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HEXFALL v0.9.0

HEXFALL v0.9.0

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0% found this document useful (0 votes)
339 views43 pages

HEXFALL v0.9.0

HEXFALL v0.9.0

Uploaded by

John Junk
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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HEXFALL

1 @titanomachyRPG
♢ Youʼre falling.

2
♢ Where are you coming from?

3
♢ What happened?

4
♢ Hereʼs what happens next.

5
HEXFALL
v0.9.0
Copyright © 2022 Lex Kim Bobrow

Writing, layout, and pixel art by


Lex Kim Bobrow

@titanomachyRPG on Twitter

titanomachyRPG.itch.io

titanrpg.com

Creative Commons License


This work is based on Caltrop Core, published
by Titanomachy RPG. The Caltrop Core SRD
is licensed for use under a Creative Commons
Attribution-ShareAlike 4.0 International
License.
This work is licensed under a Creative
Commons Attribution-ShareAlike 4.0
International License.

CONTENT WARNING:
Mild suicidal ideation

6
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.

You are a hyperpowered being who came into larger-than-life


abilities because of a profound cataclysm. Heartbreak. Grief.
The depths. Physical, emotional, multidimensional—something
unlocked incredible power in you. People like you have many
names across Stratus Cay, but the most common is “diver,” a
nickname derived from their affinity for falling through the Rift,
either on dangerous jobs or just for fun.

Divers’ abilities run the gamut of even the wildest


imaginations, and their extreme power and durability makes
many of them reckless thrillseekers—though, contrary to
popular belief, they can die.
Divers who like a little stability tend to take jobs harvesting
resources from the archipelago. Divers who reject this path take
all manner of mercenary jobs. Either way, you do the jobs too
dangerous for everyone else in Stratus Cay. The pay is too good
and the thrills too extraordinary to turn down the opportunity
to go on a dive.

7
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.

8
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.

Together, you’ll decide which aspects of life in the city you


want to explore and fill in. The game plays like a conversation.
Tell the table about your character and what they’re up to.
Initiate scenes with other players. Go on dives together. Forge
bonds and experience every thrilling awakening. What will do,
falling soul?

Here’s what you need to play:

• 2-6 players

• 3 four-sided die (referred to as 3d4) per player

• Some little objects to use as tokens or something to record


the number
• Something to take notes with

• A print-out of a hex map or a virtual tabletop to keep track


of where your characters are on a dive. I recommend
Owlbear Rodeo for a lightweight, easy-to-learn VTT.

9
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?”

In this GMless system, every player is empowered to move the


story forward. However, the table can designate a Guide, who
makes the call when the way forward is unclear.

In my opinion, this game is best for tables that enjoy narrative


games with a tactical twist. The mechanics should never get in
the way of the story.

And of course, I highly recommend using safety tools at your


table. If you don’t currently have any, click the link to see the
TTRPG Safety Toolkit, assembled by Kienna Shaw. There
you’ll find a ton of options to choose from.

Be generous with your interpretation of the text. The rules here


are to help you tell a story. There’s no official turn order or
action economy. I’d like to trust you and your friends to make
the call. Simply be present and take care of each other.

10
DAY-TO-DAY
HEXFALL happens in 2 phases: the Dive and Day-to-Day.

Day-to-Day is your life between dives. This phase of the game


is flexible. It’s meant to let you and your fellow divers roleplay
without much interference. As long as you’re going on dives,
money is no issue. Simply decide: What do you want your life
to be like in Stratus Cay?

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.

11
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.

During the Dive phase of HEXFALL, you’ll take turns


exploring a hex map like the one below. When it’s your turn,
roll 3d4. Your total determines which direction you go, based
on the Navigation Hex below.

For example, if you roll a 7 total, you’ll go straight down to the


next hex. If you roll a 3, you’ll go up and to the right. The way
the math shakes out, you’re heading down most of the time, to
represent the fall. There’s a small chance you head up to the left
or right, in which case, you likely caught an updraft or pulled
an acrobatic maneuver. Just make sure to keep track of your
individual dice rolls (see pages 14-17 for hex types).

