HEXFALL v0.9.0
HEXFALL v0.9.0
1 @titanomachyRPG
♢ Youʼre falling.
2
♢ Where are you coming from?
3
♢ What happened?
4
♢ Hereʼs what happens next.
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HEXFALL
v0.9.0
Copyright © 2022 Lex Kim Bobrow
@titanomachyRPG on Twitter
titanomachyRPG.itch.io
titanrpg.com
CONTENT WARNING:
Mild suicidal ideation
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WELCOME TO
STRATUS CAY
Stratus Cay is a floating city in the Rift, a digital quantum
dimension at the intersection of the smallest black hole in the
multiverse and the concept of becoming. The city is made of
countless islands, a hyperreal archipelago adrift in flashing
interdimensional lights.
People here take on whatever form they feel is their true self,
reconfiguring their bodies whenever necessary. An infinite
smattering of lives, as varied and precious as the stars
themselves.
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Valerie
♢ Why dive? What, the pay isnʼt good
enough? You tell ME whatʼs even
remotely as interesting. And no, I
donʼt want to play D&D.
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THE GAME
HEXFALL is a GMless tabletop roleplaying game (TTRPG)
for 2-6 players. You and your friends will take on the role of
divers living in Stratus Cay.
• 2-6 players
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PLAYING THE GAME
HEXFALL is played without a Game Master, which means
there isn’t a dedicated player tasked with deciding what
happens after a roll (unlike games like D&D, Vampire the
Masquerade, Thirsty Sword Lesbians, etc.). You have control
over your character, and then you and your friends decide
together what the story becomes. Narrate your character’s
actions and feelings. Ask each other questions like, “What does
that look like?” or “How does your character feel about that?”
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DAY-TO-DAY
HEXFALL happens in 2 phases: the Dive and Day-to-Day.
During this phase, take turns telling each other how you’re
spending your time. Then, you can choose one of the following
downtime activities or make your own.
• Creating Art
• Honing a Skill
• Promoting a Cause
• Relaxing
• Traveling
• Writing a Bad TTRPG
Decide what kind of outcome you want, then roll 3d4. Take the
highest result and reference the following table. This number is
also how many tokens you gain from engaging in the activity.
1. Absolute Failure. You don’t get what you want and things
get a lot worse.
2. Partial Failure. You don’t get what you want.
3. Partial Success. You get what you want, but things get
complicated.
4. Absolute Success. You get what you want – and more.
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THE DIVE
A dive is generally the only endeavor that poses even a remote
danger to people like you. It involves leaping from the edge of a
floating island and… that’s it. Divers’ unparalleled reaction
time and raw power makes them the only denizens of Stratus
Cay able to withstand the perils of the Rift. Massive rock and
ice formations litter this endless void, along with all manner of
hyperdimensional monsters, quantum weather events, and
other divers, many of whom revel in the opportunity to test
their abilities with little oversight.
Navigation Hex
11, 12 3, 4
9, 10 5, 6
7, 8
Generally the flow of the dive goes like this. When it’s your
turn, roll 3d4. Resolve the resulting encounter. Use a playbook
ability if you choose. Then let someone else have a turn.
END SEQUENCE
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THE HEXES
Each hex contains one of the following encounters. Each
describes what happens when you enter the hex. Use the
individual results of your original 3d4 roll when the text asks
you to “assign” your rolls.
Boss
An intense fight with a powerful monster
or another Diver. Choose one roll. Subtract the other two
rolls from this die. If the result is positive, gain that many
tokens and turn the space into a Solid or Void hex (your
choice). If it’s negative, take that many injuries. Narrate the
fight based on this result.
Duel
A narratively important foe. Who are you fighting and why?
1. A new crush
2. Lifelong rival
3. A step back
4. A turning point
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THE HEXES
Hazard Library
Dangers of infinite fractal Portals to all the knowledge
variations, peril that can cut of all universes, scattered
the body and the soul. Assign throughout the Rift. Assign
each of your 3 rolls to one of each of your 3 rolls to one of
the following. the following.
