ Ask someone to doubt their future
ѵ Embody a Condition that affects me

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

THE MANANANGGAL MURDERS


This was the first Mystery I wrote, and I grounded the urban fantasy
genre in what I knew. This was inspired by the stories of the Manananggal,
and the unfortunate classism present in Philippine society. In my game
design I often draw upon the myths and legends I grew up with, and
humanize these supernatural beings of folklore. Our local stories repre-
sent the fears of our society, but they also bear the weight of our colonial
influence. In an act of personal decolonization, I reinterpret these stories
through my personal experience and identity.
This is why the Manananggal exist outside of the gender binary, a
truth of pre-colonial Philippines that was rewritten through colonial
oppression. In particular I acknowledge how Catholicism was used
as a tool of control, and push back against it with the creation of the
Church of the Broken Crucifix. All of this reflects my personal reality
as a non-binary transgender masculine person, perceived as femme,
growing up agnostic and spiritual in a country with strict religious views.
ѵ Books: The entire Philippine Folk Literature series by Damiana L.
Eugenio, but especially Book 3: The Legends; Bottle of Stormclouds
by Eliza Victoria
ѵ Comics: Tabi Po by Mervin Malonzo, After Lambana by Eliza
Victoria and Mervin Malonzo, Mythspace by Paolo Chikiamco,
Koi Carreon, Paul Quiroga, Jules Gregorio, Mico Dimagiba, and
Christina Rose Chua.

THE MISSING LINK


This was the second Mystery I wrote, and I went in a wildly different
direction. I believe in the creative potential of Apocalypse Keys, and
Keepers are free to create their own Mysteries within various genres.
Missing Link is mainly inspired by two things: the film Pacific Rim
and the anime Neon Genesis Evangelion. The idea of huge monsters, a
colossal reflection of the player characters, was so much fun to explore.
Many of the Persons of Interest directly line up with characters from
their inspirations, but were interpreted through my own personal lens.
ѵ Anime: Neon Genesis Evangelion, Godzilla Singular Point,
RahXephon, Gate Keepers
ѵ Films: Pacific Rim, Shin Godzilla, Godzilla: King of the Monsters

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

THE FIRST DOOR


I created this Mystery to highlight the original inspiration of this game:
Hellboy. Especially the comics, which featured many strange and ancient
places and abandoned facilities. There is usually an overwhelming sensa-
tion that the immortal entities of the Universe linger beneath the surface,
and will survive and thrive in darkness long after we are gone.
ѵ Comics: B.P.R.D.: Hollow Earth & Other Stories

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

Sarah Joelle Holstein


https://www.sarahjoelleholstein.com
167

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

disastrous success, 17 end of session questions, 164-166


A result of a roll, an 11 or higher. A means of reviewing the actions
The PC has gone too far to achieve of the PCs, and how well they
what they want, and has lost embodied the themes of the game.
control of their incredible power. Players mark XP or Ruin when
The perfect time for the Keeper to answering these questions.
remind the PC how monstrous they
endanger the monsters, 180
truly are.
Enthralled by You, 157
DIVISION, 7, 188 establishing questions, 195, 331
The Department of Inter­d i­m en­ The Keeper asks a player a
sion­al Vigilance and International collaborative question, connecting
Security, Interdisciplinary Oper­ the PC to the Mystery.
ations Network. An organization
events, 213, 335
that combats occult threats,
Everything for You, My Love, 97
classifies supernatural phenomena,
examples of play
and investigates the encroaching
Bonds, 26
apocalypse. The PCs are agents of
Breaking Point, 28-29
DIVISION.
collision states, 219
Do Harbingers Dream of conditions, 27
Monsters like Me, 156 connecting Keys and
Doom’s Door, 36, 51 irrevocable truths, 208
Harbingers must unlock and consequences, 17
claim several ancient Doors of contextualizing Keys,
Power in order to bring about the 203, 205-206
apocalypse. A door may be any creating moves, 340-341
number of things, and it contains Darkness Tokens, 16, 22
knowledge or power to bring about DIVISION moves, 61
the end of days. The PCs must Doomsday Clock ticks, 214
discover what the door is each time Facets, 34, 209
they investigate a Mystery. Grasp Keys, 50, 53-54
Harbinger moves, 340-341
Doomsday Clock, The, 179,
intrigue, 336
186, 196, 210-214, 335-336
irrevocable truths, 208
A reminder that the PCs are racing
Power Through Darkness, 43
against time. Each tick moves the
reinterpreting Keys, 204-206
Mystery forward. The last tick of
Reveal Your Heart, 45
the clock describes the worst-case
Ruin, 33
scenario the PCs must face, as the
Ruin Advances, 82-83
Harbinger claims the door and its
scene-ending moves, 221-222
power.
Torn Between, 48
ticks, 213, 335-336
Unleash the Dark, 39-40
Door of Power, 36 Unlock Doom’s Door,
Door Opens, The, 213, 335 57-58, 216-217
Dream Future Review Protocols, 62 unraveling the Mystery, 203-206
drives, 337 What the Darkness
The motivation of a Harbinger or Demands of You, 24
NPC.
experience, 26, 30, 164, 354

