SAGAXIANS: REVENANT HUNT form of their manifest that is especially potent and is an action only you can
attempt, such as an astral projector being able to teleport in spirit form, or a
CHARACTER CREATION medium being able to regain control of their body from a possessor.
You are a Sagaxian (sah-GAY-shan), a guardian and shaman who guides
innocent souls to the veil of death, banishes harmful spirits from the hauntings For reference, a character card should look something like this:
they have entrenched within, and devour the spirits so awful you have judged them NAME:
unworthy of existence. Wielding your physical skills and spiritual powers in BIOGRAPHY: [If desired.]
tandem with your comrades, you will right the wrongs of mortals and the dead O D
alike as you investigate strange happenings in remote locations. IDENTITY:
To create your Sagaxian, describe in one phrase how you picture their FRAILTY:
physical mortal identity and their unique spiritual manifest. Their Identity is who
they were or are in tandem with their identity as a sagaxian – do not simply write
“veteran sagaxian” – give them a humanizing element. It can be a vocation, a SKILL:
family situation, a personality trait, or even a unique physical trait about them. O D
Make sure you like the identity, because it will determine their skill later.
MANIFEST:
For their Manifest, this refers to how their spiritual power manifests
within them. Try to pick something specific but also versatile, do not write
FRAILTY:
“psychic powers” or “manipulates souls”, but instead “astral projection”
(removing the soul from the body, a spirit form), “reverse poltergeist” (i.e. being
able to punch a ghost), or “the sixth sense” (sensing spirits even when they try to POWER:
hide in the spirit world). The power should not be what they do, but how they can
do it, think about how they interact with the spiritual world and how you picture With a filled-out card looking like:
your character performing. This will dictate their power later.
NAME: Benath Tiaram.
For each of these, also right a Frailty. This is something they are not well-
BIOGRAPHY: A former sheriff who awakened to spiritual power and left law
equipped to deal with on their own. A doctor might not be great in a physical fight,
enforcement to become a Sagaxian.
while a soldier might not be aware of the spiritual practices of the community. For
O D
their manifest, it can be a specific spiritual interaction such as sensing spirits or
fighting them, or it can be a phobia your character harbours that can “break” their IDENTITY: Former Elected Sheriff of Rumara.
spirit more easily.
Once you have these worked out, add two boxes next to each labelled FRAILTY: Social Dealings with the Downtrodden.
“O” for Opening and “D” for Damaged. This tracks whether their body or spirit
has taken significant damage. If your Identity is damaged you are Hurt and need to
be healed in-game with an action or a retreat from the situation to an appropriate SKILL: Investigating Crime Scenes.
medic. If your Manifest is damaged you are Hollow and cannot use your spiritual O D
powers until the source of the damaged is guided, banished, or you devour it. If MANIFEST: Boundary Marker, Ward Builder.
both get damaged, you are killed or devoured by the attacker.
FRAILTY: Attacking Spirits.
Next, choose a Skill and a Power. These are an action that you are good
at, much narrower and specific. The skill is a specific part of their Identity or
something it made them good at, like a medic who is better at First-Aid or POWER: Impassable Line (can draw a line in the ground no spirit can bypass).
Diagnosis or a fighter who is specialized with Grappling. The power is a specific
HOW TO PLAY LADDER OF ACTION
This roleplaying game is a rules-lite derivative of Apocalypse World and
Blades in the Dark meant for one shots and short campaigns. It uses a basic 2d6 CONTROLLED
resolution system with tiered results (see the Ladder of Action). All opposition You act on your terms. You exploit a dominant position.
and situations are contextual instead of mechanical, and enemies only “act” when
a player character gets a lower-tier result. This means only the players roll, and a Devil’s Dice (6,6): You do it with increased effect, or you do it and seize an advantageous
GM can in-theory, be replaced by a Random Generation Table or can have duties opportunity.
divvied up amongst players if you wish. 10+: You do it.
7-9: You hesitate. Withdraw to try a different approach, or else do it and a minor
When you make an action and the result is in question, first determine
complication occurs, you have reduced effect, you open yourself to harm, you end up in a
where you fall on the Ladder of Action (if you have one the GM will tell you) then risky position.
roll your dice and consult the Ladder for the result. It will tell you what to do or 3-6: You falter. Press on by seizing a risky opportunity or withdraw and try a different
give you a list of options to choose from. When specifics are necessary your GM approach.
will tell you what the result means, or another player if you have no GM. Most Snake Eyes (2): You fumble. Unable to withdraw, you open yourself to harm or you are
actions will start at the Risky level. forced into a disadvantageous opportunity.
Your character information determines how you interact with this system.
When you are taking an action and can argue your Identity or Manifest are RISKY
relevant, you move one step up the Ladder (from Desperate to Risky or Risky to You go head-to-head. You act under fire. You take a chance.
Controlled). When you are taking an action and it involves your Frailty, you move
one step down the Ladder (from Controlled to Risky or Risky to Desperate). If Devil’s Dice (6,6): You do it with increased effect, or you do it and seize an advantageous
they both somehow apply, they cancel each other out. Only either your Identity or opportunity.
Manifest can apply to an action, but if both of your Frailties apply you always roll 10+: You do it.
at Desperate level. 7-9: You do it, but there’s a consequence: you open yourself to harm, a complication
When your Skill or your Power are relevant to an action you gain a +1 to occurs, you have reduced effect, you end up in a desperate position.
3-6: Things go badly. You open yourself to harm, one of your openings is abused, you
the roll. If both apply then you gain the full +2 to the roll. Even just one bonus
seize a desperate opportunity, you lose this opportunity.
such as this can prevent Snake Eyes (a dice result of 2), but cannot push you into Snake Eyes (2): You mess up. Unable to withdraw, you open yourself to harm, have one
Devil’s Dice (a dice result of two 6s). of your openings is abused, or you are forced into a disadvantageous opportunity.
Finally, some dice results will grant you advantageous or
disadvantageous positions. This means you roll 3d6 and take the highest two
results if advantageous, or the lowest two results if disadvantageous. You can also DESPERATE
pass on this bonus to another player if they roll the very next action to take place You overreach your capabilities. You're in serious trouble.
in the game. Devil’s Dice (6,6): You do it with increased effect, or you do it and seize an advantageous
opportunity.
Sagaxians does not have an advancement system by default. However, if 10+: You do it.
by some stretch you want to play a longer campaign with your characters then you 7-9: You do it, but there’s a consequence: you open yourself to harm, one of your
can gain 1 experience point each time you roll a 3-6 result, and gain 3 experience openings is abused, a serious complication occurs, you have reduced effect.
points each time you roll Snake Eyes. When you have 5 experience points 3-6: It's a terrible outcome. You open yourself to harm, one of your openings is abused, a
accumulated, reduce them to 0 and gain a new Skill or Power. serious complication occurs, you lose this opportunity for action.
Snake Eyes (2): You fumble. Unable to withdraw, you open yourself to harm, have one of
your openings is abused, and you are forced into a disadvantageous opportunity.