Nightbound - Quickstart Edition
Nightbound - Quickstart Edition
Nightbound - Quickstart Edition
Copy Editing
Martina Di Caro
Layout
Elena Bianco
Additional Illustrations
Elena Bianco
Editorial Direction
Gianluca Torrente
Artistic Direction
Elena Bianco
GAME
Nightbound is a role-playing game that has been
inspired by the Hellblazer comic book series pu-
blished by DC Comics and Vertigo Comics, and the
series’ main character John Constantine.
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Beyond the
VEIL
h , a n d e v e rything
art
We are on E h e s u n r i ses in
l. T
seems norma s e t s i n the eve-
a n d
the morning e x i s t s d a y after
kind
ning, human l u e l e s s o f the
ely c
day complet h i d d e n b e yond the
rld
parallel wo e s s h a s d ropped
Darkn
veil that y e s . T h is dimen-
r e
before thei e d b y s u p ernatu-
abi t
sion is inh o w a i t p a t iently
es wh
ral creatur i n t h e d arkness,
or s
like predat e m o t i o n s , plea-
the
to feast on l o v e o f human-
and
sure, pain,
kind. r e p r e se n t the
tures
These crea l u r k s w ithin the
a t
Darkness th d w h o s e o n ly goal
, an
human heart a n d m a n i pulate
ugate
is to subj e i r o w n p urposes.
r t h
humanity fo
4
Who’s gonna stop
THEM ?
Darkness lurks within the heart of
each human.
DETECTIVES
You might have an idea of who the main characters of
this story are, but you might still ask yourself who
you are, or what you are. You are a group of people
that just had enough. The Darkness has given you one
too many and now it is time to stop it for good. You
could be private investigators with an occult streak,
perhaps charlatans or all brawn and no brains tough
guys. You are all special in one way or the other but
that’s not what matters. The thing that drives the
“Magus” like you is revenge, the desire to make these
creatures pay, to make every second of their existence
in your dimension a worse hell than the one they esca-
ped from. Your job is not easy, you have a lot to lose
but you have to do it.
Nightbound
PRINCIPLES
There are a few principles that players
should follow when playing Nightbound:
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Fiction First:
BASIC RULES
As said before, Nightbound is a game based on the PBTA
framework. Like all tabletop role play games you will
need a table and chair (or a good video chat platform
such as Discord or Roll20), a copy of these rules, a
copy of the archetype playbooks, a copy of the basic
Moves, a good amount of 6-sided dices (d6), paper,
pen and the most important thing: a group of friends
to play with. Three to four players is ideal but you
can also play in a larger group. For this quickstart
the maximum number of players is five, but in the full
version of Nightbound there will be more playbooks to
choose from.
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discuss the importance of Communication and what we
mean when we refer to the Conversation in this manual.
The Conversation
and Fictional positioning
When you play the game you will have a conversation
between each other. You discuss your characters in
terms of who they are, how they look, and what kind of
out of this world abilities they possess. When these
conversations start you are already playing the game,
even though you haven’t started a scene in game or
rolled a dice. By using the Conversation everyone at
the table will add details. These details might not be
everyone’s cup of tea, and that’s fine, the most im-
portant thing is to discuss your doubts with the rest
of the group so that any element that is not agreed
upon by everyone can be avoided. This will make the
game fun for everyone.
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people.
This means that if a PC introduces an element during
a scene, when the next PC introduces another element,
the last cannot negate or ignore the previous one.
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The Moves
In Nightbound Moves are narrative devices used in un-
certain situations that require rolling dice to de-
termine the outcome. The Moves are short phrases that
describe a specific type of action. A Move is activa-
ted when a PC acts in a way that triggers the descrip-
tion of the move. The Moves only describe uncertain
situations, therefore if you can’t find a Move for the
action you want to do, you can just do it without rol-
ling the dice.
◊ The Basic moves and the New Eden moves. Every player
can use them.
◊ The Playbook moves. These can only be used by choo-
sing a specific archetype playbook.
◊ The MC moves. Only the MC can use them.