Navigation Hex
11, 12 3, 4

9, 10 5, 6
7, 8

When you go off


the side of the
map, you appear on
the other side.
Space time
shenanigans are
afoot in the Rift.
12
THE DIVE
Together, decide on the Objective of the dive. Are you farming
a necessary resource for your community? Are you retrieving a
stolen artifact? Are you simply trying to test your abilities?

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.

Once you complete the Objective, initiate the END


SEQUENCE. If all divers are knocked unconscious, gain the
Dead condition, or you all otherwise fail the Objective, decide
with your friends what happens next.

END SEQUENCE

At the end of each mission, whether you are successful or not,


you must go around the table and say if you deploy your
“parachute,” slang for the device that teleports a diver back
home. If the answer is yes, you return to Stratus Cay. If the
answer is no, that diver takes the Dead condition and is lost to
the Rift forever, as they accelerate to the point where none but
light can watch what they become.

13
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?

Assign one die to represent your strategy before attacking based


on this table, assign another to determine the opponent’s.

1. Retreat (beats Disengage)


2. Advance (beats Retreat)
3. Parry (beats Advance)
4. Disengage (beats Parry)

If there is no clear winner, the match continues. On your next


turn, you’ll roll as usual, but you remain in this hex.

Once there is a definitive winner, the third die that turn


determines the lasting impact.

1. A new crush
2. Lifelong rival
3. A step back
4. A turning point

14
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.

Environmental Hazard. Location. Describe the library


Describe the scenery based on based on the roll you chose.
the roll you chose.
1. Pocket dimension library
1. Extreme Rift weather 2. Ancient diver library
2. Narrow rock tunnels 3. Quantum A.I. “library”
3. Existential miasma 4. Magic library
4. Something you desire to
the point of heartache One Book. It calls to you more
than any other. This roll
Personal Hazard. You take one represents its subject matter.
of the following conditions. Share your findings.
Tell the table why your
character feels this way at this 1. The origin of the Rift
moment. 2. The past of the Rift
3. The current Rift
1. Heartbroken 4. The future of the Rift
2. Furious
3. Sealed Knowledge Passed On. The third
4. Stunned die generates that number of
tokens the next Diver receives
If none feel right, take 1 upon entering.
injury instead.

Momentum of Will. The third


die determines how many
tokens you receive.

15
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.

Momentum of Will. The third


Solid
die determines how many You cannot enter this space.
tokens you receive. Rolling toward the top 3 sides
of a Solid space lets you land
Narrate a scene based on safely. Rolling toward a
these results. bottom side inflicts the
stunned conditions.

16
Void
THE HEXES
Empty sky. A moment of reflection. Take your highest roll and
reference it on this table.

1. Tell the table about a time you absolutely failed.


2. Tell the table about a time you didn’t get what you want.
3. Tell the table about a time you got what you wanted, but
then something complicated the situation.
4. Tell the table about a time you got everything you wanted.

??? (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.

Design Your Own Hex


Feel free to create new hexes for your table and the type of
stories you want to explore and gameplay you want more of.

17
♢ 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.

18
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.

You can always:

• Award another diver a token for any reason.

• Give another diver any number of your own existing tokens


(as long as they accept).

• Help another diver in your hex. Describe how and adjust


one of their rolls by 1.

Any diver can spend a token to:

• Take a moment to reach out with your heart. This doesn’t


mean you necessarily need a token to do this, but spending
a token imparts narrative authority to focus the table
on this scene.

• Alleviate someone’s loneliness for a moment.

• Adjust the direction of your hex roll. Spend multiple tokens


to move that number of sides along the Navigation Hex.

• Reroll a die in a Boss or Skirmish hex.

19
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.

Dead. The only way to receive this tag is to choose not to


deploy your parachute at the end of a mission.

Furious. You lose control. You cannot use abilities or tokens to


change your trajectory.

Heartbroken. It is hard to access your best when feeling this


way. Reroll your highest die. Clear this condition when you feel
ready to do so.

Injury. At 4 injuries, you fall unconscious, which means you


cannot use any of your abilities. You also fall straight down on
your turn. You can choose to deploy your parachute and return
to Stratus Cay right before you are knocked out.

You regain consciousness if an injury is removed. You also


regain consciousness if you roll two or more 4s on your turn.

For every day of rest, remove 1 injury.

