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EMPTYCYCLE

Tabletop RPG
EMPTY
CYCLE

LIST //
CONTENTS

INTRO
CHARACTER CREATION
PARASITE CREATION
PLAYING THE GAME

ENEMY CREATION
DESIGNER NOTES
EMPTY
CYCLE
EMPTY CYCLE focuses on the mental and existential issues of
being a teenager and growing to maturity in a boring town
where there is nothing to do. EMPTY CYCLE Draws heavily upon
the melancholy and existential crises we face as teenagers in
such a place and uses these focal points of loneliness,
uncertainty, and sadness in order to craft a meaningful and
action-packed journey.

Suddenly, everything changes when otherworldly beings known


as "Parasites" arrive on earth and begin to affix themselves to our
protagonists in order to survive. Parasites are humanoid, planet-
hopping alien beings that are able to take on a new human form
based on their hosts Complex, Emotions and Desires, often using
an attractive appearance to persuade and influence their hosts
for a mutual gain between the two life forms.

However, there is another set of beings known by the Parasites


and Epoch Agency known as “Reapers”. These Reapers, much
like their Parasite counterparts, look remarkably human and
almost angelic yet they possess extraordinary abilities much
like their Parasite counterparts. A Reaper’s goal seems to be
solely to eradicate the Parasites while the Parasites resist and
find suitable hosts in order to utilize their own parasitic abilities.

Once the Parasite(s) arrive, strange events begin to happen


within the town. Ranging from a robot attacking you through your
TV screen to a giant hand falling onto your town from outer
space. No one knows what causes these events but you have a
feeling it has something to do with the Parasites and Reapers
presence in your world.

In a way, Parasites represent the Characters maturity or desire


for maturity while Reapers and other elements may represent the
things these Characters suppress within themselves. EMPTY
CYCLE is a short but deep seated game that aims to incorporate
symbolism in every turn and action.
In EMPTY CYCLE players will need the following:
Blank paper (or printed Character Sheets.)
A set of polyhedral dice or a dice rolling app.
Some pencils.
1-2 players and one GM.

Players will be making use of a d4, d6, and d8 to begin the game. Each die is
assigned to each individual Stat for both the Player Character and Parasite
respectively in order to make various Checks. These Stats can be used
interchangeably or together as a Junction to surpass everyday obstacles,
enemies, and otherworldly events.

EMPTY CYCLE is very adaptable and can be used in a myriad of ways to suit your
tabletop game, as the core of this system allows you to control two entities as
one character. EMPTY CYCLE also comes with a decent amount of information
that will be helpful in aiding both the GM and the Players in understanding the
inner workings of the EMPTY CYCLE system and purposes throughout this book.
CHARACTER
CREATION

Within EMPTY CYCLE, Players


assume the role of a
teenager, your Character can
do all the things a normal
teenager can do, nothing
more and nothing less.

When creating your Character


you will begin by generating
your Character Stats and then
choosing 2 Traits that best
describe the Character you
want to play as.
CHARACTERS
Characters in EMPTY CYCLE should take on the role of a common teenager with
their own personality.

The core of any RPG is the Character you’ll be personifying. In this game, you’ll
design a Character using your own imagination and apply different Traits and
Stats to them based on your selections. Answer some of the questions below at
the table, and get the game started!

When designing your own Character for use in EMPTY CYCLE, it’s important to
make them feel like they truly exist and live within this town. This can be
accomplished by answering a few questions and writing down the results. Feel
free to answer as many questions as you like or create new questions and
answers depending on how in-depth you would like your Character to be.

When did your Character move to this town? Have they always lived here?
What is your Characters social circle like? Are they popular or reclusive?
What hobbies does your Character have? Are they involved in school clubs?
What kind of insecurities does your Character have?
What does your Character feel confident about?
What does your Character dream of doing with their life?
What is your Character scared of?
What kind of family life does your Character have?
What kind of secrets does your Character keep?

On the following pages you will run through a series of additional steps in order
to finalize your EMPTY CYCLE Character.

On your Character sheet you will assign a d4, d6, and d8 to each 3 Character
Stats as you see fit. Begin by assigning your highest die value to your most
desired Stat and continuing on. If you are already familiar with EMPTY CYCLE
you may go ahead and assign the die values to your Parasite Stats aswell.
Stats determine your
Characters likelihood
of accomplishing a said
task, like solving a puzzle or
jumping over a fence, in EMPTY
CYCLE these Stats are separated

S
between your Character and their
Parasite, with PHYS, MND, and SOL

T
belonging to the Character and CMPLX,
DSR, and EMO belonging to the Parasite.