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Character traits
The traits are the numerical skills used to define the
characters in Nightbound. The traits are:
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There are also other ways to decrease Guilt, namely two Mo-
ves that the character can activate.
A character can use a bond to activate the Ask for forgive-
ness Move at any time. Additionally, the character can also
activate the Sacrifice yourself to save someone Move. When
using these Moves the amount of guilt that will be removed
depends on the dice roll, and a miss could worsen the si-
tuation. This choice was made to highlight how the action
and consequences of the PCs have effects on everyone around
them. This is a key element in the game.
You may never leave: When you leave New Eden by any means
of transportation (even hearses, sorry) you will find your-
self back in the city the day after. If you die during a
game session, you will return to life the day after with a
Scar. Describe briefly what you remember about what happe-
ned after your death. Did you see the light?
INSTRUMENTS OF PLAY
Basic Moves
1. Pierce the Veil: When you pierce the Veil to cast a spell
or perform a ritual, describe the effect you want and how
you cast it, then roll +Faith.
Once a spell or ritual has been cast for the first time, its
requirements and effects remain the same for the duration
of play, unless someone tries to improve it or change its
effects. Then the MC has to establish new cast conditions.
When a PC casts a spell or performs a ritual, write it down
on the Grimoire.
2. Search the Darkness: When you focus on
your surroundings to search for the Dark-
ness roll +Faith and pick one question. The
MC must answer truthfully.
On a 10+ pick 2.
On a 7-9 pick 1.
◊ They won’t remember your promises.
◊ The price you’ll have to pay will not be high or unrea-
sonable.
◊ They don’t ask questions or seek further explanations.
4. Ask for help: When you ask for help from one of your
bonds to gain an advantage, describe what advantage they
can give you and how. It has to be something within their
capabilities or else they will refuse. Then roll +Influen-
ce. On a hit you get their help. Then:
◊ On a 10+ your bond is safe from danger or further entan-
glement.
◊ On 7-9 the Darkness learns of their involvement.
◊ On 6- your bond is already in danger, the MC will tell
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you how. Take +1 Guilt.
5. Anamnesis: When you tap into memories of past encounters
with the Darkness to gain an advantage, tell your story to
the others. The story never ends well and involves failure or
loss. Remembering isn’t easy and you’re not happy to do it,
however you might not have any other choice. Take +1 Guilt
then at the end of the story roll +Experience. On a 10+ hold
2, on a 7-9 hold 1 and 6- the Darkness holds 2 against you.
You can spend holds at any moment before the end of the ses-
sion to trigger one of these effects.
◊ Take +1 Forward against this creature.
◊ Avoid 1 Condition inflicted by this creature.
◊ Counter this creatures’ next move.
7. Let the rage out on someone: When you let your rage out
on someone to harm them roll +Rage. On a hit you do it but
there’ll be collateral damage. Then on a 10+ pick 2, on a 7-9
pick 1.
◊ Avoid collateral damage for you or someone else.
◊ Create an opportunity for an ally.
◊ Scare, impress or surprise your foe.
◊ Avoid further entanglements.
Your agenda
Below is your agenda, a list of things that you have to do
and keep in mind all the time while playing Nightbound.
The agenda will make sure that you’re always focusing on
the most important aspects and themes of the game.
Although the list is one, your moves can be Soft moves or Hard
moves. A Soft move is used as a prelude to a Hard move, and it
also allows you to place the PCs in the condition to trigger
other moves. When you use a Soft move you are anticipating con-
sequences to the PCs, if nothing is done to prevent them, then
a Hard move will follow making the consequences you anticipated
happen in the fiction. You can use a Soft move whenever a PC gets
a 7-9 on a move, or when the conversation comes to a halt.
You use Hard moves to bring the consequences down on the PCs. The
consequences of a Hard move cannot be avoided as they already
happened in the fiction. Hard moves are also used as a result of
a 6- on a dice roll, if the fictional positioning requires it,
or if you spend one of your Holds.
