Nahual RPG Playtest v02 Eng

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NAHUAL
ROLE-PLAYING GAME
 
Beta  v0.2  
 
 
CLEMENT+ESPINOZA
PRESENTATION  
I.  Nahual:  Angel  Hunters  
 
“When  our  Spanish  ancestors  first  arrived  in  this  continent  they  were  not  alone,  with  
them   came   their   gods   and   their   armies   of   angels.   For   our   Indian   ancestors,   angels  
were  not  the  incense  sellers  of  today.  They  were  the  harbingers  of  destruction.  Between  
the   sword   of   Cortés   and   St.   Michael   the   Archangel's   there   was   no   difference,   and  
neither  made  a  clean  cut  to  the  roots.  The  brujos  resisted.  Nahuales,  the  most  powerful  
shamans,  took  on  the  task  of  fighting  the  invading  angels.”  
—Edgar  Clément.  Operación  Bolívar  
 
Nahual  is  a  Mexican  role-­‐playing  game  set  in  the  universe  created  by  the  comic  book  
artist  Edgar  Clément,  started  in  the  graphic  novel  Operación  Bolivar.    
Players   are   angel   hunters,   descendants   from   the   powerful   brujos   nahuales.   They  
have   the   dormant   gifts   that   enable   them   to   touch   the   gods   and   their   harbingers,   but  
their  memory  is  lost,  impoverishing  the  greatness  of  these  wonders.    
Sometimes  they  do  not  know  such  gifts  exist,  let  alone  the  scale  of  these  powers.  
Many  just  struggle  for  survival,  other  look  for  answers,  they  all  agree  on  one  thing:  a  
nahual  lives  to  hunt  down  angels.    
 
Angelero  
The  angeleros  are  angel  hunters  and  merchants.  Their  trade  is  to  kill  angels  to  sell  
them  in  carnitas:  buche,  maciza,  tripitas,  pásele  joven,  what  are  you  ordering!  But  not  
only   that,   every   part   of   the   angel   is   profitable;   like   the   blood   for   making   the   Chin-­
gueré  drink,  or  the  bones  for  the  prized  Angel  Dust.  If  the  customer  prefers,  he  can  
also  buy  the  whole  angel  in  one  piece  or  even  alive!  Customer  asks,  customer  gets.  
However,   killing   and   butchering   angels   is   not   easy,   to   do   so   requires   cold   blood.  
Many  cannot  stand  the  job  and  go  crazy  or  commit  suicide.  
Killing   angels   may   seem   disgusting,   and   it   is,   but   the   angeleros   were   born   to   do   this,  
they  are  beings  branded  by  fate.  
 
Diablero  
The   diableros   are   dedicated   to   catching   devils   or   demons,   who   are   but   fallen   angels.  
However,   unlike   angels,   demon   meat   is   no   longer   good   for   eating,   it   is   in   fact  
poisonous!  That’s  why  the  diableros  catch  the  demons  alive  and  enslave  them.  While  
the  angeleros  are  hunters  and  merchants,  the  diableros  are  tamers  and  slaveholders.  
Captured  devils  are  trained  as  pit  fighters  in  clandestine  palenques,  as  hitmans  or  for  
heavy  duty.    
Diableros  have  to  be  disciplined  and  good  for  labor,  because  demons  are  tamed  with  
discipline   and   hard   work.   The   lazy   mind   is   the   devil’s   workshop,   my   granny   used   to  
say.  So,  there  is  no  choice,  hay  que  chingarle!  

  —2—  
 
Shaman  
The   shamans   are   in   a   quest   for   power   and   knowledge.   For   what   purpose?   That  
depends   on   each   person.   Their   sole   interest   is   to   become   great   brujos   nahual   and  
don’t  give  a  shit  about  everything  else.  They  don’t  care  about  material  possessions,  
nor  look  for  a  place  in  society,  because  they  know  that  all  these  are  insignificant  next  
to  infinite  greatness  of  the  Nahual.    
They   are   owners   of   secrets   and   ancient   traditions   that   allow   them   a   fucking   great  
communion   with   their   nahual.   Untethered   and   freed   of   responsibilities,   shamans  
know   themselves   better   than   anyone.   And   because   they   have   forgone   the   material  
world,  it’s  easier  for  them  to  break  its  bindings.  The  shamans  are  above  all  ascetics  
and  spiritual  beings.  
 
The  Nahual  
We  all  have  our  nahual:  is  the  innermost  part  of  the  unconscious,  the  wildest  in  each  
of  us.  The  nahual  is  infinite.  Is  the  energy  that  permeates  and  connects  the  Cosmos.  
Is  everything  that  surpasses  our  comprehension.  
When  you  awaken  the  nahual  and  recognize  it,  unimaginable  powers  are  acquired.  
The   degree   of   awareness   of   the   nahual   is   known   as   Nahuality.   It   is   a   state   of   the  
conscious   mind   in   which   the   shackles   of   matter   are   broken,   to   a   greater   or   lesser  
extent.   To   be   able   to   shapeshift   and   access   the   various   levels   of   Nahuality,   you   have  
to  commune  with  your  nahual  and  let  it  open  the  doors  of  infinity,  thus  allowing  you  
to   alter   the   laws   of   physics.   However,   being   able   to   control   the   nahual   is   no   easy  
task.  For  many,  it’s  a  lifetime  journey.      
 
The  Archetypes  
 
The  Hard    
Nobody   messes   with   the   Hard.   He’s   explosive   and   never   fucks   around.   Always  
strikes  first  and  asks  questions  later.  The  Hard  is  a  killing  machine,  and  when  things  
get  ugly,  you  better  want  him  on  your  side.  But  you  gotta  be  careful,  because  he’s  a  
stubborn  bastard,  tetchy  and  quick  to  violence.  
 
The  Shield  
When   you   know   that   someone   watches   your   back,   life   is   easier.   The   Shield   will  
always   be   there   to   save   your   ass.   He’s   a   defender   who   puts   the   safety   of   others  
before   his   own,   always   looking   after   the   weak.   But   hey,   be  careful   about   going   bully  
in   his   presence,   because   then   you’ll   know   what   it   is   to   love   God   in   the   land   of   the  
Indians.  
 
The  Opportunist    
Watch  out  for  the  Opportunist!  You  better  keep  an  eye  on  him,  because  he  never  lets  
go  the  slightest  change  to  take  advantage,  seeking  only  his  self-­‐interest.  Sometimes  

  —3—  
he’s  a  team  player,  but  if  something  turns  out  against  his  convenience,  he  will  flinch.  
The   Opportunist   doesn’t   like   direct   confrontation   unless   he’s   got   the   upper   hand.  
Remember:  el  que  agandalla  no  batalla!  
   
The  Seducer  
There's  something  about  the  Seducer.  Before  you  know  it,  you'll  be  doing  anything  
for  him.  He  has  quite  a  silver-­‐tongue  and  his  presence  is  pretty  hard  to  ignore.  The  
Seducer   hates   to   get   his   hands   dirty   and   whenever   possible   he   avoids   direct  
confrontation,   making   someone   else   do   the   job   for   him.   His   art   is   having   other  
people  do  what  he  wants,  while  they  think  is  their  idea.  
 
The  Nerd  
If  you  got  a  question,  ask  the  Nerd.  That  smart-­‐ass  is  a  walking  library.  Also,  with  all  
those   gadgets   and   techie   stuff   he   can   be   useful.   Hacking   and   manipulating  
electronics   are   his   specialty.   But   not   only   that;   the   Nerd   also   knows   one   or   two  
interesting   things   about   angels,   demons   and   nahuales.   How   does   he   know   so   much?  
Hell  if  I  know!  Go  and  ask  a  Nerd.  
 
The  Leader  
Being   the   Leader   ain’t   no   easy   job.   Many   believe   that   is   just   a   matter   of   barking  
orders  and  slacking  around,  your  thumb  up  your  ass.  But  no!  A  true  Leader  knows  
how   to   organize   and   inspire   people,   comes   up   with   strategies   and   carries   over   his  
shoulders   the   responsibility   of   getting   the   job   done.   Maybe   that’s   why   the   Leader  
also  knows  how  to  impose  his  will,  so  things  are  done  the  way  he  wants.  Here  nomás  
sus  chicharrones  truenan!    
 
The  Sneaky  
You   can   never   know   what   the   Sneaky   is   planning.   He   is   a   quiet   fellow   and   doesn’t  
like   attention.   Cold   and   calculating,   he   always   waits   for   the   right   moment   to   act,  
knowing  that  patience  is  his  best  weapon.  
If   the   Sneaky   wants   to   fuck   you,   it   will   be   already   too   late   when   you   find   out.   So  
handle   him   with   kid   gloves.   If   you   wrong   him,   you’ll   never   know   when   payback   is  
coming.    
 
The  Tumbler  
Warning!   Seeing   the   Tumbler   in   action   can   cause   nausea   and   headaches.   He   is   a  
quick  and  pretty  elusive  acrobat.  An  authentic  chapulín.  His  hand  skills  and  excellent  
coordination   make   him   prefer   finesse   over   brute   force.   However,   as   much   as   he’s  
skillful  he’s  also  a  clown.  The  Tumbler  loves  to  show  off,  and  that  often  gets  him  in  
trouble.  

  —4—  
BOOK  FIRST  
The  Game  System  

I.  The  Basics  
 
Setting  Up  
Tabletop   role-­‐playing  games  are  group  activities,  so  in  order  to  play  you’re  going  to  
need  a  group  of  friends,  four  or  more  preferably,  including  you.  One  of  these  players  
will   have   the   role   of   Marakame1,   Master   of   Ceremonies.   This   book   is   addressed   to  
that  player.  And  that’s  you,  you  are  the  Master  of  Ceremonies.  The  other  players  will  
create  characters  and  you  will  tell  their  stories  together.  
Print   a   few   character   sheets,   one   for   each   player.   If   possible   print   a   copy   of   each  
character   booklet   too.   Print   also   the   Marakame   help   sheets.   You   can   download   all  
these  materials  here:  [url]  
You  are  also  going  to  need  pencils,  erasers,  blank  sheets  or  notebooks  and  some  six-­‐
sided  dice,  at  least  5  or  6.  Some  snacks  and  drinks  will  be  good  too.  
 
The  Conversation  
The   essence   of   every   role-­‐playing   game   is   the   conversation.   You   and   the   other  
players   talk   about   these   fictional   characters   and   the   situations   they   face,   you  
describe  them  and  bring  them  to  life  by  talking  about  them  and  like  them.  Maybe  the  
players   talk   about   their   characters   in   third   person,   like   a   storyteller   seeing   a  
character  from  afar,  or  maybe  they  talk  like  them,  in  first  person,  getting  completely  
into   the   role   of   their   characters.   Both   ways   are   fine.   You   as   the   Marakame   will   be   in  
charge   of   describing   the   scenarios   and   the   actions   of   the   rest   of   the   cast.   To   play  
Nahual  is  to  create  stories  where  the  player  characters  are  the  protagonists  and  all  
players   take   part   as   storytellers.   This   is   the   maxim   of   narrative   role-­‐playing:   to  
discover  how  the  situations  evolve,  thanks  to  every  player   ideas  and  the  help  of  the  
rules,  creating  the  story  right  there,  at  the  moment.  
As  the  master  of  the  ceremony,  you  must  let  the  conversation  unfold  naturally.  Let  
the  players  take  their  turn  in  the  conversation,  but  not  exactly  taking  turns  one  by  
one.  There  are  no  turns,  nor  any  particular  talking  order  in  Nahual.  Sometimes  they  
will   interrupt   each   other,   talk   all   at   once,   or   someone   will   monopolize   the  
conversation.  All  that  is  fine.  
All   these   rules   do   is   mediate   that   conversation.   They   kick   in   when   someone   says  
particular   things   about   the   character   and   its   actions,   helping   delimit   the  
                                                                                                               
1  The Marakame is the name of the Huichol shaman who presides over the peyote ceremony. Making a
comparison with that hallucinating journey, I've taken that name for the Master of this other ceremony,
the hallucinating journey that is an RPG session.  

  —5—  
consequences   of   the   conversation,   and   defining   what   the   players   can   say   next  
according  to  those  limits.  Easy,  right?  
 
Moves  and  Dice  
Those  particular  things  that  make  the  rules  kick  in  are  called  moves.  
The   moves   are   the   backbone   of   the   game   system.   Everything   works   around   them.  
There   are   basic   and   secondary   moves   that   every   character   can   use.   And   there   are  
special  moves  for  each  type  of  character.  You  also  have  your  Marakame  moves  that  
help  you  interact  with  the  characters  and  make  their  lives  more  interesting.  
When  a  player  describes  the  actions  of  the  character  and  these  match  a  move,  then  
and  only  then  the  dice  are  used.  
The  rule  for  moves  is:  to  do  it,  do  it.  That  is,  for  a  move  to  count  as  such  and  for  the  
player  to  roll  the  dice,  the  actions  of  the  character  must  match  that  move;  and  every  
time  the  character  does  something  that  counts  as  a  move,  even  if  the  player  doesn’t  
want  to,  the  move  is  triggered  and  the  dice  are  rolled.    
Most   of   the   times   the   move   will   seem   vague,   all   you   have   to   do   is   make   it   clear:  
“…shit,  I  try  to  escape  without  been  noticed,  I’m  acting  under  fire?”  “Yep,  you  are.”  
However,   there   are   two   ways   in   which   the   actions   and   the   move   don’t   match  
completely.  It’s  your  job  as  Marakame  to  take  care  of  these.  
First   is   when   the   player   says   only   that   the   character   makes   a   move,   without  
describing  the  actions.  For  example:  “I  try  to  seduce  him.”  Your  answer  should  be:  
“Ok,   what   do   you   do?”   Remember   that   the   game   is   first   and   foremost   a   narration,  
and  for  the  characters  to  act  the  players  have  to  describe  their  actions.    
Second  is  when  the  player  describes  the  actions  of  the  character  and  they  match  a  
move   without   the   player   realizing   it   or   without   intending   for   it   to   be   a   move.   For  
example:  “I  get  close  to  her  and  whisper:  —This  is  good  for  you,  more  than  it  is  for  
me,   so…   it’s   your   call.”   Here   your   answer   should   be:   “Ok,   are   you   trying   to  
manipulate  her?”    
You  should  not  ask  these  questions  to  let  the  player  decline  the  roll,  you  ask  so  the  
player   can   know   that   the   actions   of   the   character   count   as   a   move,   and   rectify   if  
that’s   what   the   character   will   do   or   not.   Another   example:   “I   push   him   aside   and  
walk  in.”  “Ok,  so  you’re  trying  to  intimidate  him?”  Legal  action:  “What!  No,  no,  if  he’s  
not  letting  me  thru,  whatever,  I’ll  find  another  way  in.”  Illegal  action:  “No,  I  just  push  
him   aside   and   walk   in,   I   don’t   want   to   roll   for   that.”   Remember   the   rule   for   moves   is  
to  do  it,  do  it,  so  the  dice  must  be  used.  
Perfect!  But  then,  how  are  the  dice  used?  
 
