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Monad Echo SRD
Monad Echo SRD
Monad Echo SRD is a publication of The World Anvil Publishing. See page 4
for the conditions of use.
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INDEX
INTRODUCTION 5
What this system is intended for 6
What this system is not suitable for 6
Glossary of Gaming Terminologies 7
DESIGN PRINCIPLES 18
Managing the narrative 19
Narration-management game tools 21
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INTRODUCTION
INTRODUCTION
Monad Echo is the role-playing system used by games such as Broken
Tales, Dead Air: Seasons, Valraven: Le Cronache del Sangue e del
Ferro (“The Chronicles of Blood and Iron,” untranslated), and Evolu-
tion Pulse Rebirth, all published by The World Anvil Publishing and
available for purchase at https://theworldanvil.com. Its goal is to enhance
well-structured settings and highlight the Characters' narrative features
without relying on excessive crunchiness. It is a system that strives for
continuous narration, interspersed with "Checks" (which can include
dice rolls) to determine the success of the Characters' actions. The prin-
ciple behind Position and Defense Checks allows the players to enjoy the
narrative, with the mechanics interrupting play only when it is strictly
necessary.
6 Introduction
Glossary of Gaming Terminologies
Here is a short list of technical terms used in Monad Echo.
Exchange: A short unit of time that marks the action of each participant
in a conflict situation.
Experience Points: Abbreviated as XP, the point value indicates the ex-
perience gained by a Character during their adventures.
Introduction 7
Interlude: A specific moment during a Session in which the Characters
take a break, spend XP, and recover Soma and Wounds.
Keywords: Single words or short, themed phrases that help players focus
on some narrative details, stimulate the imagination through idea asso-
ciation, and assist the game table in developing interesting ideas during
the game.
Player: Each participant in a game Session. One Player must assume the
role of the Narrator. All other participants will play a Character.
Scene: A Session is divided into several Scenes. Scenes have no set time
length but continue until they reach a natural end and Players wish to
move on.
Session: The time set aside for play, which usually spans a single evening
or afternoon.
Soma: The value that quantifies the inner strength and reserves of will-
power a Character can draw upon. Spending Soma can guarantee auto-
matic Successes during Checks or activate some Gifts.
8 Introduction
Threat: Indicates, in a generic way, an obstacle or a complex situation.
Each Threat possesses a Descriptor and an Opposition Level which indi-
cates the challenge they could pose to a Character.
Introduction 9
E S TA B L I S H I N G T H E G A M E ' S C H A R AC T E R I S T I C S
Before starting to explain the rules, it is important to establish some
guidelines with the other Players for the game that you intend to create
at the table, its aesthetics, and the main elements that will be featured
in the Sessions.
When designing a tabletop RPG, it’s crucial to start with three questions:
When you start with the rules, you may have specific ideas regarding how those rules
should be applied in the game. However, your story will be better and more fun to tell if
you focus instead on the setting and mood of the story. Once you know that, the rules can
be adapted to reinforce the tone you’re trying to create in the narrative.
As a first step, draw up a list of Keywords. Remember, for your purpose, these can also be
short sentences. Keywords are a useful tool for focusing on the mood and themes of the
narrative, and they can be helpful to keep in mind when adapting rules.
In this game, Players tell the story of mercenary companies fighting a great
war for control of the continent Valraven.
Ɂ Field battles and missions on behalf of one of the factions on the field.
Ɂ Animistic magic that includes demonic entities which yearn for the souls
of ordinary mortals.
Ɂ Low fantasy, but with the genuine threat of monsters and supernatural
events.
SOURCES OF INSPIRATION
Don’t be shy about drawing inspiration from other works of fiction. In fact, it’s safe to say
that many successful games were created so someone could play in their favorite fictional
world. Understanding the sources that inspired a setting can help when building a list of
Keywords.
Using Valraven: The Chronicles of Blood and Iron as an example, the game was born to "relive
the stories of Berserk." That decision influenced 90% of the Keywords chosen to inspire and
provide guidance. Having a work of fiction to reference also allows you to focus on what is
really important for the setting and rules, rather than spending time creating material that
may not add to the stories you want to tell.
Some stories contain unusual or even unique elements that aren’t direct-
ly covered by either the Basic Rules or Additional Rules. In that case,
you can create a Special Rule that will help you manage story elements
crucial to the narrative of your game.
Basic Rules
The Basic Rules are required for a successful game of Monad Echo. They
guide the narrative at the table and allow Players to influence the
story. Entirely removing one of these rules would mean changing Monad
Echo to a new game system. However, the Basic Rules can be modified or
tuned for specific purposes.
The Basic Rules are: Position and Defense Check / Wounds / Soma / De-
scriptors / Gifts / Information Management / Threats and NPCs / Mark-
ing the game time (Scenes, Interludes, Exchanges).
Additional Rules
You’ll find the Additional Rules and everything you need to use them
in this book. Almost every game will use some of the Additional Rules
in some way, though you may need to adjust them to better fit the story.
However, depending on your narrative goals, they may be more useful in
some games than others.
Special Rules
You won’t find any Special Rules included in this book beyond a few
examples because, by definition, they are specific to a setting. As a result,
you’ll need to develop any Special Rules you need for yourself. In gener-
al, you’ll need a Special Rule for situations that aren’t covered by Basic
or Additional Rules but which are crucial to the story you want to tell.
As a Special Rule, it involves a few concepts from Basic and Additional Rules:
Wounds, Descriptors, XP, Soma, and Gifts. This rule is crucial to playing
Valraven because Characters must face the Road to Perdition to survive and
advance in the world of the game. It grants Increases to Characters, which is
the only way to spend XP and grow in power. It allows them to recover and
improve their Gifts. It also allows Characters to overcome pain by ignoring a
Wound and transforming it into a negative Descriptor.
As always, the rule grew from the desire to see specific themes in the narrative.
In the case of the Road to Perdition, it allows Characters to live out the
same sort of story as Guts, the protagonist of the manga Berserk, by forcing
Characters to turn to their darker natures to succeed. The rule began as a way
for a Character to resist pain (avoid a Wound) by drawing on their barbarous
natures. In return, the Character received a Descriptor that affected their
choices during the Session.
Descriptors and Gifts: As we'll see in a moment, Descriptors and Gifts will determine how
and how effectively a Character interacts with the story. Versatile and powerful Descriptors
and Gifts will make Characters more formidable and give the story an epic feel. On the other
hand, limited and grounded Descriptors and Gifts create a more realistic and gritty tone.
It’s particularly important to pay attention to the specifics of Descriptors and Gifts during
Character Creation.
Background and setting: The stories and information included in the lore of the game
are a great way to understand the tone of the game and convey it to the table. A game that
focuses on a community of apocalypse survivors will not have the same tone as one that
tells the story of young superheroes fighting alien conspiracies between classes. Setting and
background information should reflect that difference.
Applicable rules: The rules we pick will directly impact the choices Players make, so they
should encourage Players to make choices that fit with the tone you’re trying to create. For
example, drastically reducing the number of Wounds a Character can withstand will push
Players into a conservative game style. They’ll have to weigh every action or quickly suc-
cumb to the dangers they face. It is important to understand that if a rule exists, Players will
use it and it will affect their decisions. A change to the rules will have a direct effect on the
tone and mood of the table. If certain actions are nearly impossible, it’s natural for Players
to look for other solutions rather than try a Check with long odds.