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THE HEXES
Mist Reprieve
A Mist hex doesn’t have to be Kind divers (or simply those
actual mist. Rather, it’s any with the survival skills) will
area where you can get lost— often leave campsites behind
physically, in reverie, or both. on small floating islands for
Assign each of your 3 rolls to others to use. You can take a
one of the following. rest here. Describe to the table
what you see and what kind
Location of person you think stayed
here before you. Clear 1
1. Labyrinth injury and any conditions of
2. Fog of guilt your choice.
3. Underwater caverns
4. Nostalgia
Skirmish
Visions
Minor enemies and monsters.
1. Tell the table about Choose two of your dice and
something you have lost. add them together. Subtract
2. Tell the table about the last roll from this sum. If
something you miss. the result is positive, gain that
3. Tell the table about many tokens. If the result is
something you sacrificed negative, you take that many
and what for. injuries. Narrate the fight
4. Tell the table about based on the outcome.
something you realize.
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Void
THE HEXES
Empty sky. A moment of reflection. Take your highest roll and
reference it on this table.
??? (Hexchange)
Solar flares, quantum storms, places where reality melts,
vortices of true magic. Nodes of ultra-reality where you can
access pure power and choose your own destiny. For each 4 you
rolled, choose one:
1. Swap out one of your playbook abilities for another from a
different playbook. Tell the table where this new power is
coming from.
2. Switch an ability you can always do with one that costs a
token.
3. Your character dies. Make a new character.
4. Choose a new playbook entirely for your character.
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♢ Every diver I know wants to die. We
fall out of the sky to prove to
ourselves we want to live. We always
deploy the parachute. Every time.
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TOKENS
With the Rift at the intersection of abstract concept and a
singularity, tokens can represent resolve, emotional energy,
quantum entanglement, or any sort of exchange. It is an
economy of wherewithal. These tokens allow you to use certain
playbook abilities, described starting on page 21.
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CONDITIONS
Conditions are narrative tags triggered by certain hexes. You
can choose to take these in response to a story moment. If you
do, you gain 2 tokens.
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PLAYBOOKS
BLADEWING NUMEROLOGIST
GEOMETURGE OSTEOMANCER
GIANTBORN PAPERSWORN
HORIZONCLAD POTENTIALIST
MOTHERTHAWED WYVERNBOUND
MYCONAUT VOLCANIST
BLADEWING
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GEOMETURGE
Geometurges reject traditional ways of traversing space,
exploiting corners and angles in the Rift to be where they want
to be. To them, problems are fun puzzles to be solved, and
success is simply a matter of finding another angle.
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GIANTBORN
Giantborn Divers have the blessing of giants, either due to
heroic deeds or their ancestry. Their resilient souls allow them
to protect others, reinforced by the smiling shadows of giants.
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HORIZONCLAD
The Horizonclad stride the Rift through sheer brute optimism,
a will that commands space. When activating their powers, they
shine with interstellar light, taking on a portion of its speed.
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MOTHERTHAWED
Motherthawed come into their power after breaking free of
expectations and the forces who claim to have created them.
They bring the nurturing thaw of spring wherever they go,
liberating others to be their true selves.
• Reroll your token die in the Mists once. Use the higher of
the two.
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L1L1TH()
♢ Will you accept your freedom? Or
will you wallow in mediocrity until
your final breath?
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MYCONAUT
True masters of growth and transformation, Myconauts are
emissaries of the forces of life and death. They are the conduits
by which the things we have lost become part of the future.
Decay is not only part of life, but the way life perpetuates.
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NUMEROLOGIST
Numerologists revel in patterns and “plucking at the
harpstrings of creation,” as they say it. Quantum chaos is like
candy to them, and they all have a sweet tooth. (I lost a bet to a
Numerologist. They got to write this section for themself.)