The  Dice  Pool  
Each   move   designates   an   attribute   whose   numeric   value   defines   de   number   of   six  
sided   dice   (d6)   that   a   player   must   use.   This   amount   of   dice   is   known   as   the   dice  
pool.  Every  4,  5  or  6  in  a  die  is  a   hit,  every  1  in  a  die  removes  a  hit  and  generates  1  
point   of   frustration   (see   p.XX).   The   amount   of   hits   determines   the   effectiveness   of    
the  move.  If  you  get  no  hits  its  a  fail.  If  you  get  1  hit  is  a  weak  success,  from  2  to  3  
hits  is  a  strong  success  and  with  4+  hits  is  an  epic  success.  
Every  move  lists  what  happens  in  a  weak,  strong  or  epic  success.  Some  also  indicate  

  —6—  
what  happens  in  a  fail.  For  those  that  don’t,  just  say  to  the  player:  “…in  a  fail  I’ll  tell  
you  what  happens,  and  I  promise  you’re  not  gonna  like  it.”  
 
Modifiers  
There   are   different   modifiers   to   a   move   roll.   These   are   mainly   divided   into   two  
types:  dice  and  hits.    
 
Dice:   when   a   roll   is   modified   by   dice,   they   are   accompanied   by   the   word   forward   or  
ongoing,  this  indicates  how  long  the  modifier  is  applied.  Forward  means  the  dice  are  
added   or   subtracted   from   the   very   next   move   made   by   that   player,   after   that   the  
modifiers   are   gone.   Ongoing   means   the   modifier   stays   active   for   several   rolls,   in  
general  a  condition  to  apply  them  is  indicated,  or  a  specific  duration.    
A   negative   dice   modifier   cannot   reduce   a   dice   pool   below   1   die.   That   means   no  
matter   how   many   negative   dice   a   roll   gets,   a   dice   pool   will   always   have   at   least   1d6.  
Likewise,  there’s  a  maximum  of  dice  per  dice  pool.  Sometimes,  because  of  a  modifier  
or   with   a   special   attribute   for   example,   your   dice   pool   will   exceed   10d6.   In   those  
cases  the  exceeding  dice  are  lost  and  you  only  use  10  dice.  
 
Hits:   this   type   of   modifier   is   indicated   by   a   number   followed   by   the   word   hit   (+1  
hits,   -­‐2   hits).   This   modifier   grants   hits   to   a   roll,   this   are   extras,   regardless   of   the   dice  
pool   of   the   roll.   E.g.,   if   a   player   has   a   dice   pool   of   3d6,   3   dice   are   rolled   and  
afterwards  the  hits  from  the  modifier  are  added  or  subtracted.  The  1’s  in  a  roll  can  
only  remove  hits  from  dice,  not  from  modifiers.    
Unless  noted  otherwise,  a  hit  modifier  is  only  applied  once.    
 
Inverted  moves  
Some  moves  are  considered  inverted,  because  it’s  better  for  the  player  to  fail  the  roll  
or  to  get  as  least  hits  as  possible.  The  rules  for  rolling  and  counting  success  are  the  
same,  and  each  move  will  list  the  outcomes,  considering  a  fail  as  the  best  result  for  
the   player,   and   the   epic   success   as   the   worst.   The   1s   on   each   die   still   eats   hits   away,  
but  in  a  inverted  move  no  frustration  is  accumulated.  
 
 
Attributes  
Attributes   define   what   the   characters   are   made   of.   They   are   the   qualities   that   the  
characters  use  to  make  their  moves.    
Every  attribute  ranges  from  2  to  6,  representing  the  number  of  six-­‐sided  dice  (d6)  
added  to  the  dice  pool  when  using  a  move.    
The  basic  attributes  are  4  and  are  listed  here:    
 
Fury  
Aggression,  brute  force,  stamina,  tetchiness,  stubbornness.  The  capacity  for  violence  
and  physical  potency.  
 

  —7—  
Nerve  
Patience,   cold   blood,   resolve,   mental   toughness.   Capacity   to   stay   calm   and   manage  
one’w  own  behavior.  
 
Wit  
Cleverness,   mental   agility,   insight,   expertise   in   something.   Awareness   of   the  
environment  and  attention  to  detail.  Creative  spark.  
 
Passion  
Fervor,   self-­‐esteem,   sensitivity,   empathy,   intuition.   Force   of   personality   and  
attraction.  That  special  je  ne  sais  quoi.  
 
Special  Attributes  
There   are   two   special   attributes:   Nahuality   and   Tonal.   These   attributes   will   be  
constantly  fluctuating  depending  on  the  character  actions  (See  Behaviors  below).  
 
Nahuality  
The  Nahuality  represents  the  degree  of  conscience  of  the  nahual.  As  one  becomes  
aware  of  oneself  the  Nahuality  increases.  The  bigger  the  Nahuality,  the  stronger  the  
connection  with  the  Nahual,  and  bigger  also  the  power  unleashed.  
 
Tonal  
The   Tonal   represents   the   structure   of   the   world,   the   conscious   mind,   the   rational  
thinking.   Is   what   keeps   the   nahual   on   a   leash,   but   also   hinders   its   natural   flow.   Is  
what   the   angelero   looses   when   he   slaughters   an   angel.   The   Tonal   erodes   every   time  
the  nahual  gets  out  of  control.  
 
Ethos  
The   Ethos   of   your   character   represents   the   traits   and   behaviors   that   define   its  
nature  and  personality.  It  has  three  components:  Belief,  Instincts  and  Vice.  
The   Belief,   as   the   name   implies,   is   that   in   which   your   character   believes   with  
particular   fervor.   Maybe   your   character   believes   in   many   things,   but   this   in  
particular  represents  its  strongest  belief,  on  top  of  which  its  world  is  build  upon.    
The  Instincts  are  behaviors  and  ways  of  conducting,  involuntary  or  too  strong.  They  
are   automatic   responses   or   impulses   that   trigger   when   your   character   reacts   to  
specific  elements  or  circumstances.  
The  Vice  of  your  character  is  embodied  by  one  of  the  Seven  Deadly  Sins.  This  don’t  
necessarily   means   your   character   is   a   religious   man,   or   that   he   is   more   or   less  
susceptible   to   any   other   of   the   sins.   It   just   means   that   this   sin   in   particular   affects  
him  more,  like  a  soft  spot,  its  Achilles’  heel.    
In  general,  your  character  Ethos  determines  the  flow  or  obstruction  of  your  Nahual’s  
power.   When   you   repress   it   or   ignore   it,   the   Tonal   is   stimulated,   and   when   you  
embrace  it  or  let  it  be,  the  Nahual  is.  For  more  details  see  the  Secondary  Moves  and  
Ethos  chapters  below.  

  —8—  
The  Frustration  Pool  
When   a   move   is   used,   every   1   in   any   die   increases   the   frustration   pool   by   1   (and  
removes   1   hit,   if   any).   This   pool   will   be   usable   in   different   ways,   explained  
afterwards.   The   most   common   way   is   to   buy   a   d6   for   1   point   of   frustration   to   be  
added  to  certain  moves.    
At   the   end   of   the   session,   the   accumulated   frustration   may   burn   the   character,  
eroding  the  Tonal.  
 
Damage  and  Wounds  
When  a  character  is  dealt  damage,  the  player  marks  that  damage  in  the  wound  scale  
in  the  character  sheet.  The  wound  scale  has  7  boxes.  The  first  3  boxes  are  normal  
wounds.   The   next   3   are   considered   critical   wounds.   The   last   box   is   a   mortal  
wound.  When  this  box  is  marked  the  character  is  incapacitated  and  on  the  edge  of  
death,  if  the  wounds  are  not  attended  or  more  damage  is  inflicted,  the  character  will  
die.    
Normal  wounds  heal  very  quickly.  Critical  wounds  will  take  much  longer,  although  
eating   angel   meat   or   some   of   the   powers   of   the   nahual   can   speed   this   process.   A  
mortal   wound   will   leave   a   permanent   mark   on   the   character   unless   healed   by  
supernatural  means.  See  chapter  N  for  more  details.  
 
Bonds  
Bonds  represent  relationships  between  the  characters.  It’s  a  value  that  determines  
how  much  they  know  each  other.  It  doesn’t  say  if  they  get  along  well,  nor  how  long  
they  know  each  other  or  if  they  have  a  good  or  bad  relationship.  It  simply  represents  
that   you   know   that   person,   her   reactions   and   manners.   Your   Bond   with   other  
character,   written   in   your   character   sheet,   indicates   how   much   you   know   her,   the  
one   written   on   her   sheet   indicates   how   much   she   knows   you.   This   relationship   is  
asymmetrical.   You   can   have   a   Bond   4   towards   that   character,   and   she   can   have   a  
Bond  2  towards  you.  This  means  you  know  her  better  than  she  does  you.  
 
Character  Progress  
Throughout  the  game  sessions,  the  players  will  obtain  experience  points  (XP)  useful  
to   make   improvements   to   the   character,   by   buying   new   moves   or   increasing  
attributes.  
The  XP  is  gained  in  three  ways:  using  a  highlighted  Attribute,  when  a  Bond  with  a  
character   gets   to   7   or   0,   and   when   a   move   says   so.   (See   p.   XX   for   more   details   about  
the  progress  of  the  characters).  
 
The  goal  of  the  game  
It   is   usually   said   that   role-­‐playing   games   have   no   goals   in   particular   or   victory  
conditions.  In  most  cases  that  is  true,  but  not  completely  with  Nahual.    
Above  all  we  can  say  that  the  main  goal  of  the  game  is  to  tell  stories,  between  all  the  
players.  Remember  that  as  Marakame  you  are  only  a  enabler.  Do  not  pre-­‐write  the  

  —9—  
story,  play  to  find  out  what  happens.  The  story  is  written  in  real  time,  while  you  
play.  The  rules  will  help  you  with  that.    
Also  every  player  will  have  as  main  goal  trying  to  get  the  character  knowledge  of  the  
Nahual  to  the  maximum.  This  goal  is  important  because  the  system  of  behaviors  is  
aimed  at  putting  the  characters  in  situations  that  lead  to  interesting  stories.  Besides,  
the  more  Nahuality  a  character  has  the  cooler  things  the  character  can  do.    
Last   but   not   least,   you   as   Marakame   have   one   single   goal,   to   fulfill   your   Agenda,  
which   is:   a)   Make   the   world   of   Nahual   seem   real,   b)   make   the   players’   characters’  
lives   interesting,   and   c)   play   to   find   out   what   happens.   Don’t   worry.   The   complete  
Book  Three  is  dedicated  to  you  and  to  help  you  fulfill  your  Agenda.  

II.  Basic  Moves  


Moves   are   especial   actions   that   come   into   play   when   a   player   character   does  
something  that  matches  that  move.    
To  make  a  move  you  use  the  indicated  d6  dice  pool.  Every  4,  5  and  6  in  a  die  counts  
as  a  hit,  every  1  in  a  die  removes  a  hit  and  generates  1  frustration  point.  If  you  get  
no   hits   the   move   results   in   a   fail.   If   you   get   1   hit   it   counts   as   a   weak   success,   2   to   3  
hits  count  as  a  strong  success  and  with  4+  hits  you  get  an  epic  success.  
 
e.g.,  Pancho  Tepec,  a  hard  angelero,  wants  to  drive  his  truck  while  some  fuckers  are  
shooting  at  him  from  a  rooftop.  The  Marakame  says  to  Jose  —Pancho’s  player—  he’s  
doing   it   under   fire,   rolling   Nerve   to   be   able   to   drive   thru.   He   has   Nerve   4,   so   Jose   rolls  
4   dice,   getting   the   following   results:   3,   1,   6,   5.   There   is   two   hits   (5   y   6),   but   the   1  
eliminates  one  of  them  and  generates  1  point  of  frustration.  Jose  gets  a  weak  success  (1  
hit),  the  Marakame  offers  him  a  hard  choice  or  alternative.    
 
When  the  player  gets  no  hits,  usually  —depending  on  the  move—  it  means  you  get  a  
chance  to  make  a  move,  as  hard  and  strong  as  you  wish.  See  the  Marakame  section  
for  more  details  on  your  moves.      
 
All  the  characters  get  access  to  the  following  basic  moves:  
 
Act under fire
When you are in trouble and want to act under fire roll Nerve. If your success is epic (4+), you do what
you wanted to and get +1d6 forward. If it’s strong (2-3), you act without any trouble. If it’s weak (1),
you flinch, hesitate or stall. The Marakame offers you a worst outcome, a hard bargain, or an ugly
choice.  
 
A la brava esé
When you act a la brava esé to overpower or hurt someone, not caring much for your own safety, roll
Fury. If your success is epic (4+) you apply all 4, plus 1 of them with double effect. If it’s strong (2-3),

  —10—  
choose 3. If it’s weak (1), choose 2 options:
• You dominate your enemy completely.
• You suffer little harm (-1 damage). Otherwise you suffer normal damage.
• You inflict terrible harm (+1 damage). Otherwise you inflict normal damage.
• You impress, dismay or frighten your enemy.

Harass
When you want to harass someone to make him do what you want, roll Fury. This involves imminent
violence and physical engagement with the person being intimidated. If your success is epic (4+),
they get no choice and do what you want. If it’s strong (2-3), they can choose between forcing your
hand and suck it up or yield and do what you want.. If it’s weak (1), they can choose 1:
• Get out of your way.
• Lock themselves up in a secure place.
• Give you something they think you want.
• Back off slowly, hands where you can see them.
• Tell you what you want to know (or what you want to hear).

Seduce/Manipulate
When you want to seduce or manipulate someone to get something from them, roll Passion.
For Non-Player Characters: If your success is epic (4+) the non-player character does what you want
without asking anything in return, and becomes obsessed with you. If it’s strong (2-3), they ask you to
promise something first, but later you choose if you keep your promise or not. If it’s weak (1), they ask
you to promise something first, if you do you must keep your promise. Also they need a concrete
assurance right now.
For Player Characters: If your success is epic (4+), choose both options, but if they do it they mark 3
points of experience instead of 1. If ir’s strong (2-3), choose both. If it’s weak (1), choose 1 option:
• If they do it, they mark experience.
• If they refuse is acting under fire.
• What they do after that is up to them.