The golden rule to keep in mind is: Everything you add helps to shape the mood and tone
of the game, as well as the Players’ experience. Descriptors, Gifts, and the setting help Play-
ers understand the mood you’re trying to evoke. The mood and tone at the gaming table
will in turn affect the decisions that get made during a narrative. In particular, they’ll affect
decisions regarding Position and Defense Checks, which are the basic tools for guiding the
narration.
It will be easier for Players to understand a game that clearly defines the tone it is seeking
to evoke, both in terms of rules and narrative.
Ɂ A description of the setting you want to see at the table, and the
sources of inspiration that you consider useful to better understand
the game’s mood.
Ɂ Keeping in mind the gaming experience and the tone you want to
foster at the table, consider which Basic Rules, Additional Rules, and
Special Rules to include.
Design Principles 19
The Player then has to describe how they deal with that challenge to
achieve their goals.
The task of each Player is, therefore, to describe what the Character
under their control does and how they act, always aiming for specific
and concrete effects.
Monad Echo's rules come into play when a Character’s success is un-
certain, often due to opposition by an NPC or a Threat managed by the
Narrator. Any uncertain outcome calls for a Position Check because the
Character's position in the narrative is challenged, with the outcome
determining if everything really goes as the Player has described it up to
that moment.
Defense Checks work in the same way, with the difference that they are
caused by the actions of NPCs and Threats that the Narrator describes.
In the case of Defense Checks, it is the Character's ability to maintain
their current narrative position that is tested, trying to resist outside
interference.
Position and Defense Checks are the two primary dynamics of Monad
Echo. All other game mechanics rely on those rules. Gifts, Wounds, De-
scriptors, and any other game component performs their function in re-
lation to the Checks.
After a Check, the game returns to the narrative, and the Player or the
Narrator will describe how the situation evolves.
20 Design Principles
Narration-management game tools
Monad Echo has developed several valuable tools for the Narrator and
the Players to assess what happens in the narrative and when to ask for
a Check. This is the heart of the system and the most important step in
game management.
Example:
A Character without this ability, however, will have to perform a Position Check
to understand how quickly they will be able to climb.
Descriptors are very useful even after you’ve decided whether or not a
Check is necessary, because they also help the Narrator identify actions
that might be easier or harder for a Character. As we’ll see later, that al-
lows the Narrator to modify a Check to better fit the story.
Example:
22 Design Principles
M O N A D EC H O R U L E S
SCALING THE GAME TIME
O ne of the Narrator’s responsibilities during a Session is to track time
in-game. It’s a more important task than you may think because it deter-
mines the rhythm of the narrative. These are the tools that Monad Echo
provides the Narrator to manage this vital aspect of the game.
Scene
Each Session progresses through a sequence of Scenes. A Scene rep-
resents a specific moment in the narrative characterized by a place
(where), a time (when), and a clearly defined initial situation. These
elements shape the stage on which the Characters evolve. It is the task of
the Narrator to manage the Scenes by deciding when to end the current
Scene and move on to the next one. Mechanically, Scenes are important
because they also measure the duration of a Gift’s effect.
A Scene typically begins when it’s interesting for the Characters to enter
events and ends when the rhythm slows, or the narration no longer in-
volves the Characters. Dividing the Session into Scenes allows the Narra-
tor to keep the game rolling, focus on the action, and skip moments when
nothing is happening.
If the Scene results in a conflict between Characters and NPCs, it’s time
to use the rotating turn system known as Exchange.
Exchange
The Exchange is a division of game time that comes into play in situa-
tions of open conflict, such as a fight. The Exchange gives each subject
involved in the Scene an opportunity to attempt an action that could
change their narrative position. In an Exchange, the order in which
turns are taken is fluid. The Narrator divides the participants in the con-
flict into two sides. After determining who will be the first to act, the two
sides take turns, with one member of each side acting on each turn. An
Exchange ends when all the relevant Characters and NPCs have acted at
Session
A Session is the period of time during which Players gather at the table
to play and is generally equivalent to an afternoon or an evening of play.
Interlude
The Interlude is a phase of play that allows all Players to take stock of
the situation. It’s also a moment for Characters to take a breather and
recover their energy. During an Interlude, the mechanical values on the
Character sheets (Wounds, Descriptors, and Gifts) are reset, and Players
can spend the XP they’ve accumulated to improve their Characters. The
Narrator uses the Interlude to adapt the game world to the events that
have unfolded and advance the NPCs’ Agenda.
Keep in mind that everything starts from the narrative, which is then processed by the rules.
When participating in a fight, the most common error is to "take your turn and pass." That
approach is typical of much more structured games with systems focused on strategy and
tactics, often in ways that resemble a board game. When managing a battle narratively, you
will notice that many of the actions taken by Characters and NPCs are not direct attacks, but
related actions, such as hindering an enemy or bringing someone to safety. The potential
of this approach is that it allows Characters not designed to be capable fighters to have an
active role during fights without being pushed to the sidelines.
But how to manage the narrative in these situations? The answer, as usual, is evaluat-
ing what happens in the narrative, which must then be filtered by the rules. As already
mentioned, Descriptors and the tone of the game contribute to these assessments.
The circumstances of the fight should be considered to determine if a Check is necessary
or if the initial Opposition Level needs to be adjusted. Numerical superiority, attempts to
hinder actions, and diversions are all examples of situations that affect the narrative of the
fight.
In addition to the Position Check, the main ways to disentangle a combat situation are:
Ɂ Requesting a Defense Check: Defense Checks are useful when the narrative must
reflect a sudden obstacle or when the Player's description doesn’t take into account
story elements that would prevent them from reaching their goal. For example, a
Character wants to engage the enemy leader. However, they are protected by a cou-
ple of bodyguards. The Character has to pass a Defense Check to determine if they
can avoid the guards and make their attack.
Ɂ Raising or lowering the Opposition Level: An action or description that fits particu-
larly well within the narrative may prompt the Narrator to lower the Opposition Level,
particularly if it exploits a weakness listed as part of an NPC’s Descriptor. This is one
of the best ways to reward an action that goes above and beyond a simple attack. On
the other hand, an action that opposes a strength listed as part of a Descriptor will
be more difficult for the Character to perform, leading the Narrator to increase the
Opposition Level.
Ɂ Succeed at an action without the need for a Check: if a Character offers them-
selves as bait to attract the attention of an opponent, it might become so easy for
other Characters to hit the enemy from behind that no Check is required. Declaring an
attack on someone does not automatically mean having to perform a Check.
All these mechanics are versatile and can be used if needed, depending on the Descriptors
involved and the aesthetics of the table. A character who has As nimble as an acrobat as
a Descriptor could avoid being surrounded, perhaps making a simple Defense Check to
prevent it.
During combat, you should always assess the narrative according to the unique situation
at your table without relying on a cliche resolution. Monad Echo starts with the story and
then applies the rules to allow the greatest freedom of imagination. It’s also important to
keep in mind that the same situation can be resolved differently during the same Scene
because the narrative is always evolving. Referring back to the fourth example: an enemy
could lower their guard if distracted by a Character. However, the enemy may now be alert-
ed, so the same trick won’t work twice.
This applies any time the Character is the one initiating the action.