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OSTEOMANCER
Bone, blood, bastion. Thus sings the Osteomancer. Mending the
broken is their specialty, and they take profound pride in their
work. Ask one how many Osteomancers it would take to close
the Rift, and they’ll flash a wry smile and say, “Just one.”
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PAPERSWORN
Often severe yet incurably nostalgic, Papersworn keep
knowledge close, wielding them with reverence and recording
memories. They’re often precise, gruff, protective, affectionate.
Many erotic novels feature Papersworn love interests.
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POTENTIALIST
Potentialists are rare but extremely powerful Divers, who gain
an eclectic mix of powers and sometimes masquerade as other
types just for fun. Some believe they are the basis for the
trickster god archetype ubiquitous throughout the multiverse.
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WYVERNBOUND
Wyvernbound awaken into a bond with a 0-dimensional
creature they can give form to through their sheer imagination.
Soulmate, familiar, twin flame—these Divers are two unto
themselves, ever dancing in double helix through the Rift.
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VOLCANIST
Rage. Control. Flame. Destruction as a means forward.
Volcanists epitomize productive fury and arguably command
the most raw power of any Diver archetype. But it is their
restraint and self-discipline that make them truly dangerous.
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Nova
♢ I will show you the true power of
rage. Take this! Final Apocalypse
Technique: Abolish the Heavens!!
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SAMPLE HEX MAPS
To use the sample maps, simply decide on an objective relevant
to where your characters are in the story. If you have trouble
coming up with one, use Mission Generator Tables below.
Objective
What is the purpose of this dive?
1. Defeat all Bosses on the map. Who are they and what do
they want?
2. Retrieve an interdimensional artifact. What does it do?
Who are you retrieving it for? Can you trust them?
3. Defend a hex with personal significance to at least one of
the characters.
4. Explore and map out a sector of the Rift for the Institute.
What new information do you learn?
Complications
Optional hard mode.
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SAMPLE HEX MAPS
These basic maps simulate what most of
Navigation Hex
11, 12 3, 4
the Rift tends to look like.
9, 10 5, 6
START
7, 8
START START
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SAMPLE HEX MAPS
The Backstory Generator can take place
Navigation Hex
11, 12 3, 4
anywhere and anytime in the Rift. In fact,
every player should treat this map as taking
place at the most interesting time of their 9, 10 5, 6
character’s past.
7, 8
START
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SAMPLE HEX MAPS
The Beach Episode
Navigation Hex
11, 12 3, 4
At a far edge of Stratus Cay, divers
have a hot spring, the water streams off 9, 10 5, 6
the edge into the Rift. It’s one of
the best-kept secrets among divers, 7, 8
and your crew has been invited to the biggest party
of the year. It lasts for 3 days and Who do you want to see
there? Who don’t you want to see? Give yourselves high
emotional stakes, which intensify when you hit a Hazard or
Skirmish hex and reach a climax when you hit the Duel hex.
Perhaps you face off against rivals at a volleyball tournament.
Perhaps the duel happens after everyone goes to sleep and it’s
just you and them by the dying embers on the cliff side.
Perhaps you fall in love. Whatever happens, you’ll be different.
Note: Interpret the hex rules in context. For example, in a Duel, moves
can describe a conversation rather than a physical fight. You can still
fight if you want, of course.
START
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SAMPLE HEX MAPS
The Ultramatum is well-known as one
Navigation Hex
of the best dives in the Rift. It’s also 11, 12 3, 4
one of the most dangerous. Bring back
a souvenir from a boss to gain
the approval of your peers. 9, 10 5, 6
START 7, 8
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CHARACTER SHEET
NAME
PLAYBOOK
TOKENS
PLAYBOOK ABILITIES
You can always: Spend a token to:
41 HEXFALL
ACKNOWLEDGMENTS
HEXFALL is inspired by Transistor (Supergiant Games),
Wanderhome (Jay Dragon, Possum Creek Games), and
countless Game Boy Advance games.
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♢ Do you deploy the parachute?
YES
NO
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