Read a sitch
When you want to read a tense situation, roll Wit. If you get a success you can ask the Marakame
questions from the list below. Every time you act on the answers you get +1d6. If your success is epic
(4+), you can ask 3 questions, whatever you want, not limited to the list. If it’s strong (2-3), you can ask
3 questions from the list. If it’s weak (1), you can ask 1.
• Where is my best escape route / way in / way past?
• Which enemy is more vulnerable to me?
• Which enemy is the biggest threat?

  —11—  
• What should I be on the lookout for?
• What’s my enemies true position?
• Who’s in control here?

Read a person
When you want to read a person during a tense interaction to discern its intensions, roll Wit. If your
success is epic (4+), you get 3 holds, and you are not limited to the questions of the list. If it’s strong
(2-3), you get 2 holds. If it’s weak (1) you get 1 hold. While you interact with this person you may
expend your holds to ask its player one of this questions (1 question per 1 hold):
• Is your character telling the truth?
• What is your character really feeling?
• What does your character pretends to do?
• What does your character wishes me to do?
• How can I get your character to ______?

Help/Interfere
When you want to help or interfere with someone who is making a roll, roll Bond. If your success is
epic (4+), you apply +2 hits (help) or -3 hits (interfere). If it’s strong (2-3) or weak (1), you apply +1
hit (help) or -2 hits (interfere); but when it’s weak you expose yourself to fire, danger, retribution or
pay some price.

III.  Secondary  Moves  


 
Suck it up
When you receive harm and you want to suck it up roll Fury. If the success is epic (4+), choose 2, if it’s
strong (2-3), choose 1:
• You absorb –2 damage, the Marakame chooses 1 from the weak success list.
• You absorb –1 damage.
• You take the opportunity to inflict 1 damage to your attacker.
If the success is weak (1), you absorb –1 damage and the Marakame chooses 1 from the following list:
• You loose your footing.
• You lose your grip on whatever you’re holding.
• You lose track of someone or something you’re attending to.
• You miss noticing something important.
If you fail, they Marakame can choose 1 from the following options:
• You are out of action: unconscious, trapped, incapacitated or in shock.
• Is worst than it seems. You get +1 extra damage.

  —12—  
• Choose 2 from the weak success list.

Harm and Healing


When you inflict harm to a player character, that player marks +1 Bond towards your character (on her
character sheet) for each point of damage received. If this takes the Bond to 7 or more, she turns it back
to 2, and marks XP.
When you heal another player character, you mark +1 Bond with that character (on your sheet) for each
wound you healed. If this bring that Bond to 7 or more, you turn it back to 2 and mark XP.
When you hurt someone, they see you more clearly. When you heal someone, you see them more
clearly.

Follow your Ethos


When you act accordingly to your Ethos, and willingly follow your nature, you release 2 points of
frustration and gain 1 point of Nahuality.

Suppress your Ethos


When you suppress your Ethos to control your actions, going against your nature, you accumulate 2
frustration points and gain 1 point of Tonal.

Rage
When you unleash frustration and turn it into rage to act violently, you can spend 1 points of frustration
to add +1d6 forward to any move that uses the Fury attribute (maximum +3d6 per move).

End of session
At the end of every session:
• Choose a player character you think that knows you better than it used to, if you think there’s
more than one pick whichever you like. Tell that character’s player to add +1 to its Bond with
your character. If this takes it to 7, then it’s set back to 2 and that player character marks 1 point
of XP.
• For each point of accumulated frustration roll 1d6, if you get at least one hit, you loose 1 point
of Tonal. (Your frustration points stay as they are, so if you don’t release frustration in multiple
game sessions, each time the chances to loose Tonal will increase).

  —13—  
BOOK  TWO  
Dramatis  Personae  
I.  Trades  
 
The   trades   in   Nahual   RPG   are   like   an   extra   skin   to   add   to   the   characters,   another  
layer  that  gives  them  special  characteristics  and  unique  moves  related  to  each  trade.  
The   available   trades   are   three:   angelero,   diablero   and   shaman.   This   trades  
correspond   to   the   main   tasks   relevant   to   the   most   representative   elements   in   this  
setting:   the   angels   and   the   nahual.   Each   trade   interacts   in   its   own   way   with   this  
elements.   The   angelero   hunts   angels   to   commercialize   them.   The   diablero   catch  
demons   or   devils   (i.e.,   fallen   angels),   to   tame   them   and   enslave   them.   And   the  
shaman  is  obsessed  with  the  control  and  understanding  of  the  Nahual.          
Unlike   the   character   concepts,   the   same   trade   can   be   picked   by   more   than   one  
player  on  the  same  group.  This  is,  there  can  be  a  hard  angelero,  a  sneaky  angelero,  a  
leader  diablero  and  an  opportunist  diablero,  all  in  the  same  party.  There  can  even  be  
a   group   of   only   angeleros   or   only   diableros.   That   choice   is   up   to   the   players  
depending  of  what  kind  of  story  they  want  to  tell.  Remember  that  in  Nahual  RPG  the  
story  is  created  by  all  the  players,  in  real  time,  as  you  play  to  find  out.  Story  Now!  

Angelero  
 
The   angeleros   are   angel   hunters   and   merchants.   Their   trade   is   to   kill   angels   to   sell  
them   in   carnitas:   buche,   maciza,   tripitas,   pásele   joven,   what   are   you   ordering!   But   not  
only  that,  every  part  of  the  angel  is  profitable;  like  the  blood  for  making  the  Chingueré  
drink,  or  the  bones  for  the  prized  Angel  Dust.  If  the  customer  prefers,  he  can  also  buy  
the  whole  angel  in  one  piece  or  even  alive!  Customer  asks,  customer  gets.  
However,  killing  and  butchering  angels  is  not  easy,  to  do  so  requires  cold  blood.  Many  
cannot  stand  the  job  and  go  crazy  or  commit  suicide.  
Killing  angels  may  seem  disgusting,  and  it  is,  but  the  angeleros  were  born  to  do  this,  
they  are  beings  branded  by  fate.  
 
An   angelero   must   be   very   familiarized   with   his   trade,   knowing   about   the   qualities  
and   properties   of   the   angelic   matter,   as   well   as   the   different   ranks   and   types   of  
angels.  By  default  an  angelero  character  knows  his  trade  well  enough,  learned  from  
another  angelero  or  on  its  own.  If  you  wish  to  have  an  initiation  story  with  rookie  
characters,  talk  with  your  players  about  it,  so  you  can  create  together  the  characters  
history  and  decide  how  much  they  know  about  the  trade.    
 

  —14—  
The  tough  life  of  an  angelero  
The   must   difficult   and   significant   part   about   the   angelero   trade   is   known   as  
tablajeria,  which  is  the  adequate  killing  and  cutting  of  the  angel,  i.e.,  the  butcher  job.  
Killing  an  angel  can  be  traumatic,  but  cutting  it  into  pieces  can  eat  away  your  soul  
and  drive  you  into  madness.      
 
Tablajeria [inverted]
When you butcher an angel to profit from it’s parts, roll Tonal to try to bear the trauma of such an action,
and see how much product you were able to get (represented by barter points). If you fail, you
butcher the angel without any setback. You get 12 barter points. If your success is weak (1), the
experience has taken its toll on you. You have a +1d6 forward to your next angel butchering. You get 8
barter points. If its strong (2-3), you weren’t able to bear the trauma and you loose 1 points of Tonal.
You get 4 barter points. If your success is epic (4+), the trama has been so strong that you loose 2
points of Tonal, and the next time you interact with an angel you do so under fire. You get only 2 barter
points.  
 
Angelic  products  
The   main   resource   of   an   angelero,   and   its   main   income   source,   is   the   angelic  
products.    
The  meat,  the  blood  and  the  bones  are  the  must  profitable  parts  of  the  angel.    
When  creating  a  character,  at  the  beginning  of  a  game  session  or  after  an  ellipsis  in  
the  narrative,  the  angelero  player  can  use  the  Tablajeria  move  to  get  barter  points.  
Those   points   can   be   used   to   buy   angelic   or   mundane   objects   from   the   list   of  
equipment  (see  p.XX).  

Diablero  
 
The   diableros   are   dedicated   to   catching   devils   or   demons,   who   are   but   fallen   angels.  
However,   unlike   angels,   demon   meat   is   no   longer   good   for   eating,   it   is   in   fact  
poisonous!   That’s   why   the   diableros   catch   the   demons   alive   and   enslave   them.   While  
the  angeleros  are  hunters  and  merchants,  the  diableros  are  tamers  and  slaveholders.  
Captured  devils  are  trained  as  pit  fighters  in  clandestine  palenques,  as  hitmans  or  for  
heavy  duty.    
Diableros  have  to  be  disciplined  and  good  for  labor,  because  demons  are  tamed  with  
discipline  and  hard  work.  The  lazy  mind  is  the  devil’s  workshop,  my  granny  used  to  say.  
So,  there  is  no  choice,  hay  que  chingarle!  
 
When   the   diableros   catch   a   demon   to   train   it,   they   have   to   establish   a   special  
connection  first.  It’s  not  necessary  to  make  this  connection  to  catch  the  demon,  but  
it’s   a   requirement   for   the   training.   There’s   hundreds   of   ways   to   capture   a   diablo,  
depending  of  the  type  and  rank.  However,  every  demon  has  one  of  the  Seven  Deadly  
Sins   thru   which   it   exerts   its   influence.   When   the   connection   is   made,   the   diablero  

  —15—  
will  be  tempted  by  the  demon’s  sin.  A  virtue  must  be  used  to  resist  this  temptation.  
Thereafter,  the  taming  of  the  demon  is  a  struggle  that  requires  all  the  diablero’s  self-­‐
discipline  and  asceticism,  in  order  to  subdue  it.  
 
Pact with the devil
When you want to make a pact with the devil to establish a connection and be able to train it, roll
Passion. With any success you get a new Bond that represents how strong is your connection with that
particular devil, letting you try to train it or control it. If the success is epic (4+), you get Bond 6. If its
strong (2-3), you get Bond 4. If its weak (1), you get bond 2. If you fail, the demon gets loose from
any bindings it had, and charges enraged against you.
Once the Bond is stablished, the Marakame will tell you which is the Deadly Sin of the demon you are
trying to tame. You must counter it with the corresponding Virtue (see below). Hereafter this virtue will
be part of your character Ethos.  
 
The  sin  and  the  penance  
A  diablero  training  a  demon  is  constantly  tempted  by  it.  Each  demon  has  a  Deadly  
Sin  to  exert  its  influence.  This  sin  can  be  the  same  the  character  has  as  Vice  but  not  
necessarily.   The   following   is   a   list   of   the   Seven   Deadly   Sins   and   the   actions   that  
represents  them:  
 
Lust:   uncontrollable   sexual   desire   (an   object   of   the   desire   or   a   particular   sexual  
preference  must  be  defined).  
Sloth:  always  make  the  smallest  possible  effort,  get  what  you  want  without  moving  
a  finger.  
Gluttony:  irresistible  addiction  to  something  (food,  drink,  drugs,  etc.)  
Wrath:  violent  reaction  to  the  slightest  provocation,  use  of  unnecessary  violence.  
Envy:   not   bearing   that   others   have   something   you   don’t,   or   that   they   are   treated  
better  than  you.  
Greed:  to  acquire  possessions  no  matter  what,  complete  lack  of  charity.  
Pride:   not   bearing   any  insult,   being   told   what   to   do,   or   being   under   the   supervision  
of  others.  
 
To   counteract   the   influent   of   the   demon   in   training,   the   diablero   must   interpose   a  
proper   Virtue.   The   following   list   shows   the   virtues   with   its   corresponding   deadly  
sin:  
Against  Lust,  Chastity.  
Against  Sloth,  Diligence.  
Against  Gluttony,  Temperance.  
Against    Wrath,  Patience.  
Against  Envy,  Kindness.  
Against  Greed,  Charity.  
Against  Pride,  Humility.    
 
Since  the  corresponding  virtue  is  now  part  of  the  character  Ethos,  you  have  to  give  

  —16—  
the   same   treatment.   The   only   difference   being   that   when   the   player   chooses  
between  standing  firm  on  its  Virtue,  or  surrendering  to  temptation,  one  of  these  two  
moves  kicks  in:  Resist  the  temptation  or  Succumb  to  sin.  
 
Resist the temptation
When you resist the temptation interposing your Virtue, you get 2 points of frustration and 1 point of
Tonal.

Succumb to sin
When you can’t stand the temptation and succumb to sin, you release 4 points of frustration and loose
1 point of Tonal. Also you get a –1 to your Bond with your devil and mark 2 points of experience.  
 
The devil’s work
Al least once per day, while your character is off-screen, you should dedicate time to your demon,
working on its harnesses and bindings, cleaning its cage, training it, etc. After this devil’s work, roll
Bond. If your success is epic (4+), you can add +1 to your devil Bond or +1 to your Tonal, your choice.
If its strong (2-3), you get +1d6 forward in your next roll for this move. If its weak (1), your work was
ok, but barely enough, you must put more effort the next time. If you fail, your work was mediocre and
without real effort. Mark 1 fail, if this is the third fail you mark, you get -1 to your devil Bond and erase
al the marked fails.  
 
As   with   the   regular   Bonds,   if   your   devil   Bond   gets   to   7,   you   mark   1   point   of  
experience  and  the  Bond  goes  backs  to  1.  However,  if  the  Bond  gets  to  0,  it    breaks  
and   you   need   to   try   to   establish   it   again.   If   your   demon   was   not   somehow  
restrained,  it  will  attack  you  immediately.  
 
Dancing  with  the  devil  
Diablero   characters   can   benefits   from   their   diablos,   if   they   are   willing   to   take   the  
risks.  Using  a  devil  is  always  playing  with  fire,  no  matter  how  well  trained  it  is,  the  
devil  is  a  wild  beast  whose  only  intentions  are  to  satisfy  its  instincts  and  shred  its  
diablero  apart,  in  that  order.  The  must  direct  option  for  a  diablero  is  to  use  the  devil  
to   make   aggressive   moves,   like   Harass   or   A   la   brava   esé.   In   those   cases   the   player  
will   use   the   devil   attributes,   and   the   devil   will   be   the   one   receiving   and   inflicting  
harm.  See  page  XX  for  more  details  on  the  different  kinds  of  devils  and  its  attributes.  
As  well  as  the  rules  to  use  them  when  making  moves.    