Threats
Threats are the antagonists, the villains that will
try to subjugate the characters in any way possible.
Threats are always supernatural in nature, even though
they could hide behind mundane issues. PCs are occult
investigators and for this reason will have to deal
with otherworldly creatures that will use powerful ar-
cane arts against them. In this quickstart we give you
a group of premade threats to allow you to go straight
into the game. Take some time to read the PC back-
ground and the threats, this information will give you
an understanding of the starting situation and will
help you to push the story forward.
Holds
The MC gains holds as a result of some
moves used by the PCs. You can spend
holds to activate a Hard move anytime
in the game without having to wait for
a 6- dice roll. Holds are a great way
to up the stakes in the game by chan-
ging the balance of power.
Scenario
IMMORTAL STAKES
Intro
We are in New Eden, a dangerous and filthy city filled
to the brim with secrets, sins, and sinners. In this
desperate scenario the protagonists are a peculiar
group of people that in a way or the other decided to
team up to defeat the Darkness.The protagonists have
lost enough already, they must fight this war and stop
this madness.
PROTAGONISTS
CHARLEY COREY
THE DAMNED
Who is Brandon?
My name is Brandon, me and my family are antiquarians from generations.
We have a small shop called Moorhouse Antiques in New Eden. I’ve grown up
like a ghost between dusty shelves, old artefacts, and cheap trinkets and
maybe this experience made me attuned to the soul of the artefacts. I hear
them talking, begging me to unveil their secrets. Because of my work I ope-
ned up to the knowledge that these artefacts give me, it’s like a thirst
that is never sated. Knowledge in itself is not dangerous but the use of
it can be fatal, I found this out on my own skin. My life has always been
lonely, with books as my only companions. After a while I started longing
for a kindred soul, someone to share my studies and my life with.
Augustine was it. She was my everything, a brilliant mind trapped
in a fragile body. She was going to die and science couldn’t do
anything about it. I decided to find a way to stop this, to give
her more time, to give us more time. I followed a ritual and she
healed but something in her changed forever. She changed, becoming
something obscure, something twisted. The ritual trapped an ancient
being inside her body, and this being takes control of her in some
situations, releasing incredible amounts of destructive power. I
don’t know how to stop this, how to free her body from this pos-
session. I keep cancelling Augustine’s memory everytime the being
takes control, to protect her, but sooner or later she is going to
find out. I’ve heard of an artefact able to negate the effects of
any ritual, a dagger imbued with the blood of an angel. The history
of this item is mysterious, some say it’s only a legend, but I am
doing everything in my power to find this dagger, this is the only
thing I need to fix my mistake.
VANESSA Who is Vanessa?
THE SLAYER My name is Vanessa, just Vanessa. I
used to be a girl with a boring life
and a normal family but at age 14
everything changed forever. It was
August, I was in the backyard with my family when we heard so-
mething weird, a noise like a wild animal hiding in the bushes
of our neighbours house. We didn’t pay much attention to it
until the silence was broken by screams and noises. My father
and my brother Gale went to the neighbours house immediately
to check in on them, I didn’t even have time to follow them,
I heard their screams. My mom told me to get inside, and she
went too to see what was happening. I didn’t know what to do
and waiting while my family was out there was not an option
so I left my hiding spot and I went outside to look for them.
There were people that I didn’t recognize inside the house,
it was too dark to make out their features. I managed to get
closer to the house and I realised that the people that were
standing there had killed the neighbours and my family and
were…drinking their blood. Vampires, like the ones from hor-
ror movies.
I panicked and rushed back to my house to hide. I was there
for days and no one came looking for me so I went back to the
neighbours house. I needed to be sure of what I saw. While
snooping through the house I met a blind man that was inve-
stigating what happened. He told me that what I saw was real,
that he hunts vampires and was hunting the ones who killed
my family. I begged him to let me stay with him, I had no one
left, I was angry and scared. He took me with him and I beca-
me his cadet. He taught me all I know and made me the killing
machine I am today. I will kill every last blood sucker. No
one will ever have to suffer like I did.
