OURANOVANEv0.3.2 playtest

PLAYTEST v0.3.2 · “THE HONEST CORRECTION” · FREE · PHOTOCOPY THIS

OURANOVANE

Birth by the Endless Blue

A tabletop RPG about a crew, a ship, and a sky that never ends. There is no ground. There are islands riding the fragments of a broken god, and the crews who carry water between them.

“That's the game. Somebody has to carry the water. The sky does not care who, and the crew — only ever the crew — does.”

From First, This, the cold open.

The Infinite Worlds Engine

Four principles run underneath everything

Enough rules to make every roll matter. Small at session one, loud by session six.

I

Dice and Power

Roll a d8 for each relevant Tag you have in play. Every 5 or higher is Power. Power buys outcomes: harm, help, information, a thing that now exists.

II

A deck, not a sheet

You are six cards: your Blood, your Craft, and four of anything you like. Four are face-up at any moment, and which four is a real decision.

III

The cards shape the story

What you can do right now depends on what you have in play. Walk into a customs office with a boarding-action loadout and you will pay for the guess.

IV

Three currencies

Ballast, Light and Darkness move between the players and the Facilitator, and the tension they build runs across whole campaigns.

The Roll

Count the 5s and up. Subtract the 1s.

That's your Power. Nothing else on the die matters. A 2, 3 or 4 isn't a failure; it's a die that didn't speak. Two or more 8s in one roll is a Double Dawn: the party gains Light and the Tag marks growth.

Try the roller · Read Part III, Core Rules

What it costs

Three currencies, three dishes on the table

Yours

Ballast

Earned by invoking your own flaws. You take on weight to gain lift: Ballast is what your problems are worth.

  • Switch a card mid-scene 1
  • Nudge a die by 1 1
  • Evolve a card 2
The party's

Light

Rare. Gained on a Double Dawn. Anyone can spend it, and the table should feel slightly reluctant every time.

  • Team Action 1
  • Squalling roll 1
  • Crossfield or Crossbond an ally 1
  • Extra Harbour Days activity 1
The Facilitator's

Darkness

Earned from your failures. It never resets. It sits in a visible pile, all campaign, and one day it gets spent.

  • Roll 0 Power +1
  • Roll negative Power +2
  • The situation inverts 3
How to read this book

It is long. Nobody at your first session should have read all of it.

A player with twenty minutes

  1. Before You Begin: the one page, the Lexicon, the worked scene
  2. Part III: the roll, Tags, Meters, the three currencies
  3. Part IV: your deck and how to make one
  4. Your Blood and your Craft in Peoples & Crafts
  5. Three questions each from the questionnaires

The Facilitator

  1. All of the player list, properly
  2. Part IX: Action Templates, learn them cold
  3. Part XII: your job, the Darkness Agenda, enemies
  4. The Harrow Shoals and The Lantern Run, ready to run
  5. The first session, beat by beat

A table already sitting down

  1. Part XVI, Reference: one spread, everything mid-scene. Print it twice.
  2. Leave the Ship Duel and the Journey until session three
  3. Nobody Evolves in session one. Nobody should.
The Endless Blue

A sky with no ground in it

Islands do not scatter evenly. Their Hearts keep company, and so islands cluster into vast wandering archipelagos called Grandes, charted and laned and policed. Between one Grande and the next lie the Wilderness Skies, where a chart is a suggestion decaying into fiction a little more each week.

Underneath all the adventure, the sky runs on the hauls: water above all, flown on a schedule to islands that make none of their own. It is boring. It pays badly. When it stops, an island dies quietly and in order.

Read Part II, The Endless Blue

Aetherheart
The fragment of god-heart that keeps an island or a ship aloft. You do not name yours to strangers.
Pandaemonium
Under the cloud. The dark floor of the world. Things that fall go there.
The Sending
The rites for the dead. The dead never go down. This is not negotiable in any harbour in the sky.
Band
How high you are: Grounded, Aloft, High, Open Sky. Every scene has one.
Post
Your job aboard. Master, Mate, Gunner, Heartwright, Lookout, Ship's Boy, and the rest.
Part V · Upgrades

The Archetypes

Eighteen kinds of card, plus Evolution. Each grants an Inherit, passive and always on, and governs a pool of seven Upgrades. A card has five slots, so levelling it is a choice, not a track.

Parts VI & VII

Peoples & Crafts

Your Blood card is one of the Nine and takes one of its two Inherits. Your Craft card is one of the Twelve, and a Craft is its Inherit. Everything else about you is Tags.

The Nine · choose one Inherit

Peoples of the Endless Blue

The Twelve · the Inherit is the Craft

Crafts

Part XV · Thirty-six cards, six hundred questions

Questionnaires

Every card starts Nascent: one Main Tag, two positive Tags, one negative. Answer three questions in your character's voice. The rest wait for when the card levels.

Part III · §11–15

Roll the d8s

Set the pool, invoke your flaws, pick the difficulty, and roll. The roller reads the dice the way the book does and moves Light, Darkness and Ballast into the dishes for you.

Relevant Tags one d8 each · cap 6 at Base
3
Negative Tags invoked +1 Ballast and 1 negative die each
0
Difficulty Power needed
Set your pool and roll. Count the 5s and up, subtract the 1s.

The table's dishes

Darkness never resets. Rolls add to these automatically; adjust by hand when you spend.

Appendix

What You May Do With This

Free to read, print, run, and talk about. Not free to sell. Playtest feedback goes to @31macchia on Twitter.