Only actions that face opposition that could cause the Character to fail
require a Position Check. This need will be determined by the De-
scriptors involved in the current narrative and the tone of the game.
Resolving a Check
Here is Monad Echo's standard resolution flow. If you know some of our
games (Broken Tales), but not others (Valraven: The Chronicles of Blood
and Iron, Evolution Pulse Rebirth, Dead Air: Seasons), you will notice varia-
tions in the process that will be discussed later.
When calling for a Position or Defense Check, the Narrator:
Ɂ Checks if one of their Descriptors can help in the action. If so, the
Player describes how their Descriptor helps and has the opportuni-
ty to spend Soma.
Ɂ Compares their Base Successes (corresponding to the value of the
Attribute involved in the action) to the OL of the NPC or Threat.
To obtain a positive Outcome, the Character must achieve a total of
Successes (given by the sum of the Base Successes and Additional
Successes) that at least matches the OL they are facing.
Ɂ Can spend Soma from their pool to get 1 Additional Success for each
point invested, but only if they have brought a Descriptor into play.
Ɂ Can decide to roll one or more Dice and hope to get an Additional
Success for each die rolled. All the dice must be rolled at the same
time. For each die: a result of 1 equals a Failure, while results from 2
to 6 are considered Additional Successes.
A single Failure (a 1 on any die rolled) causes the whole Check to fail.
Striking an enemy with a wooden stick will not inflict a Wound unless
the narrative depicts it being wielded with great force or the enemy col-
lapsing to the ground. For the same reason, it is possible to suffer a
Wound even outside of a Check, if it’s an obvious outcome of the
narrative.
The tone of the game and the Descriptors should also come into play
when making such a judgment. If you are playing as a group of young
superheroes and one Character has the power to create force fields to
repel threats, it makes more sense not to inflict Wounds or to request a
Defense Check against the newly created Threat, Sudden Collapse.
A Position Check always moves the narrative forward, even by just a few seconds. The new
status quo will always be different from the situation before the Check. If a Player wants to,
they can succeed automatically by spending the right amount of Soma. They will not be able
to do this for every Check, but they will be able to do it when it really matters.
The power of the Narrator comes from manipulating the narrative so that it leads to a
Check and the ability to decide which NPCs and which Threats are present in a Scene. It is
essential that the Characters have the power to decide when and how much risk to take,
since the Narrator has the power and duty to always put them under pressure by providing
interesting situations to face.
Costs and Increments are decided by the Narrator, keeping in mind that
they should make sense in the narrative. Some Gifts, however, allow the
Character to replace the proposed Increment with one provided by the
Gift itself.
The next page features some suggestions for Costs and Increments.
Increments
You can maneuver towards your objective, or push it in a direction of your
choice / You move away from an opponent without anyone being able to pre-
vent it / You acquire an object on the fly, picking it up from the ground or
removing it from a backpack without wasting time / You block the movement
of an opponent, forcing them to stop / You offer fewer guarantees than required
in a negotiation and still succeed, or you get more than expected / You impress
or charm other subjects present who will remember you in the future / You
unlock a secret or discover a subject’s vices or habits / You spend less time than
expected, or you get better results in the same amount of time / You help an ally
to reposition themselves in the Scene, in addition to succeeding in the action you
have taken / You gain 1 Advantage on your next Check or provide 1 Advantage
on the next Check of an ally, to be spent within the current Scene.
The Narrator presents Checks and obstacles, but it is the Players who decide how much to
risk. The types of Outcomes give granularity to each Check, allowing you to manipulate the
narrative using additional effects. Costs and Increments formalize these effects, providing
guidelines to tune the narrative. A fair ratio between Opposition Level and Base Successes
is fundamental to a fun game.
If you are wondering what the formula behind a Check is, here it is:
This is because the average of Base Successes obtained through an Attribute is 3 (with vari-
ations between 2 and 4), as explained on page 105.
Ɂ It can be matched for a Cost with the average of 3 Base Successes, plus rolling 1 single
die or spending 1 Soma.
Ɂ With 4 Base Successes (an above-average value that represents a field where a Char-
acter excels), a Player will have to decide whether to settle for an Outcome with a Cost
or take a chance and go further.
By design, it’s tempting for Players to settle for an Outcome with a Cost. For the Player, it is
a good way to save Soma and lower the risk of Failing by rolling fewer dice. For the Narrator,
an Outcome with a Cost provides an opportunity to generate small complications in the
narrative. It’s always more interesting for a Character to succeed in what they are doing, but
with contingencies to deal with, rather than simply failing.
With dice: the dice used for this purpose should be a different color from
your Standard dice. Drawback dice cause a Failure on a result of 1 or 2.
Advantage dice do not cause a Failure on a 1, but a Neutral result that
does not count as a Success.
Advantages and Drawbacks cancel each other out in a 1:1 ratio. No more
than 3 Advantages or 3 Drawbacks can be applied to a single Check, not
including any modifiers that may have been canceled out.
For example, if almost every NPC has a Gift that inflicts a Drawback to the Characters, own-
ing a Gift that gives an Advantage becomes a "requirement" to overcome a "problem" that,
in reality, has become a constant in almost every Check. This dynamic only creates a mutual
cancellation effect.
Additionally, a common mistake for Players new to Monad Echo is to assume the Narrator
can arbitrarily assign Drawbacks and Advantages based on the situation. That’s not true of
our game, though the Narrator can determine that Costs or Increments obtained as part of
an Outcome will become Drawbacks or Advantages on subsequent turns. Remember that
the Narrator is a Player. Assuming they have that much authority is based on experience
with other games, in which the Narrator role has that sort of discretion.
Why can’t the Narrator simply assign Advantages and Drawbacks arbitrarily? It wouldn’t
take storytelling into account, and what we want to do with Monad Echo is filter the story-
telling through the rules, not vice versa. The only correct way to modify the Check difficulty
is to go through the Descriptors of those involved in the situation, while keeping in mind any
Increments or Costs from previous turns. As a result, instead of being determined by the
Narrator, Advantages and Drawbacks are assigned by Gifts, Increments, or Costs.
Garou the Old Wolf is exploring the area around the town of Durfort.
Meanwhile, his companions are having a conversation with the noble Dubois,
hoping to get a grasp of what is happening in the Red Hood Iskra Scenario. The
Narrator warns Garou of the presence of a rapidly approaching pack of wolves.
No Check is required because it is a piece of information Garou knows (as will
be explained in the Managing information paragraph) and in addition, Garou
has the Gift Find Them Forever After, which allows Garou to perceive noises
and smells before anyone else. Safely among the foliage, Garou prepares an
ambush for the new arrivals, determined to make immediately clear that this
is now his territory. The wolves arrive a few meters from the hiding place and
Garou decides to attack, jumping on them. However, the Narrator points out
that wolves have a very acute sense of smell (as reported by their Descriptor)
and therefore the surprise effect could fade before Garou manages to bite one.