  —17—  
Shaman  
 
The   shamans   are   in   a   quest   for   power   and   knowledge.   For   what   purposes?   That  
depends  on  each  person.  Their  sole  interest  is  to  become  great  brujos  nahual  and  don’t  
give  a  shit  about  everything  else.  They  don’t  care  about  material  possessions,  nor  look  
for  a  place  in  society,  because  they  know  that  all  these  are  insignificant  next  to  infinite  
greatness  of  the  Nahual.    
They   are   owners   of   secrets   and   ancient   traditions   that   allow   them   a   fucking   great  
communion  with  their  nahual.  Untethered  and  freed  of  responsibilities,  shamans  know  
themselves   better   than   anyone.   And   because   they   have   forgone   the   material   world,   it’s  
easier   for   them   to   break   its   bindings.   The   shamans   are   above   all   ascetics   and   spiritual  
beings.  
 
There’s   many   types   of   shamans   in   the   universe   of   Nahual   RPG,   greedy,   corrupt,  
mercenaries,   mediocres   and   more.   However,   the   shaman   character   is   a   particular  
kind  of  shaman.  His  only  ambition,  if  any,  is  power.    
While   a   diablero   is   ascetic   out   of   necessity,   the   shaman   character   is   by   its   own  
conviction.  Matter  and  its  bindings  are  of  no  interest  to  him,  so  they  don’t  want  any  
material   goods   or   wealth.   However,   that   doesn’t   mean   the   shaman   is   a   good   soul.  
Not   necessarily.   A   shaman   character   wants   to   control   the   Nahual,   to   understand   it  
and  to  get  his  power.  Be  it  for  doing  good,  to  help  his  family  or  an  entire  village,  or  
for  subdue,  control  and  impose  his  will.  
 
Frecuent flyer
You are very used to the effects of the hearts of the heaven and the earth, so the result is more stable.
When you want to boost the nahual with one of these methods, you roll 2d6 instead of 1d6 and choose
the die that best suits your needs.

Echoes from the past


Once per session, after you roll for a Nahual move and you don’t like the result, you can summon the
help of your ancestors to re-roll the move, with a +1d6 forward. (No matter the result you have to keep
the second roll).

The heart of the earth


When creating a character, at the beginning of every session, or after an ellipsis in the narrative, roll
Nahuality, to determine how many hearts of the earth (see p.XX) you were able to harvest. If your
success is epic (4+), you get 5 hearts of the earth. If its strong (2-3), you get 3 hearts. If its weak (1),
you get 1 heart. If you fail, you don’t get heart.  

  —18—  
II.  Archetypes  
 
Archetypes   define   the   characters   concepts.   Their   personality,   obsessions,   what   they  
are   good   for   and   what   they   aren’t.   Each   Archetype   is   unique   and   represents   a  
particular   kind   of   character:   the   tough   guy,   the   smarty,   the   one   that   always   gets  
away   with   it,   etc.   During   the   first   session   you   must   choose   which   Archetype   you  
want   to   play,   talk   with   the   other   players   and   come   to   an   agreement,   because  
duplicates   are   not   allowed.   Each   Archetype   indicates   the   attributes   modifiers,  
behaviors  and  unique  moves.    
 
Anatomy  of  the  Archetypes  
 
Attributes  
During   character   creation,   each   Archetype   lists   four   groups   of   different   attributes  
values.  Pick  those  you  like  the  must  and  write  them  down  in  your  character  sheet.    
 
Trades  
Unlike  Archetypes,  the  Trades  can  be  duplicated  between  player  characters.  Even  an  
entire   party   can   share   the   same   Trade.   However   each   member   will   be   unique  
depending   on   its   Archetype.   A   Hard   Angelero   is   not   the   same   as   an   Opportunist  
Angelero,  as  well  as  a  Shield  Diablero  is  very  different  from  a  Sneaky  Diablero,  and  
so  on.  So,  depending  on  its  Trade,  your  character  will  get  a  special  move,  unique  to  
its  Archetype.  
 
Moves  
All   characters   have   access   to   the   basic   and   secondary   moves,   also   they   get   Nahual  
and  Trade  moves.  However,  the  moves  unique  to  your  character  are  defined  by  its  
Archetype.  During  character  creation  you  would  choose  two  moves,  but  you  need  to  
pay   attention   because   there   are   some   that   require   a   specific   Behavior   to   choose  
them.   Also,   you   will   be   able   to   buy   more   moves   with   experience   points,   as   the   game  
progresses,   so   don’t   worry   if   you   can’t   make   up   your   mind   during   character  
creation.  

  —19—  
The  Hard  
 
Nobody   messes   with   the   Hard.   He’s   explosive   and   never   fucks   around.   Always   strikes  
first   and   asks   questions   later.   The   Hard   is   a   killing   machine,   and   when   things   get   ugly,  
you   better   want   him   on   your   side.   But   you   gotta   be   careful,   because   he’s   a   stubborn  
bastard,  tetchy  and  quick  to  violence.  
 
ATTRIBUTE  
   
MODIFIERS    
 
I. Fury  5,  Nerve  3,  Wit  2,  Passion  4  
II. Fury  5,  Nerve  3,  Wit  4,  Passion  2  
III. Fury  5,  Nerve  2,  Wit  4,  Passion  3  
IV. Fury  5,  Nerve  2,  Wit  3,  Passion  4  
 
TRADES  
     
 
Angelero  
Cold blooded
When you cut an angel into pieces you get -1 hits to your Tonal roll.
 
Diablero  
Survival of the fittest
When you make a pact with the devil, you rely on your brute force rather than your empathy to impose
yourself. Roll Fury instead of Passion.
 
Shaman  
Beast within
When you unleash your nahual, you get +1 Fury and harm+1, extra to the regular modifiers of the
level you reached.  
 
MOVES  
     
 
Battle-hardened
When in battle and acting under fire, roll Fury instead of Nerve.

  —20—  
Who’s the Boss
When in battle and focused on fighting the strongest enemy, you get +2d6 ongoing in your rolls
related to that foe.

Merciless
When acting a la brava esé or trying to harass someone, you get +1d6 ongoing.

Predatory Instinct
When you read a sitch, roll Nahuality instead of Wit.

Blood thirst
When you inflict harm, you inflict +1 harm.

Unleashed fury
You get +1 to Fury (meaning Fury 6).

  —21—  
The  Shield  
 
When  you  know  that  someone  watches  your  back,  life  is  easier.  The  Shield  will  always  
be   there   to   save   your   ass.   He’s   a   defender   who   puts   the   safety   of   others   before   his   own,  
always   looking   after   the   weak.   But   hey,   be   careful   about   going   bully   in   his   presence,  
because  then  you’ll  know  what  it  is  to  love  God  in  the  land  of  the  Indians.  
 
ATTRIBUTE  
   
MODIFIERS    
 
I. Fury  4,  Nerve  3,  Wit  2,  Passion  5  
II. Fury  4,  Nerve  2,  Wit  3,  Passion  5  
III. Fury  5,  Nerve  3,  Wit  2,  Passion  4  
IV. Fury  5,  Nerve  2,  Wit  3,  Passion  4  
 
TRADES  
     
 
Angelero  
Angel Hands
When using angelic products or a nahual power to heal others, add +1 to the amount of wounds you
can heal.
 
Diablero  
Guardian Devil
You can use your devil to make a Martyr move. Even if you don’t have that move.
 
Shaman  
Earth Skin
When you wear the skin of your nahual, you get resistance+1, extra to the regular modifiers of the level
you reached.
 
 
MOVES  
     
 
Bodyguard
After the Bonds between characters are set, identify with whom do you have the biggest Bond.
Whenever you act to protect or aid that character you get +2d6 ongoing.

  —22—  
Martyr
When an ally is about to receive harm, you can interpose yourself to receive that harm instead, if you
do, you get resistance +2 and +1 hit for your roll if you decide to suck it up.

Protective Instinct
When you act under fire while protecting someone, roll Passion instead of Nerve.

Resilient
When you are protecting others you get resistance+1.

Take it easy!
When you want to harass someone to persuade them from their violent intentions, roll Passion instead
of Fury. If they force your hand, you do only 1 harm. If you get an epic success (4+) you unarm your
opponent (if armed) and destroy the weapon in an astonishing feat. If there are other hostile beings,
1d6 of them cease on their intensions, impressed by your feat.

Eye for an eye


When you inflict harm to a bully (you must know it’s a bully) you inflict harm+2.

  —23—  
The  Opportunist  
 
Watch  out  for  the  Opportunist!  You  better  keep  an  eye  on  him,  because  he  never  lets  go  
the   slightest   change   to   take   advantage,   seeking   only   his   self-­interest.   Sometimes   he’s   a  
team   player,   but   if   something   turns   out   against   his   convenience,   he   will   flinch.   The  
Opportunist   doesn’t   like   direct   confrontation   unless   he’s   got   the   upper   hand.  
Remember:  el  que  agandalla  no  batalla!  
 
ATTRIBUTE  
   
MODIFIERS    
 
• Fury  2,  Nerve  3,  Wit  5,  Passion  4  
• Fury  2,  Nerve  4,  Wit  5,  Passion  3  
• Fury  3,  Nerve  2,  Wit  5,  Passion  4  
• Fury  3,  Nerve  4,  Wit  5,  Passion  2  
 
 
TRADES  
     
 
Angelero  
Who are you working for?
When another player uses the move Tablajeria, you kindly offer your help. Make them roll for the
Finders keepers, losers weepers move (even if you don’t have it). If your victim fails, you can steal half
the Barter from Tablajeria.
If there are no other angelero players, you and the Marakame must create and NPC for your kind
endeavors. The Marakame will define the amount of Barter you get if you succeed.
 
Diablero  
Wits over Will
When you make a pact with the devil, you rely on your wits and cunning rather than your willpower to
dominate your devil. Roll Wit instead of Passion when you use this move.
 
Shaman  
Alebrije’s Luck
You have exceptional luck, some alebrije spirit must be watching over you. Once per game session, you
can re-roll a move if you don’t like the results. If the new roll is worst you can choose to keep the old
one.
 

  —24—  
 
MOVES  
     
 
Fear doesn’t ride a donkey
When you are in danger and you want to live to tell the tale, name your escape route and roll Wit. If
your success is epic (4+) you escape and you can take with you something of your choice. If its strong
(2-3), you are gone with the wind. If its weak (1), you can go or stay, but if you go it costs you: leave
something behind, or take something with you, the Marakame will tell you what. If you fail, you’re
caught vulnerable, half in and half out.

Sharp
When you read a sitch and you act on the Marakame answers, you get +2d6 ongoing instead of +1d6.

Opportunistic
When you interfere with someone who’s rolling, roll Wit instead of Bond. Asshole!

Finders keepers, losers weepers


When you try to snatch something away, if your victim is an NPC, roll Wit. If your success is epic (4+),
you snatch what you wanted, but you also get an extra, the Marakame will tell you what. If its strong
(2-3), you get what you wanted without any trouble. If its weak (1), you can snatch it or not, but if you
do, they’ll notice you did. If you fail, you’re caught vulnerable.
If the victim is another PC, have them roll their Bond with you. In a fail, the victim is unaware, you
snatch what you wanted. If the success is weak (1), you can snatch it or not, but if you do, they’ll notice
you did. If it’s strong (2-3), you didn’t make it and you’re caught vulnerable. If it’s epic (4+) you are
caught and the victim is now fully aware of your true nature, getting Bond +1 towards you.

Pick on someone your own size!


When in battle and focused on fighting a weaker opponent, you get +1d6 ongoing to your rolls related
to your fight with that foe.

  —25—  
The  Sneaky  
 
You  can  never  know  what  the  Sneaky  is  planning.  He  is  a  quiet  fellow  and  doesn’t  like  
attention.  Cold  and  calculating,  he  always  waits  for  the  right  moment  to  act,  knowing  
that  patience  is  his  best  weapon.  
If  the  Sneaky  wants  to  fuck  you,  it  will  be  already  too  late  when  you  find  out.  So  handle  
him  with  kid  gloves.  If  you  wrong  him,  you’ll  never  know  when  payback  is  coming.    
 
ATTRIBUTE  
   
MODIFIERS    
 
• Fury  3,  Nerve  4,  Wit  5,  Passion  2  
• Fury  2,  Nerve  4,  Wit  5,  Passion  3  
• Fury  3,  Nerve  5,  Wit  4,  Passion  2  
• Fury  2,  Nerve  5,  Wit  4,  Passion  3  
 
TRADES  
     
 
Angelero  
Frequent Client
When you use the moves Sneak Attack or Eyes of the Hunter against any angel, you get +1 hit (this
accumulates with the +1 from Sneak Attack, making it +2 hits against angels).
 
Diablero  
Haste is of the Devil
When you make a pact with the devil or do your devil’s work, you rely on your patience and cool head
rather than your willpower to dominate your devil. Roll Wit instead of Passion when you use this move.
 
Shaman  
Lord of the Night
When you wear the skin of your nahual, you can use the move Under the Night’s Veil, even if you don’t
have it. In case you do, you get +1 hit extra to the regular benefits of that move.
 
MOVES  
     
 
Sneak Attack
When you attack a la brava ese from a vantage point and unseen, you get +1 hit.

  —26—  
Calculating
When you read a sitch, you get +1d6 ongoing.

Perfect plan
When you read a sitch and act under the Marakame answers, you get +2d6 ongoing instead of +1d6.

Ice in the Veins


When you act a la brava esé, roll Nerve, instead of Fury.

Under the Night’s Veil


When you want to be unseen, or disregarded you get +2d6 ongoing. This bonus is lost once you have
been spotted.

Eyes of the Hunter


When you study an enemy for a few minutes, to find weak spots, roll Wit. If your success is epic (4+),
now know your target like the back of your hand, +2d6 ongoing for life against it. If is strong (2-3),
you get a clear and accurate idea of the target’s ways and tactics, +1d6 ongoing for the rest of the
encounter. If is weak (1), you get a vague and fleeting glimpse, +1d6 forward.

  —27—  
The  Nerd  
 
If  you  got  a  question,  ask  the  Nerd.  That  smart-­ass  is  a  walking  library.  Also,  with  all  
those  gadgets  and  techie  stuff  he  can  be  useful.  Hacking  and  manipulating  electronics  
are  his  specialty.  But  not  only  that;  the  Nerd  also  knows  one  or  two  interesting  things  
about  angels,  demons  and  nahuales.  How  does  he  know  so  much?  Hell  if  I  know!  Go  and  
ask  a  Nerd.  
 