Sealed. Some nth-dimensional eldritch force seals away a


portion of your power. Each time you gain this condition, you
lose access to one ability of your choice from your playbook.
When you willingly take this condition, you gain 3 tokens
instead of 2. If all your abilities get sealed, your parachute
automatically deploys. Usually you’re sent back home. Usually.

Stunned. You’re stunned, but maintain your momentum. You


move the same direction as last turn. You also take -1 to all
your dice rolls next turn. At the end of that turn, Stunned ends.

20
PLAYBOOKS

♢ What do you dream of becoming? Is it


out of reach? Is it truly? Choose one.

BLADEWING NUMEROLOGIST
GEOMETURGE OSTEOMANCER
GIANTBORN PAPERSWORN
HORIZONCLAD POTENTIALIST
MOTHERTHAWED WYVERNBOUND
MYCONAUT VOLCANIST
BLADEWING

Gliding through the Rift on blades or other weapons that sprout


from their backs, these Divers can deploy their “feathers” to
help nearby allies. While some consider them aloof,
Bladewings pride themselves on their expansive compassion.

You can always:


• Get a bird’s eye view of the situation at hand.
• Glide one side adjacent to the one you rolled. Add or
subtract 1 to your total roll.
• Allow another Diver in your hex to reroll one of their dice.

Spend a token to:


• Fight on behalf of someone who cannot defend themself.

• Choose which adjacent hex you move to.

• Add 2 to one die in a Boss or Skirmish hex. (1/roll)

22
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.

You can always:

• Take a moment to show


someone another perspective.
They gain a token if they listen
with an open heart.

• Pull an adjacent Diver into your


hex.

• Push an adjacent Diver away


one hex in a straight line away
from you.

Spend a token to:

• See the true shape of someone’s desires.

• When another player rolls, roll one die of


your own. Switch this result with one of
their dice. You must use the number they
rolled for one of your results on your next
roll.

• When you roll to advance, move to any hex


along the axis of the direction you roll.

23
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.

You can always:

• Humble yourself before a small thing. Gain a token


whenever you do.

• Take 1 injury for another character within 1 hex from you.

• Heal 2 injuries for every day of rest.

Spend a token to:

• Comfort someone in the


moment, no matter how big
their problem is.

• Nullify 1 incoming injury.

• Move 2 hexes instead of 1 when


you roll.

24
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.

You can always:

• Look forward to the dawn. Gain a


token if you truly believe it’s worth
holding on.

• Treat 9s and 10s as 11s, and 5s and


6s as 4s, when determining which
direction you go.
• Blind your enemies. Ignore 1
injury whenever you take injury.

Spend a token to:

• See one potential future.

• Create a portal from your current


hex to another you have traveled
through on this Dive.

• Move the opposite direction of


what you rolled.

25
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.

You can always:

• Mourn alongside someone. They gain a token when you


offer, but they need not accept.

• Reroll your token die in the Mists once. Use the higher of
the two.

• Leave one of your rolls behind for another Diver to pick up


when they enter that hex.

Spend a token to:

• Give someone the strength to do something they must do


alone.

• Clear a condition from yourself or another character within


2 spaces of you.

• Heal one of your own injuries. You can do this even if


you’re unconscious.

26
L1L1TH()
♢ Will you accept your freedom? Or
will you wallow in mediocrity until
your final breath?

27
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.

You can always:

• Dispose of something that has


overstayed its welcome. Heal 1
injury when you do.

• Communicate with other


characters during a dive,
regardless of how far they are
from you.

• Put down mycelial roots and


stay in your current hex on your
next turn.

Spend a token to:

• Reclaim that which is lost


but in a new form.

• Turn a Solid hex within 1


space into a Reprieve.

• Remove an injury from a


Diver in your hex.

28
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.)

You can always:


• Record a special moment right
after it happens. Gain a token
when you do.
• Add or subtract 1 to one die.
(1/roll)
• Change the individual numbers on
a roll, as long as it still adds up to
the same number.

Spend a token to:

• Interpret an arbitrary pattern in a


hopeful way.

• Reroll an adjacent Diver’s die.

• Let something special happen when you


roll three of the same number.
• 111: Teleport back to the top hex.