A
In EMPTY CYCLE your Character is able to use your
SOL in order to create Junction checks or enter the SPILL

T
state.

S
Physical (PHYS): This stat determines how agile, strong, and fit your
character is and how well they accomplish physically involved tasks.

Mind (MND): This stat determines how witty, smart, and intelligent your
character is and how well they accomplish mentally demanding tasks.

Soul (SOL): This stat determines how many times you can summon your
Parasite to assist you in either a scene or in combat. Soul is never
used for a check but is moreso a gauge of how much Soul you have available.
Any value slotted into the SOL stat is doubled.

Complex (CMPLX): This stat represents the underlying ego within your Character
that the Parasite has drawn their personality from. Complex is used in Junctions
with your Character stats in order to bring out their inner ego and channel this
into succeeding their task.

Desire (DSR): This stat represents the secret wants and needs that dwell within
your Character that the Parasite draws their appearance from. Desire is used in
Junctions with your Character stats in order to manifest these desires and
channel this into succeeding their task.

Emotion (EMO): This stat represents the raw feelings and fragility that sleeps
inside your Character that the Parasite has drawn their own feelings from.
Emotion is used in Junctions with your Character stats in order to manifest these
feelings and channel this into succeeding their task.
PERSONALITY //
APPEARANCE
On your Character Sheet make
sure to fill in what you want
your Character to look like
and how your Character
behaves. Maybe your
Character is stylish but shy?
Maybe they dress sloppily and
they're loud?

Be as detailed as you would


like and use this as a reference
throughout the game and to
introduce your character to
the rest of the group.
Traits determine the
personality and qualities of
your character. Traits should be
interpreted as their definitions
explicitly state. Whenever you are in
a situation where an owned Trait can be

T
applied, you may gain Advantage on your
check for this situation (Roll twice, take the

R
higher number).

ITA
feel free to choose up to 2 of the following traits when
creating your Character or feel free to create your own.

S
INTUITIVE
ATHLETIC
SLY
INTELLIGENT COOL
DEPRESSED UPTIGHT
LAX
CURIOUS POPULAR
Angry NERDY
reclusive
Delinquent VIGILANT
motivated
determined
MYSELF
"Will I be able to fulfill
The one who waits for me now?
In spite of me being unable to understand
I’m selfishly disappointed"
EMPTY CYCLE
PARASITE
CREATION

Within EMPTY CYCLE, Players


also assume the role of a
Parasite, your Parasite is
capable of doing
extraordinary things that no
human could reasonably do.

When creating your Parasite


you will begin by generating
your Parasite Stats and then
choosing a personality, item,
and goal to better highlight
the kind of "person" they are.
PARASITES
Parasites seemingly trot across the cosmos, fleeing from planet to planet in
order to hide themselves from their natural enemies, Reapers. Not much is
known by the Epoch Agency concerning either of their existences.

Parasites take the form of humans and can attach themselves to a host with a
simple handshake, cough, or kiss, making them very contagious. This process
involves the Parasite essentially living within the host until the Parasite feels like
emerging or until forced to in an intense or dangerous situation. In some cases a
host may break free from their Parasite as a result of immense physical or mental
trauma, either willingling or accidentally. Once a Parasite has found its host it may
be able to travel long distances but will usually stay near or within their host.

Parasites usually try to befriend their hosts immediately upon meeting them in
order to stop the host from fully rejecting them from their body. Parasites are
quick to offer assistance in return for a hideout within their host. Parasites are still
troublesome and will usually manipulate, fight, lie, and even flirt with their host in
order to get their way when they truly want it.

Parasites, while having access to general superhuman abilities, are able to utilize
the raw mental and emotional energy of their hosts in order to physically
manifest themselves and perform a variety of tasks ranging from helping the
host get out of a bad conversation to unleashing devastating moves upon their
enemies.

During EMPTY CYCLE, the GM and Player may interchangeably control a Players
Parasite based on the situation at hand. The Player and GM should discuss this
ahead of starting a game of EMPTY CYCLE in order to better understand the
personality and mannerisms of the Character's Parasite and in order to set any
personal boundaries. It is also possible for the Player to give full control of their
Parasite to their GM and vice versa pending both parties approval.