ATTRIBUTE  
   
MODIFIERS    
 
• Fury  2,  Nerve  5,  Wit  5,  Passion  2  
• Fury  3,  Nerve  4,  Wit  5,  Passion  2  
• Fury  2,  Nerve  4,  Wit  5,  Passion  3  
• Fury  2,  Nerve  3,  Wit  6,  Passion  2  
 
TRADES  
     
 
Angelero  
Gift of Tongues
You know so many languages that it seems you have the divine gift to speak in tongues. This includes
dead or extinct languages, as well as the angelic Enochian language.
 
Diablero  
Observer v6.0
When you want to get detailed information about something or someone, call you Observer v6.0 and
roll Wit. If your success is epic (4+), the Observer arrives immediately and gives you details about it. If
it’s strong (2-3), choose 1. If it’s weak (1) choose both:
• The Observer needs considerable time to get the intel.
• The intel is not enough or it lacks details.
If you get a fail, the Observer is out getting drunk, partying or is repairing itself. You must wait until the
next day to call it again.
 
Observer  v6.0  
The   Observer   is   a   little   cyborg   devil   that   the   Nerd   diablero   has   hacked   and   gain  
control   for   its   personal   use.   They   are   designed   as   spies   from   hell,   and   work  
excellent  as  an  intel  source.    
Unfortunately,  the  Nerd  usually  profits  from  some  bugs  in  some  faulty  models  to  be  
able  to  hack  them.  This  bugs  make  the  Observer  a  little  bit  unpredictable  and  not  
always  efficient.  And  also  they  have  a  curious  personality,  difficult  to  handle.    

  —28—  
Shaman  
Meditation
When you spend at least one hour on meditation, roll Nerve. If your success is epic (4+), you gets 3
holds. If it’s strong (2-3) you get 2 holds. If it’s weak (1) you get 1 hold. When you unleash your
nahual, you can expend your holds to eliminate hits from your roll (1 hold for 1 hit).
 
MOVES  
     
 
Your mouth full of reason
When a character comes to you for advice about something important, tell them what you honestly
think about it. If they use your advice they et +1d6 ongoing in their rolls to deal with that matter, and
you mark experience.

The right tool


When you need some gadget or specialized device, roll Wit. If your success is epic (4+), you have it
with you and it’s of excellent quality, you get +1d6 ongoing when you use it. If it’s strong (2-3), you
have it with you. If it is weak (1), you have it but not with you, it’ll take some time to go and get it. If
you fail, had it but it is broken or it’s been stolen from you.

Multitasking
You have the capacity and the knowledge to carry out 2 Trades, choose a second Trade and apply its
benefits.

Machine Language
You know the electronic systems and devices, that it seems you speak their language. When you want
to hack any electronic system, roll Wit. If your success is epic (4+), you get what you wanted plus an
extra, the Marakame will tell you what. If it’s strong (2-3), you get what you wanted. If it is weak (1),
choose 1:
• You get what you want, but they discover your intrusion.
• You don’t get what you want, but none notices your intrusion into the system.

Mind Palace
When you consult you accumulated knowledge to solve a problem or find an answer, roll Wit. If your
success is epic (4+) or strong (2-3), you immediately get concrete and accurate information about
the matter (also in an epic success you get +1d6 ongoing when you use such information). If it is weak
(1), choose 1:

  —29—  
• It takes you longer than you expected to search thru your mind palace, but you get what you
need.
• You get only partial or vague information.
• You don’t have the answer, but you know who does or where to find it.

“Believe me, I know about this”


When you want to manipulate someone, roll Wit instead of Passion.

  —30—  
III.  The  Nahual  
 
We  all  have  our  nahual:  is  the  innermost  part  of  the  unconscious  mind,  the  wildest  
in  each  of  us.  The  nahual  is  infinite.  Is  the  energy  that  permeates  and  connects  the  
Cosmos.  Is  everything  that  surpasses  our  comprehension.  
When  you  awaken  the  nahual  and  recognize  it,  unimaginable  powers  are  acquired.  
The   degree   of   awareness   of   the   nahual   is   known   as   Nahuality.   It   is   a   state   of   the  
conscious   mind   in   which   the   shackles   of   matter   are   broken,   to   a   greater   or   lesser  
extent.  To  be  able  to  shape  shift  and  access  the  various  levels  of  Nahuality,  you  have  
to  commune  with  your  nahual  and  let  it  open  the  doors  of  infinity,  thus  allowing  you  
to   alter   the   laws   of   physics.   However,   being   able   to   control   the   nahual   is   no   easy  
task.  For  many,  it’s  a  lifetime  journey.  

Hunter  Nahual  and  Dreamer  Nahual  


There   are   two   branches   of   the   nahual   that   define   people’s   behavior.   One   is   the  
hunter   nahual,   and   the   other   is   the   dreamer   nahual.   The   hunter   is   a   pro-­‐active  
person,   impulsive,   direct,   in   constant   movement,   acts   before   thinking   and   has   a  
short-­‐term   thinking,   is   highly   sexual   and   voracious   in   all   aspects.   A   dreamer   is   a  
passive  person,  analytic,  cool-­‐headed,  creative,  and  sensitive,  prefers  to  act  in  a  long-­‐
term  plan,  knows  how  to  build  and  organize.  
 
Each  Archetype  is  linked  to  one  of  these  two  behaviors.  The  Hard,  the  Shield  and  the  
Oppotunist   are   hunters.   The   Sneaky,   the   Seducer   and   the   Nerd   are   dreamers.   And  
lastly,   the   Leader   and   the   Tumbler   are   the   only   two   Archetypes   that   can   be   either  
hunter  or  dreamer.    
 
 
The  transformation  
There   are   various   levels   or   stages   of   transformation;   those   are   explained   with   more  
detail  below.  To  transform,  a  player  uses  the  move  Unleash  the  nahual  (p.XX).  Each  
stage  indicates  the  Nahuality  score  required  to  achieve  it.    
The  mask  and  the  hallucinogenic  drugs  (including  the  alebrije’s  blood)  can  boost  the  
Nahuality   temporary   to   access   greater   levels   of   transformation,   although   they   are  
not  a  necessity.  
The   more   experienced   nahuales   begin   to   control   the   transformation   at   will;   this  
however  requires  equilibrium  between  the  Nahuality  and  the  Tonal.  If  they  are  both  
the  same,  and  the  Nahuality  is  at  least  equal  to  or  greater  than  the  desired  stage,  the  
transformation  is  automatic.  
For   the   equilibrium,   only   the   natural   levels   of   Nahuality   and   Tonal   are   compared.  
This   means   that   the   levels   gained   by   artificial   means   (mask   or   drugs)   are   not  
considered  in  the  comparison.    
 
Boost  the  nahual  

  —31—  
The  mask  (see  The  visage  of  the  Earth  below)  and  the  hallucinogenic  drugs  help  to  
boost  the  nahual,  allowing  access  to  grades  above  the  natural  level  of  Nahuality.  
 
Item   Boost  
Mask   +1  to  Nahuality  
Alebrije’s  blood   +2  to  Nahuality  
The  Heart  of  the  Earth  (peyote)   +1d6  to  Nahuality  
The   Heart   of   the   Heavens   (angel’s   +1d6   to  
heart)   Nahuality*  
 
*The  boost  to  Nahuality  obtained  by  the  Heart  of  the  Heavens  can  vary  depending  on  
the  rank  of  the  angel.    

The  visage  of  the  Nahual  


To   be   able   to   channel   its   infinite   power,   the   Nahual   is   associated   with   a   totemic  
animal,   one   that   has   a   strong   significance   to   the   apprentice   of   brujo   nahual,  
something   close   to   him   or   his   past.   Once   the   animal   is   identified,   the   apprentice   can  
use   it   as   focal   point   or   anchor,   it’s   a   learning   tool   for   assimilating   and  
comprehending  the  Nahual.

Totemic  Animals
The   moment   the   nahual   is   awakened,   each   person   chooses   a   form   to   use   as   focus  
and  connect  with  the  infinite  energy  of  the  Nahual.  
In   general   this   form   is   a   vertebrate   animal,   which   has   a   strong   significance   to   the  
person   that   wants   to   unleash   the   nahual.   This   animal   is   the   shape   achieved   with   the  
transformation.   This   resource   is   only   needed   while   the   apprentice   is   learning   to  
control  the  nahual,  the  more  powerful  brujos  have  gained  a  superior  knowledge  of  
the  Nahual,  and  so  they  no  longer  need  a  particular  totemic  animal.  This  brujos  can  
take  various  animal  forms  or  even  a  mix  of  two  or  more  animals.  

Aspects  of  the  nahual  


Even   though   the   totemic   animal   of   a   beginning   nahual   is   fixed,   its   qualities   and  
abilities   are   somehow   flexible.   When   the   nahual   is   unleashed,   the   player   can  
summon  a  particular  aspect  of  the  totemic  animal  that  corresponds  to  the  current  
situation  the  character  is  facing.  The  player  narrates  the  character’s  actions,  saying  
how  the  aspect  helps  in  the  situation.  The  Marakame  then  will  give  the  player  a  +1  
or  +2  hits  depending  how  well  the  actions  and  aspect  match.  Also  the  Marakame  can  
allow  the  action  without  any  roll  or  move  involved,  if  it’s  easy  enough.  
 
e.g.,   Temo   is   an   Angelero,   and   his   nahual   is   an   eagle.   He’s   watching   from   a   high  
building  rooftop  down  into  an  alley,  where  some  cherubim  dealers  are  meeting.  He’s  

  —32—  
transformed   to   the   Third   Stage   of   his   nahual.   “Using   his   eagle   vision”,   says   Temo’s  
player,   “Temo   wants   to   know   what   are   the   dealers   doing   down   there.”   The   Marakame  
then  asks:  “Is  he  reading  a  sitch?”  “No.  I  just  want  to  know  how  many  are  they,  and  if  
they   are   armed.”   The   Marakame   considers   the   situation,   and   decides   that   the   aspect  
named  by  Temo’s  player  (eagle  vision)  is  enough  to  give  a  description  of  the  dealers,  
as   if   Temo   were   down   there.   No   roll   needed.   If   the   player   wanted   to   read   the   sitch  
instead,   the   Marakame   may   have   granted   a   +1   hit   bonus;   or   maybe   not,   considering  
that   being   able   to   read   a   sitch   from   such   a   distance   away   was   enough   benefit   from  
that  nahual  aspect.  

The  Stages  of  Nahuality


First  Stage
(Nahuality  3)  

In  this  stage  the  sensation  is  similar  to  being  drunk  or  high.  Regarding  anatomical  
changes,   the   face   starts   to   show   animal   features.   The   iris   grows   in   diameter   and   the  
pupil  dilates  almost  to  the  edge  of  the  iris.  At  first  glance  we  see  a  common  person,  
with   some   weird   features   but   nothing   else.   In   this   stage   the   nahual   can   use   guns,  
drive   cars   and   make   all   kind   of   regular   things,   but   awkwardly,   as   if   being   drunk.  
When  wearing  a  mask  the  changes  are  not  visible.

The   physical   strength   augments.   Also   the   sensorial   activity   increases.   In   particular  
the  hearing  and  smell  senses.  The  nahual  can  see  at  night  and  the  light  makes  him  
uncomfortable   (in   a   bright   light   environment   it   will   be   acting   under   fire   all   the  
time).   The   vocal   chords   suffer   alterations   and   the   voice   becomes   deep   and  
cavernous.

Out  of  control


The  hunter  nahuals  gain  a  certain  appetite  for  meet,  fighting  and  predatory  behavior  
in  general.  The  dreamer  nahuals  increase  their  sensorial  tastes;  they  run,  they  sing,  
they  contemplate  and  pay  attention  to  the  body  sensations.  As  an  example:  hunters  
may   become   prone   to   fight   and   very   sexually   active.   Dreamers   can   spend   hours  
feeling  the  air  running  thru  their  skin.

Modifiers  
+1  Fury,  +1  Wit.

Second  Stage    
(Nahuality  6)  

In  the  second  stage  the  drunken  sensation  increases.  If  out  of  control  the  experience  
can  feel  like  a  bad  drug  trip.  

  —33—  
 
If  the  nahual  is  wearing  clothes  when  transformed,  this  start  to  merge  with  the  skin,  
through   them   the   environment   can   de   felt,   and   if   hurt   the   clothes   can   “bleed”.  
Regarding  body  changes,  the  back  starts  to  curve.  The  eyes  are  now  black  spheres,  
apt  for  seem  in  utter  darkness.  And  even  though  words  can  still  be  articulated,  this  
are  more  grunts  than  anything.

The  physical  strength  keeps  increasing;  the  nahual  can  do  considerable  jumps  and  
the  climbing  skills  improve.  The  skin  acquires  a  hardness  that  makes  it  immune  to  
piercing  and  slashing  weapons  if  they  are  not  applied  with  enough  strength.

Out  of  control  


The   ego   starts   to   banish,   provoking   fear   and   anguish.   The   nahual   is   always  
dangerous,   but   in   this   stage   is   even   more   because   it   acts   guided   by   feelings   that   can  
be  very  confusing.  At  this  point  the  nahual  can  make  an  attempt  to  its  own  life.  
The   nahual   becomes   very   sexually   active.   The   hunter   will   look   for   sex   at   all   cost,  
even  raping  if  needed.  The  dreamer  will  look  for  sex  too,  but  its  tactics  will  be  less  
aggressive.  At  this  stage  the  nahual  exhumes  a  strong  smell  to  hormones.  The  nahual  
smells  like  sex.  

Modifiers  
+2  Fury,  +1  Wit,  Resistance  +1  (against  slashing  and  piercing  weapons)

Third  Stage    
(Nahuality  9)  

The  nahual  is  very  sensitive  to  the  movement  around  him.  In  this  stage  the  nahual  
can  inflict  deadly  wounds  just  with  mere  intention,  as  well  as  making  its  victims  ill  
with  mere  intention.  If  the  nahual  is  controlled,  it  can  also  heal  others.  

When  the  nahual  is  wearing  a  mask,  this  blends  with  the  skin,  as  does  the  clothing  
too.  Some  nahuals  feel  uncomfortable  with  the  sensation  and  tear  their  cloths  off,  or  
prefer  to  get  naked  before  unleashing  the  nahual.

The   body   is   completely   bent   and   walking   is   done   like   that   of   the   great   apes:  
sometimes   in   two   legs,   sometimes   in   all   four.     This   is   because   the   legs   are   now  
transformed   into   hind   legs.   This   change   gives   the   nahual   higher   speed   and   agility.  
The  jumps  now  have  a  great  potency.  The  thumb  has  retracted  enough  to  the  point  
of  being  almost  useless,  so  is  virtually  impossible  to  manipulate  tools  anymore.