At this point, the Narrator requires a Defense Check to see if the Character will
really be able to perform the surprise attack. Garou agrees to take the risk
Continuing with the example, Garou is facing a pack of four wolves. Through a
Defense Check, Garou has approached the enemies from behind, taking them
by surprise. Garou's Descriptors tell us that he is a Fierce and Powerful
Predator, and that is definitely relevant to what they are doing. Therefore,
Garou receives 3 Base Successes. The Narrator declares that the Opposition
Level of the wolves is Medium, which is equal to 5. However, the Narrator
decides to lower it to 4 because the wolves’ Descriptor specifies that they
obey only their Alpha Greskar or Iskra, and neither of them is present in
the Scene. Garou has 3 Base Successes and needs at least 1 Additional Success
to reach the Opposition Level. This is the minimum to get an Outcome with a
Cost. Now the Player can decide if they want 2 Additional Successes to reach
a Standard Outcome (1 Success over the Opposition Level) or 3 Additional
Successes to aim for an Outcome with an Increment (2 Successes over the
Opposition Level). Garou doesn't mind a Standard Outcome: they now have to
choose how to get the 2 missing Additional Successes to achieve it. As the last
step, Garou decides to exchange 1 Soma for a Success, and then roll 1 single
die. The die comes up a 3: Success. Garou gets a Standard Outcome, which is
up to the Storyteller to describe.
In this case, the action fails: if the Character's goal is to somehow avoid a
Wound, they will suffer it. The narration, however, goes on anyway. Whether
the Character wants it or not, something changes, and, in the case of a Failure,
it does so in a way that affects them negatively.
The Narrator describes the result: Garou hurries to avoid alerting the wolves,
but this makes the attack hasty and inaccurate. The bite misses its mark as
the other wolf dodges the attack and turns around, ready to face the threat.
The Character gets what they want but at a Cost chosen by the Narrator from
the appropriate list, in line with what is happening. As a result of Success, if
The Narrator describes the result: Garou sinks their fangs into the
throat of one of the wolves, which, being able to suffer only 1 Wound,
is instantly killed. Unfortunately, as the animal falls to the ground, it
drags Garou with it, throwing the Hunter off balance. The Narrator
assigns 1 Drawback to Garou’s next Check.
In this case, the Character gets what they intended and, if consistent,
can inflict 1 Wound on one or more targets.
The Narrator describes the result: Garou sinks their fangs into the
throat of the enemy, which, being able to suffer a single Wound, is
killed instantly.
The Character gets what they have set out to do and an Increment,
an additional effect increasing the range of the action itself. The
Increment is provided by the Narrator in relation to the situation
and the objectives of the Character, choosing from the generic list.
Alternatively, if the Character’s Gifts grant special Increments, they
may choose to activate them.
The Narrator describes the result: Garou sinks his fangs into the throat
of the enemy, which, being able to suffer a single Wound, is killed
instantly. Garou sprints past the opponent's body and pushes the
remaining wolves along a narrow path to prevent being surrounded,
as stated by the Player at the start of the attack. The Storyteller will
therefore neither be able to exploit the narrative advantage of Garou
being outnumbered for the wolves’ next action, nor their Gift which
confers advantages to them when they outnumber a prey.
The Narrator presents the Check and Opposition Level, but it is up to the Players to decide
how to deal with it, such as automatically reaching a positive Outcome by spending the
required Soma. Keep in mind when designing your game that having the Narrator make the
majority of the decisions (Costs, Increments, changing Opposition Levels) follows a principle
designed to make the narrative as fluid as possible, rather than giving one Player author-
ity over the others. Monad Echo could also work perfectly well by allowing the Players to
choose each individual Cost or Increment, rather than leaving it up to the Narrator. Howev-
er, each option placed on the table would slow the game down by interrupting the narrative
before and after each Check, because the Player would understandably want to evaluate
each option.
Why does the Player narrate the Failures? It allows the narration to remain consistent and
gives the Player final say over a situation in which their Character has been defeated. You
may find while playing that this rule is more of a safety net to assist in mutual understand-
ing at the table rather than a strict rule to enforce. Some procedures are used to clearly
establish who has the last word in case of doubt, as detailed in the mandatory use of the
rules (page 100). In 90% of cases, the narrative of the action itself will establish beyond any
reasonable doubt what happens in case of success and failure. In the rare cases in which
the Player and Narrator do not agree on the result of a Check, the Player gets to decide.
But how do you best modify the difficulty in your imagined game world?
In a game system that manages a narrative, the difficulty of a specific Scene is determined
by the narrative itself. The more elements, NPCs, and situations are present in a Scene, the
more difficult it will be for the Characters to manage. High Opposition Levels will only push
Players to look for alternative solutions, rather than rely on chance. If the Players act on the
present narrative to get what they want, the Narrator must act on the narrative “upstream”
of the Scene to make the situation interesting.
Specifically, here is how to make difficulty thresholds tangible by acting on the narrative and
not on the numbers:
Ɂ Descriptors as difficulty: Descriptors, particularly for NPCs and Threats, can make
the difference between a feasible and impossible Check. They are an excellent system
for introducing a narrative obstacle that must be solved before the Character can ac-
tually act. The most classic example is that of the vampire, a creature that can only be
hurt by certain things (sunlight, ash stake). A vampire NPC would possess a Descriptor
that outlines these immunities and weaknesses. To succeed against such a foe, the
Characters have to take advantage of its weaknesses (by adding to the narrative) in
order to make a Check against it.
Ɂ Consider the narrative and not the numbers: managing NPCs and Threats as an
authentic facet of the narrative, and not as mere obstacles, opens up every situation
to infinite possibilities. The Players at the table must learn to liberate themselves
from the concept of rolling dice to resolve situations. Instead, they should focus on
adding to the story to change their circumstances. A powerful enemy who shuns a
fight in which they are at an open disadvantage, and exploits their resources to re-
verse the situation, is an antidote to the concept of the Bad Guy who only shows up to
fight. Tying vital aspects of an NPC or Threat to the story can draw attention from the
dice and help the Players focus on changing the narrative to crack challenges.
3. Does getting the information put the Character at risk? The Nar-
rator introduces a Threat or NPC hostile to the Character into the
Scene or asks the Player for a Defense Check in case of immediate
danger.
Same deal, or even more so. Finding clues and information is an essential part of this type
of game. Here are some suggestions to highlight an investigative dynamic.
Ɂ Specific Gifts and Descriptors can expand the Character's access to information, allow-
ing them to ignore some steps of the Information Ladder.
Ɂ Rather than focusing on how to find clues, pay attention to how to interpret them and
create a series of connected clues. An ancient book of magic is clearly at the center of
a bloody ritual, but it is written in an incomprehensible language and the Characters
have to find someone who can translate it.
Ɂ Some Gifts may provide additional information that facilitates investigations, but
which isn’t critical to the story. The first time the Characters use this information, they
should receive an Advantage on their next Check.
Descriptors can have different functions and forms. For example, Char-
acter Descriptors have a different form than those of Threats and NPCs.
Example: the Character faces an NPC with the Descriptor, “my body is made
of ice and snow.” To target the NPC’s weakness, they light the blade of their
weapon on fire.
GIFTS
Gifts are special abilities and skills that give characters and NPCs variety
and depth. Each Gift must contain a complete description of its effect,
which clarifies when and why it can be used in the game. As with Descrip-
tors, NPC Gifts have some differences from Character Gifts.
On the Characters’ side, Gifts can affect many different game situations,
from obtaining circumstantial bonuses to recovering Soma. NPCs and
Threats tend to feature Gifts with simpler effects.