• 222: Teleport to a hex adjacent to


any other character.

• 333: Give a 3 to three other Divers to


use on their next roll.

• 444: Clear 1 injury from any


character on the Dive.

29
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.”

You can always:

• Push through the pain if it


means things get better.

• Remove 1 injury from another


Diver when you enter their
hex. Gain as many tokens as
injuries you clear.

• Take an injury instead of


another condition.

Spend a token to:

• Soothe a fundamental wound in


someone. It won’t heal the wound for
good, but in this moment, it’s okay.

• Stay conscious for your turn while at


4 injuries.

• Clear 1 injury from a Diver within 1


space. Spend more tokens to increase
this range. 3 tokens = 3 hexes away.

30
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.

You can always:

• Leave a message behind for


someone who needs it.

• Inflict injury by a thousand cuts.


Add 1 to one die of your choice
in a Skirmish.

• Remove 1 seal from any character


within 2 spaces of you.

Spend a token to:

• Remember something important.

• Guard an adjacent character by


wrapping them in defensive paper
seals. They ignore the next instance
of injury they take.

• Turn a Skirmish hex you’ve cleared


without taking damage into a Void
hex for the rest of the Dive.

31
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.

• Choose 3 abilities from other playbooks that do not have


a token cost.

• Choose 3 abilities from other playbooks that cost a token.

32
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.

You can always:

• Summon your wyvern.

• Split off from your wyvern on a Dive. Your wyvern


now has its own turn at the same time as yours. Roll
separately until you join back up in the same hex.

• Use a roll for both the diver and the wyvern.

Spend a token to:

• Ask your wyvern to say that


which cannot be said with
words.

• Switch places with your


wyvern.

• Combine with your wyvern.


What do you look like?
What does this
transformation represent?

33
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.

You can always:

• Feel your rage without losing control.

• Clear all other conditions when you gain the Furious


condition.

• Add 1 to one die of your choice in a Boss hex. (1/roll)

Spend a token to:

• Let someone vent to you.

• Blast through a Solid hex within 3 spaces of you. Divers


can now pass through this space as if it were a Void hex.

• Summon # meteors based on how many tokens you spend.


Send these meteors to any Diver. They gain that many
tokens.

34
Nova
♢ I will show you the true power of
rage. Take this! Final Apocalypse
Technique: Abolish the Heavens!!

35
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?

Location in the Rift


Decide together what these places are like.

1. The Teeth of the Void


2. The Cocoon
3. al-Khwārizmī (“The Algorithm”)
4. The Garden of Eden

Complications
Optional hard mode.

1. Limited time - Everyone gets 3 moves before you must


deploy your parachute or die. What is causing the time crunch?
2. Quantum blades - A storm of antimatter. You take 1 injury
at the end of every turn.
3. Personal - Everyone starts the mission with the Heartbroken
condition. Why?
4. Hunted - Something is chasing you. At the end of each
round, a random character must roll Skirmish.

36
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

37
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

38
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

39
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

40
CHARACTER SHEET
NAME

PLAYBOOK

TOKENS

You can always: NOTES

• Award another Diver


a token for any reason.
• Give another Diver any
number of your own
existing tokens (as long as
they accept).
• Help another Diver in your
hex. Describe how and adjust
one of their rolls by 1.

Spend a token to:

• Take a moment to reach out


with your heart.
• Alleviate someone’s
loneliness for a moment.
• Adjust the direction of your
hex roll. Spend multiple
tokens to move
that number of sides
along the Navigation Hex.
• Reroll a die in a Boss
or Skirmish hex.

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.

The biggest thanks goes to this blog post by Goblin’s


Henchman: 2D6 + 19-Hex Power Flower. I adapted their 2d6
Navigation Hex to 3d4 and changed the probability
distribution.

And of course, the emotional heart of this game: the “Leap of


Faith” scene from Into the Spider-Verse, which directly inspired
the cover of HEXFALL, the first thing I made for this game,
which in turn, informed the entire design process.

Cover background photo by Alessio Lin

Hexagon backgrounds by Jesus Trigos and Andrea Leopardi

Warrior 3D render by Siednji Leon

42
♢ Do you deploy the parachute?
YES
NO

43

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