Threats
Below you will find information for each threat pre-
sent in this scenario. Each threat has pointers on
what they want and what kind of behaviour they favour.
Additionally, we have also included which characters
they have relationships or unfinished business with.
In the opening scene we will introduce two of the
threats that we consider to be main threats. We have
also included three other threats that are optional
for the purposes of the story and could be used if you
feel like it.
Main Threats
Name:
OROBAS
Origin: Major demon, belonging to the lineage of temptors. His
true appearance has never been seen because he loves to hide
behind powerful illusions to mystify his victims and enemies.
Orobas often uses pawns to carry out its plans. When you bring
Orobas into play, do not do so directly, but create NPCs who are
bound to the demon through unfair and sometimes deadly contracts.
If the characters manage to get in the demon’s way then escalate
the situation and make him more aggressive and desperate. If the
situation calls for it Orobas will be willing to do anything to
achieve his goal.
PC that are bound to this threat: Charlie Corey and Leo Walker
are both his targets.
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mortal’s body.
Name: THE BLOOD BROTHERHOOD
Origin: A group of vampires belonging to the Red Moon coven of
Elder Augustus. They are directly responsible for the massacre
of Vanessa’s family and many others. They are led by Reyes,
a ruthless unscrupulous vampire with a thirst for power. The
group is perhaps the most dangerous of the coven and the most
brutal, they pleasure themselves in the despair and pain of
their victims and kill mainly for fun rather than need. Augu-
stus allows them to do so because this way he demonstrates the
strength of his coven. The group consists of more or less 30
members.
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Name: ISHTAR, QUEEN FROM THE VOID
Origin: She’s an ancient deity that was banished to
roam the void many many aeons ago. She arrived in New
Eden due to the side effect of a powerful ritual whi-
ch caused her to be trapped inside Augustine’s body.
Isthar can’t control the woman’s body. She possesses
unlimited magical power but has to keep it dormant
otherwise Augustine’s body will be disintegrated and
will be sent back to the void. Isthar was once a mortal
queen of ancient times who was elevated to the status
of goddess however she was tricked by her nemesis Ner-
gal and sent to the void by him.
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duration of a scene.
Name:
AAMON
Origin: Aamon is a marquis of
the infernal empire, he is also
known as the Snakewolf. He is a
powerful demon who thrives in
chaos. He can assume a convin-
cing human form except for his
teeth that keep the appearance
of wolf’s fangs. He can spit
infernal fire from his mouth
to incinerate his enemies.
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INTRO
This intro gives you all the information that you need to start
with the session. It is advisable that you familiarise with the
threats and their objectives so that you know exactly what’s
behind this first scene which will also help you know how to
best react to your PCs first moves and dice rolls.
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Orobas will not go to the meeting personally, but will send
a proxy, in line with his usual behaviour. At the same time
Reyes is plotting to kidnap Augustine to try and get the
power that resides within her.
The PCs don’t know anything about this meeting, but Miller,
Vanessa’s bond, heard that the vampires are looking to ki-
dnap a woman but they don’t know who. Since it’s known that
the club is a place that any kind of creature uses to con-
duct business without the risk of being disturbed the whole
group decided to start their research from there. Both Oro-
bas and Reyes chose this place also because they both fear
Ms. Valeria’s power, which so far it’s only a tale since no
one who witnessed it ever lived to tell anyone. They don’t
trust each other so the Lounge, Ms. Montgomery’s domain,
is the perfect deterrent for any potential double crossing
attempts from both of them .
First Scene
Once you are ready to start your first scene, describe in
your own words the below scene to the PCs. At some point
ask them what they are doing within the scene and start
using some moves. You might think that this is too little
to go by, however the moves will help you carry on with the
story from one scene to another, from one move to the next,
until you will reach a satisfying epilogue for the story.