Gifts are by far the most "design-heavy" element the Narrator and Play-
ers have to create because they are the only elements of the game that
must be balanced. Keep in mind that “balanced” is ultimately a subjective
assessment. What you’re really after is a fun game and a good story.
The Golden Rule for creating a Gift is to start with its effect on the
story when it is used.
This means setting aside bonuses and mechanical effects and prioritizing
storytelling. A well-written Gift thoroughly describes the Gift’s effects.
Be sure to include any special requirements before a Gift can be used and
what happens when the owner displays it.
BALANCING GIFTS
One of the strengths of the Monad Echo system is that everything is based on storytelling. It
makes narrative sense that the details of the story impact the usefulness of a Gift. However,
it also makes it nearly impossible to perfectly balance Gifts. If you’re playing a Session in
which investigation is important, a Gift focused on combat won’t be directly useful.
While perfect balance may be a tall order, there are a few guidelines you can follow to en-
sure the Gifts you create are balanced for a fun game:
Ɂ Usage Frequency: A Gift that can be used consistently throughout the Session is typi-
cally stronger than one that only offers significant benefits occasionally.
Ɂ Modifying the Gifts at each Interlude: The Interlude is not only a time to recap the
story so far, but also an opportunity to rebalance Gifts that have proven too strong or
too weak. The first balance adjustment is to modify the amount of Soma a Gift gives to
the Character. You may not want to adjust the Gift’s Soma, for example, if it’s already
at the maximum of 3 or minimum of 1. Instead, consider adding Effects or Archetypal
Costs.
Ɂ Interesting Gifts vs. Powerful Gifts: It won't take long for everyone at the gaming
table to realize that Monad Echo gives the Characters significant freedom of action
and, therefore, power. Gifts that can increase the Character's narrative potential are
more interesting than mechanically exaggerated Gifts. An effect that gives a Char-
acter unique knowledge gives that Player a moment in the spotlight, even more so
than a Gift that bestows Advantage when attacking. However, Gifts that give combat
Advantages can also add more to the Character’s story if they’re combined with nar-
rative constraints. For example, a Character might summon a primal rage in specific
circumstances. The Character may be compelled to act in a certain way as a result.
Similarly, a duel has forms that a gentlemanly Character must obey in order to receive
duel-related Advantages.
Some Gifts include two or more Archetypal Effects added together to ar-
rive at the intended narrative outcome. The most iconic example is mag-
ic, which a Character can use to Manipulate Reality, Inflict Wounds,
and Create Descriptors. As previously mentioned, the priority is always
to create a Gift related to the Character's story, limiting its potential
power with the addition of Archetypal Costs.
1 ADVANTAGE
Effect: Provides +1 Advantage to the Character’s Checks in a specific sit-
uation.
Tips: This is the standard Effect to complete a Gift in the absence of oth-
er ideas or to emphasize a particular specialization of the Character. The
Archetypal Effects of Gifts can stack, allowing the Advantage granted by
this Effect to be combined with benefits from other Gifts. This is an ex-
cellent way to reinforce the Gift’s characterization.
Tips: This Effect is great for highlighting a field of action where the Char-
acter excels more than anyone else. Due to its significant benefits, you
may wish to tie this Gift to Costs that limit it to specific narrative situ-
ations. Another recommended Cost is Check Limit because it binds the
Gift to Position or Defense Checks.
3 ADVANTAGES
Effect: provides +3 Advantages to a single Character Check.
Tips: This Effect is great for showcasing a power burst when a Char-
acter shouldn’t just succeed, they
should do it with style. You may
wish to reserve this Effect to Gifts
that guarantee a Character’s suc-
cess when displaying their signa-
ture skill.
ALLIES
Effect: One or more NPCs are in the Character's service. Each has a
distinctive Descriptor and will do their best to help the Character. The
Character can also sacrifice or use an ally for additional effects.
Tips: This Effect can be very powerful, so it’s important to limit its use
by tying it to one or more Costs. A time limit or a specific narrative limit
are both good options. In general, it is not very exciting if the Character
always succeeds at the right time through the use of a Gift. Instead, a bet-
ter story can be told if a specific situation, such as anger or pride, drives
them to excel at any cost, affecting their choices in the story.
CREATE A DESCRIPTOR
Effect: The Character can create a Descriptor that allows them to pow-
er-up or extend their abilities. The Descriptor created has an effect on
the Character and modifies their abilities.
Tips: This Effect is one of the most versatile and can be used in any Gift
where the Character creates something to use to their advantage. Magic
is the simplest example, but other examples include the ability to adapt to
the situation or having easy access to resources. The advice is to strongly
tie Create a Descriptor to a theme that calls to mind the background and
traits of the Character. Otherwise, it can be too versatile an Effect.
Tips: This effect is useful if the Character must have freedom of action
and keep a low profile. At the same time, it can also represent individuals
who enjoy more freedom on a social level. A good Cost related to this
Effect is Reaction to a Specific Event, as it allows you to set a condition
(such as a certain behavior or the activation of other Gifts) that reveals
the Character's deception.
EFFECT TOKEN
Effect: The use of the Gift grants the Character 1 or more named Token
linked to the Gift itself. The Character can then spend Tokens to create
another Archetypal Effect.
Tips: This Effect can allow the Character to avoid Defense Checks while
moving or following a target. It is optimal for elusive characters or as an
Additional Effect of an Outcome with an Increment.
GET XP
Effect: The Character receives 1 or 2 XP for achieving a particular type
of action related to their story and personal goals. In general terms, per-
forming the action gives the Character inner strength.
Tips: Because it offers a long-term benefit for the Character rather than a
quick bonus that might upset the balance of the story, this Effect is ideal
as a complement to some Gifts. The story of the Character should be tak-
en into consideration, to determine whether there is a valid motivation
for them to strive for improvement or to learn from mistakes.
Tips: This Effect provides offensive power and makes the Character
more dangerous. Given the low number and importance of Wounds, the
ability to inflict Additional Wounds should be limited with a dedicated
Cost, such as an Outcome with Increment or, even better, a Narrative
Limit. The Gift Effect may also indicate a power that the Character man-
ifests, inflicting 1 Wound on potential targets, regardless of the Charac-
ter's actual intention.
INTERRUPTION
Effect: Allows you to interrupt an opponent's
action to activate a special Effect or act before
them.
MANIPULATING REALITY
Effect: The Character can decide on an Effect and make it real. The Ef-
fect can vary based on context and encompass several other Archetypal
Effects, such as Reshaping the Environment or Inflicting a Wound. It is
usually good to specify what can be done and what falls within the limits
of the Gift, such as if the Gift affects living beings.
Tips: Like Create a Descriptor, this Effect allows the Character to apply
the Gift directly to the narrative without going through a Position Check.
It is advisable to tie it to Costs that require the investment of resources,
such as Soma or Wounds.
Tips: This Effect is especially good for Gifts that do many different
things. This makes it possible to incorporate a variety of skills into a sin-
gle Gift. It is important that all options of the Gift are consistent with its
description.
MULTIPLE TARGETS
Effect: The use of the Gift allows the Character to hit more than one
target with their powers. Each target still requires a separate Position
Check. Alternatively, the Character can automatically eliminate an NPC
with 1 Wound without going through a Check.