Out  of  control  


Consciousness   is   almost   gone.   Perception   is   now   completely   animal,   so   are   the  
reactions  and  behaviors.  Depending  on  the  situation,  the  nahual  will  act  following  its  
most   basic   instincts.   The   ability   to   communicate   with   humans   has   almost  
disappeared,  the  nahual  can  understand  intentions  and  voice  tones,  but  it’s  unable  

  —34—  
to  articulate  words.  

Modifiers  
+3  Fury,  +2  Wit,  Resistance  +2  

Fourth  Stage:  The  Nahual    


(Nahuality  18)  

The   nahual   shape   is   now   completely   animal.   Although   is   far   from   beign   mistaken  
with   a   human,   this   animal   form   still   shows   some   vague   human   features,   like   the  
fingers   and   torso.   The   sensorial   capacities   are   at   its   peak,   and   the   strength   is   now  
greatly  enhanced:  the  nahual  can  tear  down  a  car  barehanded.  The  jumps  now  cover  
great  distances.  It  can  heal  or  make  ill  with  mere  intention.  Not  just  a  single  person  
but  small  villages.  It  can  intervene  the  dreams  and  modify  some  behaviors.  
Someone   who   controls   this   stage   can   now   become   the   leader   of   an   important   group  
of  people.  During  the  Colony  these  were  the  most  wanted  brujos  nahuales,  because  
their   influence   could   start   revolts   of   entire   villages   against   the   control   of   the  
Criollos.

Out  of  control  


At   this   level   the   nahual   is   no   longer   a   confused   animal.   The   amount   of   power   allows  
it   to   focus   on   some   hidden   or   unconscious   desire   of   the   person   who   has   changed.  
This   desire   will   be   the   force   driving   all   its   actions,   and   it   can   be   almost   anything.  
This   stage   out   of   control   is   an   open   door   to   the   suppressed   fillings   of   the  
unconscious  mind.    

Modifiers  
+5  Fury,  +3  Wit,  Resistance  +3  
 
Fifth  Stage:  The  Dragon    
(Nahuality  24)  

At  this  stage  all  the  laws  of  nature  can  be  broken.  
Very  often,  the  shape  of  the  totemic  animal  is  contaminated  by  features  of  another  
animal  (a  jaguar  with  wings,  a  deer  with  the  skin  of  a  raccoon,  a  bear  with  antlers).  
This  kind  of  alterations  are  depicted  by  the  Native  American  totems  and  they  were  
the   ones   giving   birth   in   ancient   times   to   myths   and   legends,   like   Quetzalcoatl,   the  
feathered  serpent.  
With  the  control  of  this  stage,  the  brujo  nahual  can  intervene  the  dreams  of  whole  
communities,  and  guide  the  will  of  the  people.  
Without   control   of   these   high   levels   of   power,   the   nahual   is   just   a   brutal   entity,  
destroying  everything  on  its  path.  

  —35—  
Modifiers
This  stage  is  beyond  any  attribute.  The  Marakame  will  tell  you  the  extents  of  your  
power.

Sixth  Stage:  The  God    


(Nahuality  36)  

At  this  stage  the  power  of  a  god  is  awakened.  The  nahual  can  now  make  dimensional  
jumps,  including  in  the  fourth  dimension.  The  nahual  can  travel  trough  time.  
This  is  known  according  to  what  some  of  the  most  experienced  brujos  were  able  to  
foresee,  however  there  is  no  account  of  anyone  being  able  to  control  this  stage.
It  is  unknown  if  the  power  granted  by  this  level  allows  the  creation  of  a  cosmos  or  if  
this  is  just  a  limited  divine  power.
A   failed   attempt   to   reach   this   transformation   results   in   the   nahual   becoming   pure  
energy   that   merges   with   the   universe,   losing   all   individuality   to   become   one   with  
the  Cosmos.

Modifiers  
This  stage  is  beyond  any  attribute.  The  Marakame  will  tell  you  the  extents  of  your  
power.

Nahual  Moves
BASIC  MOVES    
The visage of the Earth
When you want to carve the visage of your nahual to create a mask, roll Tonal. If your roll is
successful (1+ hits), you get +1 to Nahuality when using the mask. Plus, if your success is strong (2-
3) you apply a -1 hit to your roll to unleash the nahual. And if is epic (4+) you get the strong success
benefits, and you also you get +1d6 ongoing when you listen the whisper of the nahual while wearing
the mask.
You must have the required tools and enough materials to cover your face. A minimum of one hour of
work is required to make the roll. If you want to invest more time on it, add +1d6 to the roll per extra
hour; however, no matter how long you work, only a maximum of 4d6 can be added to the roll.

The whisper of the Nahual


When you want to listen to the whisper of the Nahual, roll Nahuality. If the roll is successful the
Marakame will tell you something new or interesting about the current situation, and then will ask you

  —36—  
one or two questions about your character. You must answer truthfully. If your success is epic (4+),
along with the detailed information from the Marakame, you also get a +1d6 ongoing as long as you
act on the information received. If its strong (2-3) the Marakame will give you details about it. If its
weak (1) the Marakame will give you only a general impression. If you already know everything there
is to know about that particular situation, the Marakame will tell you so.

Unleashing the nahual [inverted]


When you unleash your nahual to shapeshift, get the difference between Nahuality and Tonal, and
use that number as dice pool for the roll.
This is an inverted roll, so the less hits the better. If you get a fail, you achieve the transformation with
no problem. If your success is weak (1), the transformation gets you a little dizzy, you get –2d6
forward. If its strong (2-3), choose one of the following options:
• You manage to transform, but your nahual gets out of control. You loose 1 point of Tonal.
• You manage to transform, but one stage lower than you wanted to. You loose 1 point of
Nahuality.
If your success is epic (4+), your nahual is completely out of control, and you change to one stage
higher than you initially intended (or more than one depending on the number of hits). You gain 2
points of Nahuality and loose 3 points of Tonal.
The stage of transformation you can awake depends on your Nahuality score. You can power your
Nahuality temporary to reach higher stages. Also, while your natural Nahuality is less than 6 you cannot
use this move unless you are wearing the mask of your animal totem. No matter what the result is,
every time you unleash your nahual you heal yourself an amount of wounds equal to your Fury.
If the Nahuality and Tonal are exactly equal, you are in a state of absolute equilibrium. Meaning that
you have no dice in your dice pool for the roll2 and the move is considered an automatic fail, which
means you can transform without any dice roll. However, you can only transform automatically to a
particular stage only if you have the minimum Nahuality required.

ADVANCED  MOVES
The   advanced   moves   can   only   be   played   at   the   Third   Stage   or   higher,   and   only   if  
your  transformation  is  controlled.    
 
Nahual strike
When you focus your power to throw a nahual strike, pay 3 points of frustration and roll Nahuality. If
your success is epic (4+), choose all 3. If its strong (2-3), choose 2. If its weak (1), choose 1:
• You throw your strike with perfect control, with no harm to you (otherwise you suffer 2 damage).
• You inflict terrible damage (+1 damage). Otherwise you inflict normal damage.

                                                                                                               
2  This  particular  move  ignores  the  1d6  minimum  dice  pool  rule.

  —37—  
• You inflict a lethal disease upon your target.
The nahual strike looks like a small ball of fire a little less than a foot in diameter. Being made of pure
energy the strike ignores any point of resistance of the target. The nahual strike inflicts 4 points of
damage.

Power pass
When you and another nahual want to make power passes, to increase the power of a nahual strike,
roll Tonal. If your success is epic (4+), choose 3. If its strong (2-3), choose 2. If its weak (1), choose
1:
• You make your pass without hurting yourself (otherwise you suffer 2 harm).
• You throw your pass with perfect control (+1d6 ongoing for whoever receives your pass).
• Your pass is strong (+1 damage).
The power pass is a way of team work to make a more powerful nahual strike. The nahual who starts the
cooperation throws the strike towards the partner nahual, who in turn receives it and redirects it using
the side of the hip (like the pre-Hispanic ball game). Each pass increases the speed and power of the
strike. However this is a dangerous practice, because if there is any mistake when receiving the pass,
the strike can hit directly the person who made the mistake, suffering the accumulated points of
damage.
In the end, the person making the final blow uses the Nahual strike move instead, applying all the
corresponding modifiers.

Healing Hand
When you put your hand skin against skin on someone hurt, roll Tonal. If your success is epic (4+) you
heal 3 wounds or a mortal disease. With a strong (2-3) you heal 2 wounds. With a weak (1) you
choose 1:
• You heal 2 wounds, but you are affected, you suffer 1 wound.
• You heal 1 wound.

  —38—  
IV.  Ethos  
 
The   Ethos   of   your   character   represents   the   traits   and   behaviors   that   define   its  
nature  and  personality.  This  nature  is  intimately  related  to  the  power  of  the  Nahual,  
and   thru   it   you   can   tap   its   true   potential.   The   way   you   play   your   character   Ethos  
allows   the   Nahual   to   flow   or   to   be   contained.   When   a   situation   in   the   story   its  
related  to  one  of  the  elements  of  your  Ethos  your  character  has  to  react  to  them.  If  
you  wish  to  increase  your  Tonal,  you  have  to  resist  your  Ethos,  by  ignoring  that  in  
which  you  believe,  ignoring  your  instincts  or  resisting  the  temptation  of  your  vice.  
On  the  contrary,  if  you  want  to  strengthen  the  Nahual  and  increase  your  Nahuality,  
you   must   give   yourself   to   your   Ethos,   by   standing   up   to   your   belief,   by   following  
your  instincts,  or  by  succumbing  to  your  vice  temptation.  Once  you  have  made  this  
choice,   you   should   apply   the   corresponding   move   (see   Secondary   Moves   in   the   Book  
First)  
 
Belief  
As   the   name   implies,   your   Belief   is   that   in   which   your   character   believes   with  
particular   fervor.   Maybe   your   character   believes   in   many   things,   but   this   in  
particular  represents  its  strongest  belief,  on  top  of  which  its  world  is  build  upon.    
During  character  creation,  you  should  define  your  Belief,  this  is  completely  open  and  
can   be   virtually   anything.   However   you   must   have   in   mind   that   your   belief   is  
another  vehicle  for  your  character’s  development.  With  it  you  are  sending  a  hint  to  
the   Marakame,   telling   him   what   kind   of   situations   you   want   for   making   your  
character’s   life   not   boring.   Think   about   this   when   you   define   your   belief.   If   for  
example  you  have  Martha  is  the  love  of  my  life,  the  Marakame  will  try  to  find  ways  
to  test  that  belief,  maybe  making  you  suspect  that  Martha  is  cheating  on  you,  or  gets  
you   into   situations   where   you   have   to   choose   between   Martha   and   an   important  
deal.  Whatever  it  is  your  belief,  you  can  rest  assured  the  Marakame  will  find  ways  to  
test  it  and  make  you  reassert  it.  
   
Sample  beliefs  
If   you   don’t   cheat,   you   won’t   progress   /   No   one   is   completely   evil,   nor   completely   good  
/  Better  ask  for  forgiveness  than  ask  for  permission  /  The  world  belongs  to  the  brave  /  
Violence  begets  violence  /  A  man  with  our  word  is  worthless  /  Ain’t  no  problem  a  drink  
can’t  drown  /  Brain  is  better  than  brawn  /  Angels  does  not  exist  /  Marcelo  is  my  best  
friend,  I’ll  do  anything  for  him  /  Money  can  buy  anything  /  You  can’t  trust  women  /  
Men  are  all  assholes  
 
Instincts  
The  Instincts  are  behaviors  and  ways  of  conducting,  involuntary  or  too  strong.  They  
are   automatic   responses   or   impulses   that   trigger   when   your   character   reacts   to  
specific  elements  or  circumstances.  The  instincts  of  your  character  are  determined  
by   its   Archetype,   following   is   a   list   of   the   Archetypes   with   options   for   Instincts,  

  —39—  
during  character  creation  you  should  pick  2.  If  you  think  of  an  Instinct  not  listed,  you  
can  talk  about  it  with  the  Marakame,  but  you  should  have  in  mind  that  the  Instinct  
must  not  contradict  the  Archetype,  the  Hard  is  not  known  for  thinking  things  before  
acting,   so   the   Instinct   “I   always   think   before   acting”   is   not   appropriate   for   that  
Archetype.  
 
The  Hard  
-­‐I  never  let  anyone  insult  me.  
-­‐If  it  doesn’t  open,  doesn’t  react  or  doesn’t  work:  I  break  it.  
-­‐I  always  draw  my  gun  at  the  first  sign  of  trouble.  
-­‐I  always  strike  first  and  ask  questions  later.  
-­‐I  never  let  someone  else  fight  my  battles.  
The  Shield  
-­‐I  always  watch  for  the  weaker.    
-­‐I  never  trust  wealthy  people.  
-­‐The  safety  of  my  buddies  is  above  my  own.  
-­‐I  never  let  anyone  being  abused  in  my  presence.  
-­‐I  always  lend  my  hand  to  those  who  need  it.  
 
The  Opportunist  
-­‐If  no  one  is  watching  me,  I  take  advantage  of  it!  
-­‐When  in  trouble,  I  ask  for  help  to  the  one  who  won’t  deny  it.  
-­‐Better  to  run  away  and  live  to  fight  another  day.  
-­‐Whenever  there’s  a  chance  I  say  a  lie.  
-­‐I  always  hide  at  the  first  sign  of  trouble.  
 
The  Sneaky  
-­‐If  anyone  do  me  wrong,  they  pay.  
-­‐I  never  do  a  frontal  attack  and  without  a  plan.  
-­‐I  never  let  emotions  cloud  my  judgment.  
-­‐I  trust  no  one  but  myself.  
-­‐I  never  reveal  everything  I  know.  
 
The  Nerd  
-­‐Technology  is  the  solution  to  all  my  problems.  
-­‐Nothing  is  more  precious  than  knowledge.  
-­‐I  never  mess  with  Samson.  
-­‐I  always  prefer  to  deal  with  machines  instead  of  people.  
-­‐I  love  to  brag  about  my  superior  intelligence.  
 