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

introduce an enigmatic Marquis, The: The


character, 177 Summoned, 355-357
irrevocable truths, 207 message from DIVISION, 195, 330
A fact the player declares, which A component of the Mystery Codex.
is then attached to a Key or Facet. A message containing orders from
An irrevocable truth cannot be DIVISION, to remind players of the
changed. Special moves grant the goals of the Mystery.
player the ability to declare an
miss, 17
irrevocable truth.
A result of a roll, a 7 or lower.
It Was Just Me for a Long Time, 117 Not necessarily a failure, but fate
intervenes and the PC is in a dire
K situation. The perfect time for a
Keeper, 10-11, 167-185 Keeper move to be used.
The facilitator of the game, presents
Missing Link, The, 281-292
the Mystery, offers challenges,
moments, 213, 335
crafts and roleplays supporting
Monster Celebrity, 71–72
characters.
Mother of Monsters, 146
Keys of the apocalypse, moves, 4, 15, 19-20
9, 32, 196, 201-207, 334 Most of the time, players narrate
Clues, discoveries, moments, and the actions of their PC and the
slivers of truth that relate to the Keeper responds. When the
Mystery. PCs must Grasp Keys to outcome is uncertain, or the task
uncover Keys, and when Unlocking is clearly dangerous or difficult,
Doom’s Door, a Key must be this is a moment of tension. A PC
connected to each Facet. Each Key then makes a move and rolls dice
adds +1 to the roll when Unlocking or makes a choice. The Keeper also
Doom’s Door. has moves at their disposal, but
contextualizing Keys, 202-204 they are simpler and do not require
a roll or choice.
L moves, continued
basic moves in action, 181
Last, The, 132-141, 184
consequences, 17
A playbook, a lonely monster from
DIVISION moves, 16,
another world, who is the last of
19, 30, 60-80
their kind.
Grasp Keys, 49-54
Let Sleeping Gods Lie, 118 Harbinger, 339
Like a Moth to the Flame, 106 Keeper moves, 175-185
Lies That Serve Me, The, 147 Power Through Darkness, 41-43
locations, 196, 333 Reveal Your Heart, 44-45
A component of the Mystery Codex. Ruin moves, 20
Areas to explore during a Mystery. scale, 18
scene-ending moves, 221-222
M Torn Between, 23, 46-48
Man of a Thousand Faces, A, 116 trigger conditions, 15-16
Manananggal Murders, Unleash The Dark, 38-40
The, 252-262 Unlock Doom’s Door, 55-58
manipulating Facets, 208-209 My Anointed One, 109
Special moves grant the player the My Beloved Nemesis, 148
ability to rewrite or add a Facet to My Dark Patron, 108
the Mystery. My Darkness is Never Leashed, 106

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

Reaching Beyond Time This is the Blood of


and Space, 138 My Covenant, 108
Reshaped by Despair, 136 Tiana: The Surge, 358-362
retiring a character, 84 tick the Doomsday Clock, 179
rewriting Facets, 208-209 Together We Are Destiny, 97
reveal a sinister sign of Torn Between, 23, 46-47
things to come, 177 Tower of Isolation, 139
Reveal Your Heart, 25, 29, 44-45 Tragedy Will Not Claim
rolling dice, 16-17 Another, 138
Ruin, 16, 24, 32, 81, 178 Tragedy’s Long Shadow, 136
Ruin is a means of tracking Tremble Before Me, 148
how close a PC is to becoming Truth above All Else, The 117
a Harbinger of the apocalypse,
reflecting their fall into darkness. U
Unleash the Dark, 38-39
Ruin Advances, 28, 82-84
Unlock Doom’s Door,
S 55-57, 207, 215-218
unlock the Final Door, 232
safety, 12-14
Until Only Hunger Remains, 159
An understanding that in order to
fully enjoy a game, everyone in the
group takes care of each other.
W
Waking up from the Dream, 235
Safety tools help support this social
Walk with Me In Dreams, 116
contract.
Weep Your Hands Clean, 263-280
say What the Darkness We’re Family Now, 97
Demands of You, 180 What the Darkness Demands
second session, the, 190- of You, 23-25, 89
separate the monsters, 180 What tempts and influences the
Shade, The, 122-131, 184 PCs to act more monstrous, but also
A playbook. A cerebral monster frames the strength they possess to
who defied death and oblivion. resist these demands. A narrative
Sometimes, I Get Angry, 95 tool that provides character context
Soul Like a Steel Trap, 126 and guides the Keeper.
stars & wishes, 14 Where Do You End, Where
A social tool used for review and Do I Begin?, 118
providing feedback at the end of
a session. Y
Stolen Time, 236 You Are All I Have Left, 137
Story of You Carved into You Are Not Alone, 117
My Flesh, The 159 You Can’t Escape the Truth, 128
Subcontractor, 79-80 You Can’t Hide Your
Summoned, The, 92-101, 182 Heart from Me, 115
A playbook. A violent monster You Loved Me Once, 147
summoned from another world. Your Reputation Precedes You, 126
Your Ruin on My Lips, 159
Surge, The, 102-111, 183
A playbook. A desperate monster,
barely in control of their power,
seeking to share the burden with
others.

384

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