Tips: This effect makes the Character fearsome against multiple oppo-
nents. The most suitable Cost is Increment Expense. In other words, us-
ing the Effect requires the success of a Check but is not limited by more
dire costs. Against minor enemies with a single Wound, consider using
this Effect as a secondary bonus to another action.
RECOVER SOMA
Effect: The Character can recover 1 Soma by achieving a particular goal,
such as demonstrating something or making progress towards a personal
quest. In general, it is a kind of reward that provides inner strength to the
Character.
Tips: Thanks to this effect, the Character can replenish their Soma re-
serve if they experience fulfillment or satisfaction as the result of one of
their actions. Tie this recovery to specific actions that have significance
to the Character's background to avoid abuse of this Effect. Avoid creat-
ing a loop with Soma Expense. It’s possible to end up in the untenable
situation of spending 1 Soma and then immediately recovering it.
Tips: Thanks to this Effect, the Character can heal themselves or others.
When thinking about immortality, it is good to limit the use of this Effect
so as not to make Wounds management during a Scene superfluous. The
Character's recovery may be free and more rapid if the plan is to repre-
sent a regeneration power, on the other hand.
REPLICATION
Effect: The Character can copy a Gift or Descriptor they witnessed in
action. Alternatively, they can have access to several Gifts for a limited
time.
Tips: This Effect gives great versatility to a Character, and for this rea-
son, it must be limited in its use with Costs, such as Soma Expense or
Once per Scene. Check that the Gifts accessible to the Character are con-
sistent with their Descriptors.
RESOURCES
Effect: The Character owns or can easily get the resources they need.
This includes special items that can confer 1 Advantage.
Tips: As with the Ally Effect, it’s important to consider where the Char-
acter draws their Resources from and what they can do to recover them
if they are separated from the source by the narrative.
SUPPORT
Effect: The use of the Gift allows the Character to confer 1 or more Ad-
ditional Successes on an ally. When applied to an NPC, the Gift allows
them to increase the Opposition Level. It is also possible to transfer oth-
er benefits such as Soma, Wounds, or temporary Descriptors. The Effect
is active for the duration of a Check in the case of Additional Successes,
or for a Scene in the case of Descriptors. The Narrator can evaluate the
other cases.
WEAKEN
Effect: The Character is able to prevent an enemy from using a Gift for
an action or lower the enemy's Opposition Level by 1 or more.
Tips: This Effect allows the Character to weaken enemies and must be
linked to some knowledge or to a drive that pushes them against that
specific threat.
ACTIVATOR
Effect: A predetermined trigger activates a Character’s Gift. The Acti-
vator should symbolize the Character’s bond with their power or their
method of concealing their power. It’s vital the Activator is appropriate
to the Character’s Descriptor.
Keywords: secret identity / true self / reveal oneself for what one is in
reality.
CHECK DRAWBACK
Effect: When the Gift is activated, the Character receives one or more
Drawbacks to Position or Defense Checks for either an action or the en-
tire Scene.
CHECK LIMIT
Effect: The Gift can only be activated during a certain type of Check:
either Position or Defense.
Tips: This Cost is handy for limiting Effects that grant Additional Suc-
cesses or that might be used too frequently. Tying a Gift to a type of
Check is also a good way to add personality to its use.
DRAWBACK TOKEN
Effect: Using the Gift grants the Character 1 or more named Tokens that
are linked to the Gift itself. The Narrator spends the Tokens later on to
represent a long-term cost to the Character, such as creating a negative
Descriptor, assigning 1 Drawback, or other effects. As a minor Effect, this
Cost allows you to remove any Drawback Tokens accumulated during an
Interlude. The action that generated them must be linked to the Charac-
ter's backstory.
INCREMENT EXPENSE
Effect: The Gift can be activated by spending an Increment.
Tips: This Cost is particularly suitable for Gifts related to combat or fast
actions. The frequency of use is limited by the number of Checks per-
formed by the Character.
NARRATIVE LIMIT
Effect: A specific circumstance that occurs in the story, such as a one-on-
one challenge or the presence of a particular object, must occur in order
for the Gift to be activated. Alternatively, the Gift must generate a special
Descriptor representing the Gift’s limits.
Tips: Tying a Gift's use to a narrative element allows this Cost to be one
of the most adaptable and distinctive available. Using a Narrative Limit
can provide a way to steer the story in the direction you want by requir-
ing the Character to fulfill specific requirements. A mechanical Narrative
Limit is frequently suggested in the Gift's description.
Tips: This Cost is great for providing narrative hooks that the Narrator
can exploit to re-energize the story. The Character avoids immediate di-
rect Costs in exchange for a potential external complication.
Tips: This Cost is a significant limit to the use of a Gift and is usually only
applied to one of the two Archetypal Effects. In this way, a very powerful
Effect can be limited without completely impeding the use of a Gift.
Tips: This is by far the most versatile Cost because it provides a moment
in the spotlight for the Character's Gift in each Scene.
RANDOM EFFECT
Effect: The activation of the Gift is linked to a die roll. When certain
numbers are rolled, something will go wrong. The Gift will either not
work at all or will work but with a significant flaw. Alternatively, you can
create a list of six random minor Effects that accompany the Gift's use.
Tips: This Cost can be a good substitute for set Costs such as Soma or
Wounds, but should be used sparingly. Be aware that a Gift can, with cer-
tain rolls of the dice, either always activate for free or always have a Cost,
which can be frustrating for the player over time.
Tips: This Cost is great for encouraging the Character to avoid certain
actions that effectively put an end to the Gift's use. This is a variant of
Narrative Limit that relies on external circumstances rather than on the
Player’s actions.
SACRIFICE
Effect: Activating the Gift requires a special focus or the sacrifice of an
expensive resource. This could be necessary at each use or just once,
depending on other Effects and Costs, at the discretion of the Narrator.
Tips: This is the best Cost for limiting Gifts that can be used multiple
times in a Scene. They give the Character a lot of leeway in managing the
Gift while imposing a limit.
WOUND EXPENSE
Effect: Activating the Gift inflicts 1 or more Wounds to the Character.
Soma points can also be spent to activate the effect of some Gifts.
When a target fills the last available Wound slot, it is the Narrator who
decides their fate in accordance with the events of the story up to that
moment. A Character almost never dies or becomes permanently
disabled after receiving their final Wound. However, they won't be
able to act anymore, at least until the following Interlude.
Wounds are a resource. They allow you to collect damage and stay in
the game, but also activate the effect of various Gifts. It is common for a
Character to sustain Wounds, but it is just as easy to recover them.
So the Characters are immortal? No, but you can implement some measures to make sure
that Players reach the "point of no return" of their Character with more awareness, ex-
ploiting Wounds as a resource. Different types of mortality can be created by developing a
Special Rule.
Ɂ By specifying Descriptors that symbolize the Character's descent into the dark
part of their soul, Valraven's Road to Perdition enables the Characters to avoid
Wounds. The Character can avoid up to 3 Wounds with this system, but they will be
converted into Descriptors which will have a negative impact on their attitude. It is
the Player who creates every step down the Road to Perdition, and this also allows
them to decide (at the completion of the fourth step) how their mercenary will leave
the world for good.
Ɂ Scars in Dead Air: Seasons are permanent Descriptors representing injuries or prob-
lems that a Character develops after surviving the last Wound suffered. Scars convey
the feeling of a harsh and deadly environment but leave room for acts of courage and
final sacrifice, allowing a Player to decide whether to risk everything during a Scene,
with the knowledge that in case of Failure, the Character will forever be marked by
the experience.