Vice  
The  Vice  of  your  character  is  embodied  by  one  of  the  Seven  Deadly  Sins.  This  don’t  
necessarily   means   your   character   is   a   religious   man,   or   that   he   is   more   or   less  
susceptible   to   any   other   of   the   sins.   It   just   means   that   this   sin   in   particular   affects  

  —40—  
him  more,  like  a  soft  spot,  its  Achilles’  heel.    
During  character  creation  you  should  choose  one  of  these  sins  as  your  Vice:    
 
Lust:   uncontrollable   sexual   desire   (an   object   of   the   desire   or   a   particular   sexual  
preference  must  be  defined).  
Sloth:  always  make  the  smallest  possible  effort,  get  what  you  want  without  moving  
a  finger.  
Gluttony:  irresistible  addiction  to  something  (food,  drink,  drugs,  etc.)  
Wrath:  violent  reaction  to  the  slightest  provocation,  use  of  unnecessary  violence.  
Envy:   not   bearing   that   others   have   something   you   don’t,   or   that   they   are   treated  
better  than  you.  
Greed:  to  acquire  possessions  no  matter  what,  complete  lack  of  charity.  
Pride:   not   bearing   any   insult,   being   told   what   to   do,   or   being   under   the   supervision  
of  others.  
 
 

  —41—  
V.  Bonds  
 
Bonds  represent  relationships  between  the  characters.  It’s  a  value  that  determines  
how  much  they  know  each  other.  It  doesn’t  say  if  they  get  along  well,  nor  how  long  
they  know  each  other  or  if  they  have  a  good  or  bad  relationship.  It  simply  represents  
that   you   know   that   person,   her   reactions   and   manners.   Your   Bond   with   other  
character,   written   in   your   character   sheet,   indicates   how   much   you   know   her,   the  
one   written   on   her   sheet   indicates   how   much   she   knows   you.   This   relationship   is  
asymmetrical.  You  can  have  a  Bond  +2  towards  that  character,  and  she  can  have  a  
Bond  0  towards  you.  This  means  you  know  her  better  than  she  does  you.    
In  general  Bonds  will  be  added  to  other  attributes  to  create  dice  pools.  Sometimes  
the  Bond  will  be  negative,  meaning  that  dice  are  subtracted  from  the  dice  pool.  
 
During   character   creation,   players   will   take   turns   to   indicate   the   others   the   value   of  
the   Bond   towards   their   characters.   Also,   on   the   other’s   turns,   players   will   apply  
modifiers  to  the  Bonds  according  to  their  Archetypes.  
This  can  seem  a  little  confusing  at  first,  but  later  we’ll  review  this  thoroughly  during  
character  creation.  
 
The  Hard  
On  your  turn,  choose  1  or  both:    
•  One  of  the  characters  has  seen  what  are  you  capable  of.  Tell  that  player:  Bond  +2.  
•   One   of   the   characters   once   left   you   bleeding   and   did   nothing   for   you.   Tell   that  
player:  Bond  -­‐2.  
Tell  everyone  else:  Bond  +1.  You’re  not  that  complicated.  
 
On  the  other’s  turn:    
•   Choose   which   character   you   think   is   the   smartest.   Whatever   number   that   player  
tells  you,  add  +1  and  write  it  next  to  the  character’s  name.    
For   the   rest,   whatever   number   they   tell   you,   give   it   -­‐1   and   write   it   next   to   their  
character’s  name.  In  general,  you  don’t  care  to  much  about  other  people.  
 
The  Shield  
On  your  turn,  choose  1  or  both:    
•  One  of  the  character  once  fought  with  you,  shoulder  to  shoulder.  Tell  that  player:  
Bond  +2.  
•  You  once  saved  the  life  of  one  of  the  characters.  Tell  that  player:  Bond  +3.  
Tell  everyone  else:  Bond  +1.  You’re  an  open  book.  
 
On  the  other’s  turn:    
•  Choose  which  character  you  think  is  the  weakest.  Ignore  the  number  that  player  
tells  you  and  write  +3  next  to  that  character’s  name.  
For  the  rest,  whatever  number  they  tell  you,  add  +1  to  it  and  write  it  next  to  their  

  —42—  
character’s  name.  You’re  always  willing  to  watch  over    others.  
 
The  Opportunist  
On  your  turn:    
•  One  of  the  characters  has  been  a  victim  to  one  of  your  scams.  Tell  that  player:  Bond  
+3.  
•   One   of   the   characters   saved   your   ass   from   a   big   trouble   using   violence.   Tell   that  
player:  Bond  +2.  
Tell  everyone  else:  Bond  +1.  Everyone  knows  you’re  not  to  be  trusted.  
 
On  the  other’s  turn:    
•   Choose   which   character   you   think   will   never   let   you   down.   Whatever   number   that  
player  tells  you,  ignore  it.  Write  +3  next  to  that  character’s  name  instead.  
For   the   rest,   whatever   number   they   tell   you,   give   it   -­‐1   and   write   it   next   to   their  
character’s   name.   You   always   look   for   yourself   first,   not   caring   too   much   for   the  
others.  
 
The  Sneaky  
On  your  turn:    
Tell  everyone:  Bond  -­‐1.  You  keep  yourself  secret.  
 
On  the  other’s  turn,  choose  1  or  both:    
•   You’ve   been   watching   one   of   the   characters   carefully   for   a   while,   in   secret.  
Whatever  number  that  player  tells  you,  ignore  it.  Write  +3  next  to  that  character’s  
name  instead.    
•  One  of  the  characters  quite  evidently  dislikes  and  distrusts  you.  Whatever  number  
that  player  tells  you,  ignore  it.  Write  +3  next  to  that  character’s  name  instead.    
For  the  rest,  write  down  the  number  they  tell  you  next  to  their  character  name.  
 
The  Nerd  
On  your  turn:    
•  Choose  the  character  you  think  is  the  weirdest.  Tell  that  player:  Bond  +1.  
Tell  everyone  else:  Bond  -­‐1.  You’re  kind  of  weird  too.  
 
On  the  other’s  turn:      
•   One   of   the   characters   has   bullied   you.   Whatever   number   that   player   tells   you,  
ignore  it.  Write  +3  next  to  that  character’s  name  instead.  
For   the   rest,   whatever   number   they   tell   you,   give   it   -­‐1   and   write   it   next   to   their  
character’s  name.  You  have  more  important  things  to  learn  and  understand.    

  —43—  
VI.  Character  creation  
 
This  section  will  guide  you  step  by  step  through  the  process  to  create  a  character  for  
Nahual  RPG.  During  the  first  session,  all  the  players  shall  create  characters  together,  
because  this  process  is  just  another  piece  of  the  game  and  part  of  the  conversation.  
The  characters  in  Nahual  RPG  are  linked  together  and  have  common  history  defined  
by   the   Bonds.   This   is   why   everyone’s   participation   is   required,   under   the  
coordination  of  the  Marakame.  
Before  start  every  player  should  have  one  copy  of  the  character  sheet,  as  well  as  the  
obvious  pencil  and  eraser.    
 
1.  Choose  your  Trade  
As  mentioned  on  the  chapter  I  of  this  Second  Book,  the  trades  in  Nahual  are  three:  
angelero,  diablero  and  shaman.  The  angelero  hunts  and  trades  angels,  the  diablero  
catches   and   enslaves   devils   and   the   shaman   is   specialized   in   the   Nahual.   Choose   the  
one   that   you   like   the   must,   it   doesn’t   matter   if   more   than   one   player   chooses   the  
same  trade.    
 
2.  Choose  your  Archetype  
Unlike  Trades,  there  can’t  be  repeated  Archetypes  between  characters.  In  a  Nahual  
story   there   aren’t   two   Hard   characters,   or     two   Opportunists.   So   you   players   should  
come  to  an  accord,  and  if  two  or  more  players  want  to  play  the  same  Archetype,  they  
should   talk   about   it   and   come   to   a   civilized   solution,   or   if   they   are   childish   or  
stubborn  they’ll  have  to  use  the  dice  and  let  luck  decide.    
Following   is   a   list   of   the   Archetypes,   with   a   brief   and   straightforward   description   to  
help  you  pick  up  one.    
 
The  Hard  
You   are   good   in   a   fight,   tough   and   stubborn,   also   tetchy   and   quick   to   violence.   You’ll  
strike  first,  ask  questions  later.  
 
The  Shield  
You  take  care  of  the  weak,  putting  their  safety  before  your  own.  You  have  the  means  
and  strengths  to  achieve  this  goal.  
 
The  Opportunist  
You  take  advantage  of  any  opportunity,  looking  for  your  interests  first.  Always  avoid  
confrontation  unless  you’ve  got  the  upper  hand  
 
The  Seducer  
You   care   about   your   look.   You   get   what   you   want   by   manipulating   others   with   your  
looks  or  charm.  You  don’t  like  direct  confrontations.  
 

  —44—  
The  Nerd  
You’re  pretty  smart,  and  have  great  interest  and  mastery  in  technology.  You’re  quite  
a  bookworm.  No  social  or  physical  aptitude.    
 
The  Leader  
Natural   born   leader.   You   know   how   to   organice   people   and   inspire   them.   You   know  
how  to  impose  your  will.  Good  strategist.  
 
The  Sneaky  
You  keep  to  yourself,  wanting  to  be  unnoticed.  Cold  and  calculating.  You  don’t  want  
to  attract  to  much  attention,  and  have  patience  to  strike  when  unexpected.  
 
The  Tumbler  
You’re  an  acrobat,  swift  and  agile.  Quiet  elusive.  You’re  quick  with  your  hands  and  
well  coordinated.  Preferring  subtlety  over  brute  force.    
 
3.  Choose  your  group  of  Attributes  
Each  Archetype  enlist  four  groups  of  Attributes,  choose  one  and  write  its  values  on  
your  character  sheet.  
 
4.  Choose  your  moves  
First   of   all   choose   the   special   Trade   move   granted   by   your   Archetype.   Next   you’ll  
choose   2   from   your   Archetype   moves.   Remember   that   some   have   a   Behavior  
requirement.  This  3  moves  are  unique  to  your  character.  Don’t  forget,  however,  that  
all  characters  have  access  to  the  basic,  secondary  and  Trade  moves.  
 
5.  Define  your  nahual  
Each  Archetype  defines  the  kind  of  nahual  your  character  has.  The  Hard,  the  Shield  
and  the  Opportunist  are  hunter  nahuals.  The  Sneaky,  the  Seducer  and  the  Nerd  are  
dreamer   nahual.   The   Leader   and   the   Tumbler   can   be   one   or   the   other,   choose   the  
one  you  like.    
Next  define  your  totemic  animal.  Remember  that  this  animal  is  the  representation  of  
your   nahual   and   have   a   special   significance.   Think   about   the   reasons   your   character  
is   connected   to   that   animal,   because   it’s   an   essential   part   of   your   character  
background.  
 
6.  Determine  Nahuality  and  Tonal  
Now   is   time   to   determine   your   character’s   Nahuality   and   Tonal.   Choose   is   your  
character  is  inclined  toward  the  Nahual,  the  Tonal  or  Balance.    
If  you  are  inclined  towards  the  Nahual  roll  2d6,  take  the  highest  dice  roll  and  add  +3  
to  that  number,  this  is  your  initial  Nahuality.  Your  initial  Tonal  is  4.    
If   you   are   inclined   towards   the   Tonal   roll   2d6,   take   the   highest   dice   roll   and   add   +3  
to  that  number,  this  is  your  initial  Tonal.  Your  initial  Nahuality  is  4.    

  —45—  
If  you’re  inclined  towards  Balance,  both  attributes  (Nahuality  and  Tonal)  will  have  
a   base   value   of   4.   Roll   2d6   and   take   the   lowest   dice   roll   and   add   it   to   either   the  
Nahuality  or  the  Tonal.  
 
7.  Define  your  Ethos  
Define   the   Belief   of   your   character,   then   pick   2   Instincts   from   the   options   presented  
for   your   Archetype,   or   if   you   prefer   to   define   them   by   yourself,   you   can   talk   about   it  
with   the   Marakame.   Next   you   pick   a   Deadly   Sin   as   your   character’s   Vice.   Remember  
that   the   Ethos   defines   the   personality   of   your   character,   and   with   it   the   Nahuality  
and  the  Tonal  will  be  developed.    
 
8.  Name  your  character  
Choose   a   name   for   your   character,   or   nickname,   or   both.   From   now   on   the   other  
players  and  the  Marakame  will  address  you  using  this  name.      
 
9.  Describe  your  character    
Describe  your  character,  both  its  looks  and  its  personality.  Also  define  how  it  is  its  
physical  transformation.  If  your  character  is  a  diablero,  also  describe  its  devil.    
 
10.  Define  your  Bonds  
Everyone   presents   its   character   by   saying   its   name,   trade,   description,   personality  
and   nahual.   Do   the   same.   Write   down   the   name   of   every   other   character   and   go  
through  the  table  again,  one  by  one,  to  define  the  Bonds  as  indicated  in  the  chapter  
IV  of  the  Second  Book.    
 
11.  Highlight  Attributes  
Check   the   Bonds   of   your   character   to   see   with   who   you   have   te   highest   value   (is  
there’s   any   ties,   choose   the   one   you   prefer   among   the   ties),   ask   that   character’s  
player   to   pick   one  of   your   attributes   and   highlight   it.   The   Marakame   will   highlight  
another  one.  Whenever  you  roll  using  that  Attribute,  you  mark  experience.  
 
12.  Ready  to  start  
Once   every   character   is   defined,   take   a   little   break.   Bring   some   drinks   and   snacks,  
some  may  want  to  go  to  the  restroom,  or  maybe  just  stretch  the  legs.  The  Marakame  
will  use  this  pause  to  recap  a  what  she  has  learned  about  your  characters.  Once  the  
pause  is  over  and  everyone  is  back  on  their  seats  with  dice,  pencils,  and  character  
sheets  at  hand,  the  Marakame  will  start  the  game  following  the  instructions  in  the  
chapter  The  first  session.  

  —46—  
BOOK  THIRD  
The  Marakame:  Master  of  
Ceremonies  
I.  The  Marakame:  Master  of  
Ceremonies  
This   section   is   dedicated   to   you,   the   Marakame,   Master   of   Ceremonies,   the   game  
master  in  Nahual.  Here  you  will  find  the  rules  you  need  to  respond  to  the  characters  
actions,  and  will  help  you  to  create  the  frame  within  which  the  story  of  the  player  
characters   will   be   told.   Such   rules   are   the   agenda,   the   principles   and   the   moves.  
The   agenda   is   the   goal   you   and   your   friends   are   aiming   for   when   you   sit   around   the  
table  to  play  Nahual.  The  principles  are  guidelines  to  achieve  your  agenda.  And  your  
moves  are  the  actual  actions  that  will  help  you  succeed  in  your  agenda  and  make  the  
story  walk.  
As  mentioned  before,  the  agenda,  the  principles  and  the  Marakame  moves    are  also  
rules,   like   the   attributes,   the   dice   pool,   the   frustration   pool,   etc.   The   players   use   this  
rules  to  give  life  to  their  characters,  you  will  use  your  rules  to  give  life  to  the  world  
of  Nahual  and  manage  the  game,  always  with  your  agenda  in  mind.  