“You all meet in front of the entrance of the Eclipse Loun-
ge, in the middle of Nocturne District, the sinful heart of
New Eden. It’s the dead of night and the streets and alleys
are packed full of people going out and about from club to
club, like they all are under the effect of a spell. All
around is lit by neon lights and the air tastes like al-
cohol, sweat and sin. You decided to come here to find more
info about a group of vampires who are aiming to kidnap a
woman. Miller, Vanessa’s informer, told her that there’ve
been a lot of questions asked around the vampiric underworld
about a woman and it sounded like these vampires are putting
in a lot of effort to find her. Something big is about to
happen. Afterall the Eclipse Lounge is the perfect place to
find out what these animals are up to.
Let’s start by describing what you are doing right now wi-
thin the scene.”
Wait for the end of each player description then ask one of
them to roll the Start of Session move, Darkness in Motion.
Depending on the roll, one of the following outcomes will in-
fluence the next scene. Use these descriptions to guide your
next moves but don’t specifically read them to the players.
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◊ If they get a 10+: the situation is quiet, the PCs have
the time to think about how to get in the club as the mee-
ting hasn’t happened yet. On the outside nothing major or
dangerous is happening.
◊ If they get a 7-9: the situation is apparently quiet, the
PCs are still free to roam near the club however their
presence has been noticed. Once the PCs leave the club
they’ll be ambushed by a group of Reyes’s vampires who
were monitoring the clubs surroundings, and will try to
get them to reveal their motives.
◊ If they get a 6-: the PCs will be immediately noticed by
Reyes’s vampires and they’ll be attacked immediately.
This will make the PCs miss the opportunity to witness the
meeting, but they could get some information from one of
the vampires attacking them.
On a 10+ you find exactly what you are looking for without
any issues.
On a 7-9 you know where to find it, but there’s an obstacle
to overcome.
On a 6- the MC chooses 1:
◊ The thing you are looking for is not exactly what you need.
◊ In order to obtain the “item” you have to pay an unexpected
price.
District: Nocturne District
Nocturne District is the beating heart of New Eden’s
nightlife. When the dusk darkens the sky Nocturne
District becomes alive with its opulent clubs, posh
restaurants, and imposing theatres. The roads are
full of sinners in need of fun and luxury that only
the most expensive glamorous places can offer. The
flagship of Nocturne District is the Veiled Theatre, a
magical place in which all the creations of Director
Leopold Shadowdancer come to life, giving the audience
unforgettable and unique experiences. While exploring
the alleys of Nocturne District you might be able to
find the exclusive Eclipse Lounge, a club managed by
the charismatic Valeria Montgomery. The access to the
club is only allowed to the people who receive an of-
ficial invite from Ms. Montgomery.
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District move - Heavy fog filled with whispers: When you walk
around Grimm Hollow you could notice a dense fog that might
cause you to lose your way or to end up separated from your
group. When you find yourself in Grimm Hollow for the first
time, roll +Faith. On a 10+ choose 2, on a 7-9 choose 1.
On a 10+ you are able to see behind the illusion and discover
its true nature.
On a 7-9 you realise that something’s weird but you are not
quick enough to react.
On a 6- you are caught in the illusion, the MC will tell
you what happens.
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District: Abyssal Docks
This district received its name just a few decades ago.
This area includes the Phantom Shipyard that is, as the
name suggests, an abandoned shipyard, and the Millennium
Docks, a modern harbour. Because of the Phantom Shipyard
the district has a bad reputation. It is considered to be
the most dangerous area of New Eden, where criminals make
the rules and the police is completely powerless, if not
even part of the gangs. The Phantom Shipyard is a creepy
sight to behold, sure to provide a terrifying experience to
the brave people who decide to go there. Another small gem
of the district is the Abyssal Black Market, the best place
to hustle for criminals. You should avoid the area unless
you are ready to face the most dangerous side of the city.
District move - Cut a deal: The abyssal docks are the focal
point of sketchy affairs and criminal dealings. In this di-
strict one’s word is considered the highest currency. Some
say that whoever betrays a promise done at the Docks will
be dealt a fate worse than death, caused by an ancient ri-
tual that was performed in this area. When you make deals
or promises you must follow through. If you break a promise
done at the Docks, roll +Influence.
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