EQUIPMENT
In Monad Echo, everything a Character needs and can be justified by
their Descriptors will be in their possession. As a general rule, possess-
ing something simply expands the Character's narrative possibilities, al-
lowing them to declare different kinds of actions. When the narrative is
broken down into rules, the Character's equipment becomes a useful in-
dicator to understand if what they are doing succeeds, requires a Check,
or cannot be performed.
Weapons and armor may not directly affect an NPC or Threat's OL.
However, they do have meaning in that they allow Characters to address
narrative obstacles in clever ways. Additionally, always keep in mind the
circumstances that gave rise to the Position or Defense Check. Charging
an enemy with a dagger will result in a Defense Check long before the
Character requires a Position Check to see if their attack lands.
Example: For Garou the Old Wolf, obtaining horses and supplies for a long
journey could be really complicated. All his Descriptors point to a wild wolf
who, even when transformed into a human, does not possess any wealth.
Regina the Thief of Hearts, on the other hand, will only need to make her
requests known to a few "friends" in the city to quickly get what she wants,
thanks to her extensive network of connections and favors.
In the second case, the Narrator should find a way to pass that informa-
tion to the Character, who will have to decide whether to actively go find
and obtain the equipment.
It’s possible to give greater emphasis to the quality of a piece of equipment if it’s important
for the setting and style of your game. Making a Character's special equipment into a Gift is
the best way to emphasize its role because you can then establish mechanical effects that
represent the equipment’s potential uses. Following is a list of additional suggestions for
making equipment relevant:
Ɂ Apply Advantage once per Scene: With this straightforward Special Rule (used in
Evolution Pulse Rebirth and Dead Air: Seasons), you can highlight unique items and fine
craftsmanship. Once per Scene, these items will be highlighted and grant 1 Advantage
to the Character who displays them. The limit of Once per Scene limits the use of the
Advantage and, at the same time, highlights the quality of the equipment when it is
invoked in the narrative.
Ɂ Equipment Slots: This Special Rule gives a number of "slots" that the Player can fill
with the equipment that’s important to their Character. The Player can mark a slot to
gain an Advantage given by that specific item when it’s appropriate to the story. This
system is great for highlighting settings where equipment is an active and important
part of the narrative.
Ɂ Rank: with this Special Rule (used in Valraven: The Chronicles of Blood and Iron), each
Character has a Rank that identifies their importance in the hierarchy of the merce-
nary company. The higher the Rank, the more resources the Character can access.
Below you'll find a list of generic Gifts to use as a base for creating
Threats on the fly.
Damage: When the Threat triggers, it inflicts 1 Wound tied to the spe-
cifics of the Threat. This Wound comes in addition to any Wound that a
Character might have already received from a failed Check.
NPCs
Monad Echo allows you to manage NPCs very quickly, defining only a
few of their features so that the Narrator can easily create one on the
fly during a Session. The following "standard" guidelines will help you
create an NPC. The Narrator is always free to change details to better
fit their idea. For instance, even though the rules state that a Main NPC
should typically have an Opposition Level of 4 or higher, there is nothing
to prevent assigning a low Opposition Level to an important NPC in the
story to represent someone who is socially influential but completely in-
capable of handling other situations.
Minor NPCs
All of the people surrounding the Main NPCs or tied to them are Mi-
nor NPCs. A Lesser NPC will almost never be much of a challenge for a
Character, but rather a method to connect the situations of the story to
the Main NPCs. Given their situational importance, a Minor NPC may
also not have an Agenda. Their actions should either be in support of or
reaction to the Main NPCs and Characters.
It goes without saying that there are a lot of Minor NPCs who could end
up being a problem for the Characters.
NPC Gifts are simpler than those of the Characters, as they confer bonus
effects in very specific areas and almost never have activation costs.
The best way to create the Gift for an NPC is to describe what hap-
pens in the narrative when the NPC shows off their Gift.
Example: An NPC with ties to the vampire myth may possess the Immortal
Gift, making them impossible to kill unless using one of the Gift's specific
methods. Your concept of immortality in the story determines how it manifests
itself. Will the vampire collapse into a cloud of smoke under the Character’s
blows, or will they choose to disregard any harm unless the Characters find
a way to target a weakness? Does their body instantly regenerate before the
incredulous eyes of those present? It is simple to detail each of the Gift’s effects
by describing what we envision will occur in the story.
NPC Archetypes
Main NPC
This archetype is helpful for defining significant
NPCs and the main antagonists opposing the
Characters.
Opposition Level: 3 to 7.
Minor NPC
This archetype is the foundation for creating all the secondary NPCs,
thugs, and servants of the Main NPCs. This archetype allows you to eas-
ily manage a large number of NPCs in the Scene.
Opposition Level: 3 to 5.
Descriptor: Representing its abilities and its link with the setting.
Opposition Level: 5 to 9.
Ɂ Gifts: Gifts allow the Narrator to grant NPCs powerful mechanical effects, which can
be used to highlight the concepts underlying the NPC. NPC Gifts can have any effect, in
contrast to Character Gifts, which instead must strike a balance between the options
in order to prevent a disparity in utility and power levels. NPC Gifts only need to be
consistent with the description and idea of the NPC. If an NPC is the best swordsman
in the known universe, it makes perfect sense for them to have a Gift that makes
them extremely dangerous in a duel, such as +2 to OL, 1 Additional Wound per blow,
or impairing the use of a Character's Gift after witnessing its effects for the first time.
Those are three very powerful effects, but completely justified for that type of NPC.
You might be wondering how to start creating NPCs. It’s simple. The best starting point is
how they act in a Scene and how that affects the story.
Bonds can:
As a rule of thumb, during the Character creation, you can define 2 Bonds
with other Characters and 2 with NPCs. However, there’s no reason
those numbers cannot be modified or adjusted. It makes perfect sense
for the Characters in a team of teenage superheroes to have a Bond with
every member of their team without worrying about balanced Character
and NPC relationships..
Example: I trust Varyssa because she has risked her life for me on more than
one occasion, and I want a sincere friendship to arise between us.
Each Player is required to outline a few NPCs that relate to their Charac-
ter and place them in the game's world.
I know/am bound by name of the Bond, by reason for the Bond, the
characteristic of the Bond unites us.
Because they might not be necessary in every setting. Characters from Broken Tales have
strikingly distinctive characteristics as well as wildly dissimilar backstories and personalities.
The group known as the Order serves as a unifying force among Characters in the setting,
practically compelling them to form a group with the others. Because of this, Bonds are not
required in Broken Tales, or if they are, they are only reserved for a select group of Charac-
ters as a result of their Gifts.
It’s important to be aware of the differences between various types of media when devel-
oping your game, which may be inspired by manga or your favorite TV show. In many types
of stories, the focus is on a single protagonist, whether it be a book, comic book, or movie.
Additionally, the protagonist almost always remains the focus of each scene, only shifting if
it’s important for the overall plot.
On the other hand, role play is a medium that is based on having a cast of characters that
are all equally important. This radically changes how you set up the game in comparison to
the work that inspired it. Bonds provide a mechanic that can help spread the focus among
the Players, but they are insufficient on their own. As you design your game, think about
how Characters will act, if they act in a group, and what happens to each of them in a Scene.