Agenda  
•  Make  the  World  of  Nahual  seem  real.    
•  Make  the  players’  characters’  lives  not  boring.    
•  Play  to  find  out  what  happens.  

Everything   you   say,   you   should   do   it   to   accomplish   these   three   goals   and   nothing  
more.  It’s  not  your  goal  to  beat  the  players,  nor  it’s  to  cheat  on  their  characters,  or  
deny   them   what   they   want,   or   kill   them.   It’s   not   your   goal   to   have   everything   under  
your  thumb.  And  it’s  certainly  not  to  tell  a  pre-­‐planned  story.    
Nahual  is  a  game  without  losers  or  winners.  You  are  not  playing  against  the  players,  
you’re  playing  with  them  to  tell  a  story  together.  Play  to  find  out  what  happens.  Your  
job  is  to  be  a  counterpart  to  the  player  characters,  to  answer  the  player  questions,  
and  describe  the  environment  with  great  detail  to  make  the  world  of  Nahual  seem  
real.   To   give   life   to   the   non-­‐player   characters,   be   it   allies   or   foes.   Every   story   is  
powered   by   one   or   more   conflicts.   Create   those   conflicts   so   the   characters   can  

  —47—  
respond   to   them,   making   their   lives   not   boring.   After   all,   hunting   angels,   catching  
devils,  and  trying  to  control  your  nahual  are  not  precisely  days  in  the  park.  
However,   when   you   present   the   conflicts,   you   should   do   it   with   utter   honesty   and  
impartiality.  Remember,  do  not  play  against  the  players.  Be  strict  with  the  truth,  be  
scrupulous   about   it,   even   generous.   The   players   depend   on   you   on   that   to   make  
their   choices.   Do   not   set   them   up.   Do   not   act   like   a   mean   teacher   trying   to   fuck   their  
students.  Players  are  not  being  tested,  they  are  narrating  and  living  a  story  together.  

Always  say  
Remember   what   I   said   in   previous   chapters   about   role-­‐playing   games   being   a  
conversation?  So  what  you  say  as  Marakame  is  important.  The  job  of  the  players  is  
to  say  what  their  characters  are  doing,  saying  and  feeling,  also  is  answering  to  your  
questions.   Your   job   is   to   say   the   rest,   to   fill   the   gaps   and   talk   for   the   rest   of   the  
characters   in   the   story,   your   are   playing   all   the   extras,   creating   the   scenery,  
managing  the  scenes.  It’s  not  your  job  to  write  the  story,  remember  you  are  playing  
to  find  out.  So  during  the  conversation  always  say:    
 
•  What  the  principles  demand.  
•  What  the  rules  demand.  
•  What  your  prep  demands.  
•  What  honesty  demands.  

The  principles  
•  Taint  all  with  corruption  and  insecurity,  but  spice  it  with  humor!  
•  Address  yourself  to  the  characters,  not  the  players.    
•  Make  your  move,  but  misdirect.    
•  Everyone  has  a  price.  
•  Name  everyone,  make  everyone  human.    
•  Ask  provocative  questions  and  build  on  the  answers.    
•  Put  them  behind  the  eight  ball,  but  give  intermittent  rewards.    
•  Be  a  fan  of  the  player  characters.    
•  Think  offscreen  too.    

Taint   all   with   corruption   and   insecurity,   but   spice   it  


with  humor!
Life   in   the   world   of   Nahual   is   not   easy.   It’s   like   swimming   with   sharks,   with   a  
bleeding  arm.  Everyone  wants  a  piece  from  you!  The  good  thing  is  that  everyone  has  

  —48—  
a   price,   if   you   can   pay   it.   Corruption   lies   deep   in   all   social   layers.   Think   about   this  
when   you   build   and   describe   the   world   around   the   player   characters.   But   don’t  
forget  to  spice  it  with  a  bit  of  humor,  irony  and  Mexican  picardía  from  time  to  time.  
Laughter  is  a  blowoff  valve  in  this  corrupt  and  oppressive  society.  
 
Address  yourself  to  the  characters,  not  the  players.
“Toluco,  what  do  you  do  when  the  diablo  jumps  on  you?”  Instead  of  “Juan,  what  is  
the  Toluco  doing  when  the  diablo  jumps  on  him?”  Involve  the  players  by  talking  to  
their  characters.  This  will  help  them  dive  into  the  fiction  and  achieve  the  suspension  
of  disbelieve.  
 
Make  your  move,  but  misdirect.
Everytime  you  use  a  move  you  do  it  for  real  world  reasons:  someone  failed  a  roll,  a  
player  is  using  a  move  that  ask  you  to  respond,  everyone  is  staring  at  you  waiting  
for  you  to  say  something;  so  you  pick  a  move  and  do  it.  However,  misdirect  by  using  
the  game  fiction.  Maybe  your  move  is  separate  them,  but  don’t  say:  “Lucy  you  failed  
your  roll,  so  now  you  and  the  Tlacuache  got  separate.”  Instead,  maybe  say:  “ok,  Lucy,  
you  try  to  snatch  Tuerto’s  gun  —this  was  Lucy’s  move—  but  while  you  struggle,  th  
car   door   opens   and   the   Tuerto   throws   you   out   with   a   kick,   while   you   fall   and   roll   on  
the  street,  you  see  the  car  getting  away  with  the  Tlacuache  still  in  the  rear  seat”.  You  
see?   The   effect   is   the   same,   the   characters   got   separate,   but   you   ingeniously  
disguised  the  reason.  Misdirect  by  making  seem  is  the  fiction  that  choose  your  move  
for   you.   And   correspondingly   always   choose   a   move   that   flows   logically   with   the  
game’s  fiction.  
 
Everyone  has  a  price.  
Corruption,   taint   everything   with   corruption.   Always   make   the   non-­‐player  
characters   go   for   their   own   interests.   If   the   players   present   them   a   good   offer,   a  
bribe,   a   good   deal   for   them.   Take   it.   Likewise,   always   tempt   the   player   characters,  
put   them   one   against   the   other.   This   will   allow   interest   twist   in   the   plot.   Conflict.  
There’s  this  saying  in  Spanish:  “el  que  no  transa  no  avanza”,  if  you  don’t  cheat,  you  
won’t  progress.    
 
Name  everyone,  make  everyone  human.  
When  you  creat  your  characters,  start  always  with  a  name.  Many  will  be  extras  and  
they  may  not  appear  again  in  the  story,  even  so  the  players  will  want  to  know  who  
are  their  characters  talking  to.  Besides  yo  never  know  when  an  extra  will  turn  into  a  
main  character.  Remember,  you’re  playing  to  find  out.  
Once   this   happens,   go   further.   Who’s   this   character?   What   does   she   likes?   What   is  
she  afraid  of?  What’s  her  favorite  song?  Do  not  feel  overwhelmed  and  don’t  worry  to  
get   every   single   detail   at   once.   Start   with   a   fw   details.   A   personality.   A   must   of   all  
motivations  and  goals  related  to  the  story  and  the  player  characters,  not  as  a  group  
but  individually,  to  feed  the  conflicts.  
 

  —49—  
Ask  provocative  questions  and  build  on  the  
answers.    
One  of  the  mechanisms  that  will  help  you  play  to  find  out  is  asking  questions  to  the  
players,   build   on   their   answers.   You   can   start   with   simple   stuff.   How   is   the   barrio  
you   live   in?   Who   of   you   know   each   other   since   long   ago?   However,   as   the   game  
advances,   ask   more   direct   and   intimate   questions   about   the   player   characters  
experiences.   What   does   the   angel   heart   tastes   like?   What   does   it   feel   kissing   that  
angel?  How  do  you  feel  when  you  unleash  your  nahual?  What  does  the  cage  of  your  
demon  smells  like?  Why  do  you  hate  so  much  the  priest  of  your  home  town?    
Once  you  have  the  answers,  start  building  the  world  with  them.  Add  details,  put  in  
your   touch   to   share   your   vision   of   the   world.   But   never   forget   your   agenda,   and  
always  pay  attention  to  your  principles.  
Two  thing  particularly  interesting  to  ask  is  when  the  player  characters  either  listen  
to   the   whisper   of   the   nahual   or   unsleash   it   for   the   first   time.   Make   the   players   know  
that  each  experience  is  unique,  and  encourage  them  to  add  their  personal  touch,  to  
let   their   imagination   run   wild.   After   that   first   time,   always,   always   add   details   of  
your  own.  
 
Put  them  behind  the  eight  ball,  but  give  intermittent  
rewards.
Taint  everything  with  corruption,  but  also  with  insecurity.  Put  the  player  characters  
behind   the   eight   ball.   Take   their   answers   and   twist   them   against   them.   But   don’t  
forget   you   are   not   trying   to   beat   them   or   fuck   them,   but   to   make   their   lives  
interesting.  And  don’t  limit  yourself  to  the  player  characters;  everyone  is  fair  game.    
Even   the   must   important   of   your   non-­‐player   characters,   specially   the   must  
important  one!  Don’t  grow  attached  to  them.  If  this  happens,  think  immediately  how  
to  eliminate  it,  in  an  interesting  way  to  the  story.  
However,  from  time  to  time,  give  the  players  what  they  want  or  need,  even  go  a  little  
beyond.  But  do  it  when  they  aren’t  expecting  it.  That  way  they’ll  be  hoping  maybe,  
just  maybe,  this  time  everyone  will  march  on  wheels.  
 
Be  a  fan  of  the  player  characters.
The   player   characters   are   the   protagonists   of   the   story.   It’s   them   the   ones   that  
should   save   the   day   or   doom   it.   Be   their   fan,   get   excited   when   the   Hard   blows   the  
brains   out   of   the   karibu   that   was   kicking   their   asses,   or   when   the   Sneaky   puts   down  
the  four  guards  without  being  noticed.  Imagine  the  player  characters  are  the  main  
characters  of  your  favorite  TV  series.  Cheer  them  up  and  worry  about  them.    
Yes,  put  them  behind  the  eight  ball,  but  also  make  their  lives  not  boring.  The  worst  
you   can   do   is   being   constant   with   the   adversities.   Remember   to   give   intermittent  
rewards.  The  clash  of  forces  in  a  story  must  be  always  a  give  and  take.  Having  only  
good  stuff  happening  is  boring,  but  also  is  having  only  bad  stuff.    
And   don’t   forget   to   let   the   player   characters   shine.   The   players   choose   their  
archetype   and   trade   because   they   wanted   to   do   cool   stuff   with   them.   The   Hard   is  

  —50—  
supposed   to   kick   ass,   the   Leader   is   supposed   to   manage   the   situation,   the   Nerd   is  
supposed   to   be   a   smartass,   the   Seducer   is   supposed   to   be   irresistible.   Let   them  
shine,  do  not  embarrass  them.  There’s  nothing  more  frustrating  to  the  players  than  
having  their  character  suck  at  what  it  was  supposed  to  be  good  at.  And  if  the  players  
work  hard  to  get  something,  give  it  to  them.  
 
Think  offscreen  too.    
To   make   the   world   of   Nahual   seem   real,   think   also   about   the   things   happening  
offscreen.   When   you   have   to   make   a   move,   think   also   what   are   your   NPCs   doing  
behind   the   curtains.   Is   there   anything   important   that   will   have   future  
repercussions?   Give   them   live   by   making   them   take   the   initiative.   If   the   player  
characters   are   making   a   mayhem   at   the   entrance   of   the   main   antagonist   hideout;  
she’s  not  going  to  seat  there  in  her  office  waiting  for  them.    

Marakame  Moves
•  Separate  them.
•  Capture  someone.    
•  Put  someone  in  a  spot.    
•  Trade  harm  for  harm  (as  established).    
•  Announce  off-­screen  badness.    
•  Announce  future  badness.    
•  Inflict  harm  (as  established).    
•  Take  away  their  stuff.    
•  Invoke  a  character  Ethos.
•  Activate  their  stuff’s  downside.    
•  Tell  them  the  possible  consequences  and  ask.    
•  Offer  an  opportunity,  with  or  without  a  cost.
•  Turn  their  move  back  on  them.
•  Make  a  move  from  one  of  your  fronts.    
•  After  every  move,  always  ask:  “what  do  you  do?”  

Whenever   there   is   a   pause   and   the   players   are   looking   at   you   waiting   for   you   to   say  
something,  pick  a  move  and  do  it.  The  moves  are  self-­‐explanatory  and  direct  on  their  
meaning.  “Separate  them”  means  just  that,  separate  one  or  more  player  characters  
from  the  rest.  Do  not  forget  though  your  agenda  and  your  principles  whenever  you  
make   your   moves.   Misdirect   when   you   do   it,   obviously   don’t   say   it’s   name   and  
choose  a  move  that  follows  logically  from  the  game  fiction.  And  always,  always,  after  
every  move  ask:  “what  do  you  do?”

  —51—  
Which  move  to  choose?
Choose  always  a  move  that  is  a  logical  consequence  to  what’s  happening  in  the  game  
fiction.   It   doesn’t   have   to   be   necessarily   the   one   that   fits   exactly   but   at   least   it   has   to  
make  some  sense.  

In   general   limit   yourself   to   a   move   that   a)   sets   you   up   for   a   future   harder   move   and  
b)  give  the  player  characters  some  opportunity  to  act  and  react.  A  start  to  the  action,  
not  its  conclusion.  

However,  when  a  player  gives  you  an  opportunity  on  a  gold  plate,  take  it  and  make  a  
move   as   hard   and   direct   as   you   like.   What   is   an   opportunity   in   a   gold   plate?   When   a  
player   fails   a   roll   for   example,   or   when   you’ve   beign   building   up   to   a   hard   move   and  
the  players  do  nothing.  But  unless  the  players  give  you  a  chance  in  a  gold  plate,  limit  
yourself  to  moves  that  set  up  other  moves,  your  own  or  the  player’s.  
 
 
 
 

 
Nahualli  RPG  by  Miguel  Angel  Espinoza  is  licensed  under  a  Creative  Commons  
Attribution-­‐NonCommercial-­‐ShareAlike  3.0  Unported  License.  
Based  on  works  at  http://angelero.deviantart.com/  and  http://www.apocalypse-­‐
world.com/.  
 
ESTAMOS  EN:  

 
  ¡APÓYANOS!  
 
 

  —52—  

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