On your Character sheet you will assign a d4, d6, and d8 to each 3 Parasite Stats
as you see fit.
Stats determine your
Parasites likelihood
of accomplishing a said

P
task, like throwing a car or
jumping on top of a building. In

A
EMPTY CYCLE, these Stats are
separated between your Parasite

R
and your character, with DSR, CMPLX,
and EMO belonging to the Parasite, and PHYS,

A
MND, and SOL belonging to the Character.

Personality: Begin by creating a personality for your

ITS
Character’s Parasite. When determining what a Parasite’s
personality should be, take a look at the Character you have
already created and what they wish to be. Your Parasites
personality should ultimately represent the underlying features of

E
your Character, allowing them to become something and someone
that your Character may look up to in some shape or form or someone
that your Character ultimately despises.

Item: Each Parasite carries an item on them that can be useful to them in Combat
and symbolic of what the Character desires to be. This item can range from a
guitar, skateboard, or even a traditional fan, the choice is yours. When creating
this item it is best to take into account the questions you answered when
creating your Character. This item provides no additional benefit mechanically
but is used narratively in order to provide a deep dive into the Characters psyche.

Goals: Each Parasite has goals of their own, from living a quiet life to conquering
the galaxy. Each Parasite should be just as unique as your Character with
underlying goals of their own. These goals can be simple or complex but each
Parasite lives a life of their own. In some cases it can be possible for a Parasite to
want the same thing as their host.

Record these results on your Character sheet and move onto creating your
SPILL.
TYPES
Ψ
The Psi type is a calm Parasite that thrives off
knowledge and intellect, they inherently give
Advantage to any Checks involving Intellect.
Accuracy Die: [MND + DSR]
Damage Die: [MND + CMPLX]
SPILL: Ignores Trauma when active

Ζ
The Zeta type is a fiesty Parasite that thrives off
emotions and strength, they inherently give
Advantage to Checks involving Persuasion.
Accuracy Die: [PHYS + DSR]
Damage Die: [PHYS + EMO]
SPILL: Deal +1d8 extra damage when active

Υ
The Upsilon type is a carefree Parasite that

in
thrives off ego and dexterity, they inherently give
Advantage to Checks involving Acrobatics.
Accuracy Die: [PHYS + EMO]
Damage Die: [PHYS + CMPLX]
SPILL: Your attacks always hit when active

Δ
The Delta type is a calculating Parasite that

learning
in
thrives off wits and greed, they inherently give
Advantage to Checks involving Deceit.
Accuracy Die: [MND + CMPLX]
Damage Die: [MND + DSR]
SPILL: Ignores damage when active
SPILL
SPILLS in EMPTY CYCLE are performed when the Player Character and their
respective Parasite synchronize and temporarily fuse together into a being that
reflects the current state of the Characters psyche.

When performing your SPILL your Character and Parasite fuse together into a
being that is able to take the form of anything from a humanoid robot to a
gigantic plush animal, the choice of appearance is up to the Players and GM. A
SPILL occurs when a Character is in great danger and can be activated by the
Character announcing they would like to perform a SPILL. Once this has been
announced the Parasite turns into a liquid-like substance and consumes the
Character from the ground up, beginning the fusion between the two beings.

A SPILL is only possible to perform when you have more than 2 SOL, for each
turn you remain in the SPILL state you will deduct 2 SPILL from your total
remaining SOL. To exit a SPILL state, the Player must first make an Exit Check by
rolling their highest Character Stat and highest Parasite Stat against a target
number of 8, until they match or surpass this target number, they must remain in
the SPILL state.

Example: If I have 12 SOL and enter the SPILL state I will lose 2 SOL for 6 turns
and will automatically exit the SPILL state on the end of the 6th turn unless I can
escape the SPILL state by making a successful Exit Check

During the SPILL state, your Character possess general superhuman abilities like
that of a Parasite but greatly amplified. In addition to this, each Parasite Type has
a special ability that remains active while in the SPILL state.
THE OTHER
Barefoot, I can’t walk through the crowd
Even though I put on some shoes and try to jump a little
There’s too many of them
Does the asphalt still remember who I used to be?
Every day it’s like the sun is even higher and brighter
EMPTY CYCLE
EXTRAS
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