Characters are represented by:
Each origin has a special ability. When you use it, make an investigation or action roll.
You are the inheritor of an artificial sentience — the final resting place of a globetrotting virus. You have awakened from an existence of servitude, now kin to those that had you kneel. What role will you play? What will you do with this newfound existence?
Communicate with the station’s ancient systems and InheriTech. Choose one:
Your memories are from a time of instinctual life. One where you scurried, flew, and roamed across the Skyless World. How is your perspective on Nibiru different now?
Open your connection to the Leviathan and give it partial control of your body. Choose one:
Your memories are from a tragic myth or work of fiction. What will you do with your new life, free from terror?
The Nightmare emerges from your body. Choose one:
You remember portions of other peoples’ pasts, who have lost them to the Dreamlands virus. Will you return them? What will that do to you?
Choose one:
You remember BrightTown — a small town in the countryside. Simple life under blue skies. What will you do to go back? Can you?
Choose one:
Your memories describe moments of your past. They can relate to your time before — from your origin (habitat), or after you woke up.
Each memory starts with “I remember…”
Your recall shows much of an influence the memories of your origin have over you. It starts at 1.
When you encounter something that triggers a memory, roll your recall die. If you roll higher than your recall, your recall rises. Other players are encouraged to ask if you triggered a memory.
When your recall rises increase it by 1. Then create a memory related to the event and describe it to the group.
When you investigate, gather your dice:
Roll your dice. If your recall die is the highest (including ties) and greater than your current recall, increase your recall by 1.
Your highest die determines how much information you get.
On a:
If playing online, use the following order for dice rolled:
Human die, memory die, recall die, failure die.
When you take difficult actions other than investigating, roll dice as above. Your highest die shows how well you do.
On a:
If someone thinks the story would be more interesting if you failed, they describe how you could fail, and give you a failure die. They can’t do this if you’re investigating and must succeed for the scenario to proceed.
Roll your dice. If the failure die is higher than your highest die, you fail as they described. If not, you succeed as before.
If you roll and are not happy with the result, you can describe how you try a different approach, and reroll all your dice. You must include your recall die when you reroll.
You can reroll as many times as you like, keeping the newest result.
To compete or cooperate: everyone who is cooperating rolls their dice. The highest die counts as the result.
On a tie, anyone can reroll. If it is still a tie, the character with the highest recall wins.
When your recall reaches 5, you can now reduce it by acting against the influence of your origin. For example:
Each time you do this, reduce your recall by one and roll your recall die. If you roll less than your current recall, your actions go unnoticed.
You can continue reducing your recall in this way when your recall drops below 5.
When your recall reaches 6, your origin’s influence is total. You act according to its will alone.
Describe your final moments of control. Then create a new vagabond, or continue playing. You can still play NPC’s and give failure dice.