By doing so, you'll be sure that the stories at your table are about a group and not a single
protagonist.
The best time to assess whether Character Bonds have been explored
throughout the game and developed (either positively or negatively)
during a Scene is at the end of the Scene. If a relationship with a Bond
has developed, the relevant Bond may be marked, just as you would mark
a Descriptor.
Earn XP
You can play an Interlude at the conclusion of each adventure, with each
adventure typically consisting of two to three Sessions. This Interlude's
purpose is to give players a chance to take stock of their XP, spend them,
and change various aspects of their Characters, such as their Descriptors
and Gifts. All Descriptors, Bonds, and other items marked to grant XP
should be reset during this Interlude so that they are available for the
Character's upcoming adventure.
Spending XP
Even though the worth of an individual experience point isn’t really de-
termined until it’s spent, a Character can choose to accumulate them
from Interlude to Interlude in order to reach the required level for the
desired Advancement. A Character can improve by exchanging XP for
Advancements.
Similar to Opposition Level, Attributes have a fundamental flaw, in that a high Attribute
has a significant impact on Checks but adds little to the story, if we ignore its effects on the
Character’s skills.
There are a couple of methods you can use to limit the increase of Attributes:
Ɂ Attributes are already limited by the maximum difference range, so in order to raise
one attribute's value above 5, it is necessary to raise all the others to 3, which takes
both time and XP.
Ɂ Increase the Attribute XP Cost according to the formula: 5XP per Attribute point. In this
way, bringing an Attribute to 6 requires 30 XP.
Evolve a Descriptor into a Specialization
A Specialization develops a Descriptor, expanding its effects in terms of
power and influence on the world. When the Character brings their Spe-
cialization into the field, they gain 1 Advantage per Scene to be used at
any time.
Example: As more time has passed, Alyssa has overcome other challenges,
and as a young and capable commander, her position of authority within the
forces of the Republic of Dormas has solidified. Alyssa's Specialization develops
into: People bow to me as I pass because my face is recognized throughout the
Republic.
Obtain a Follower
The fame and abilities of the Character have attracted a recruit, deter-
mined to learn from the Character. The Player can create a new Charac-
ter and play two of them during the Sessions.
Improving a Gift
Gifts can have an Enhancement, or an expansion of their mechanical ef-
fect, that can be acquired by spending XP.
Increase Status
All the situations in which a Character receives some kind of power or
authority because of the events of the game fall under this Advancement.
The practical effect can vary significantly. This Advancement exists to
cover all situations in which a Character gains some kind of advantage or
power that isn’t covered in another Advancement, such as:
Narrative experience
It is important to keep in mind that, regardless of the game's experience
system, in order to be transformed into an Advancement, the Character's
development must also be derived from the story and the Character’s
experiences during Sessions. Gaining followers should be the result of a
Bond that the Character has formed with an NPC throughout the course
of the story. Improving an Attribute should be the result of the Character
using it frequently, and so forth.
The main goal must be to encourage the Players to achieve the goals of
the Character and advance through the narrative.
PLAYER EVALUATIONS
It’s always up to the Players to determine whether and to what extent their Descriptors,
Bonds, or other Character-related elements are properly interpreted in the game. In Monad
Echo, this idea applies not just to how you play and how well you play, but also to the me-
chanics of advancing your character’s abilities. It’s fairly typical to leave the evaluation of a
Player’s style or interpretation of their Character, as well as how fast they should advance
in power, up to the Narrator or other Players. However, this is a mistake. It is essential to
respect each individual's unique sensibilities and approach to role-playing. Encourage play-
ers to interpret and highlight Character Descriptors, then allow them to evaluate their own
gameplay and be rewarded with experience points for it. Instead of relying on a general
consensus of the one-and-only true way to role-play, each Player should make their own
judgements. Rewarding engagement through Descriptors is a positive dynamic in and of
itself. However, the frequency with which it can be used during a session must be mechan-
ically limited to encourage players to highlight all of the elements on their sheet rather
than favoring just one.
It’s also easier on the Narrator if the Players handle their own evaluations. Just for the Char-
acters, there are 15–20 Descriptors per game if there are 3–4 Characters in each group and
each Character has an average of 5 Descriptors. On top of all that, the Narrator must also
manage Scenes, Threats, and NPCs.
Because of this, when creating a game with Monad Echo, always set up Descriptors so that
obtaining rewards, such as Experience, relies on the Players’ evaluations.
The most striking example is the Check, where the Player narrates the Failures. Experience
with long-term playtests has demonstrated that the description is frequently unnecessary,
for the simple reason that, in 90% of cases, the description of the action itself makes the
outcome of the Failure abundantly clear.
It is our responsibility as designers to make sure that the gaming system always provides a
straightforward solution to tricky situations. This is accomplished by subjecting the game to
stress during the playtest phase, much like how any product that must be released onto the
market is tested for a considerable amount of time to determine whether it has any issues.
Monad Echo is a system that analyzes storytelling, but each Player will interpret it differ-
ently. One group could explore a place by moving inch by inch on a detailed map, and
another group could investigate the same place room by room using much more abstract
movement rules.
Your game needs to offer a set of rules that encourage the kind of experience you want to
create: young heroes saving the world, adventurers risking their lives in a dungeon, and survivors
of a post-apocalyptic world battling perils are all good examples. As a designer, it is up to you
to set up Descriptors, Gifts, and Special Rules to put all these elements on the table, and it is
up to each game group to make them their own. The rules, if clear and functional, will only
be called into question when truly required.
Obviously, as Broken Tales shows, this is not a strict rule (see Playing
without Attributes on page 106), and with the proper precautions, you
can safely design games using 4 or 3 as your “standard number.”
ATTRIBUTES
As already mentioned, Attributes represent the way a Character ap-
proaches Position and Defense Checks, and provides Base Successes.
Standard Attributes in Monad Echo are:
Body
This attribute represents athletic performance, resistance to stress, and
physical power.
It is used:
Ɂ For actions that include the use of the body and, in general, melee
attacks.
Ɂ For defending yourself by parrying or taking a hit.
Ɂ To intimidate others with the threat of physical force.
Ɂ To gauge resistance to hardship and prolonged physical effort.
It is used:
Presence
This Attribute indicates the Character's appearance, charisma, empathy,
and ability to relate to others.
It is used:
It is used:
Anomaly
This Attribute represents the ability to use supernatural powers, resist
the powers of others, and intuit when events have become otherworldly.
It is used:
Ɂ For actions that include the use of supernatural abilities and magic.
Ɂ As a defense against magical effects.
Ɂ To create and develop using magic as a tool.
Ɂ To intuitively understand arcane knowledge.
Example: In Valraven: The Chronicles of Blood and Iron, all the Characters are
skilled fighters, regardless of their role in the mercenary company. When that
consideration is combined with the Road to Perdition mechanic, we arrived at
the following Attributes: Discipline, Charisma, Ferocity, Cunning, and Empathy.
These Attributes depict the different ways a Character can react to a sit-
uation and do not necessarily represent knowledge, skills, or any learned
expertise. Each Attribute can, in this way, be used as a strategy in bat-
tle and support how the Character acts: leading troops using Charisma,
fighting without thinking about their safety with Ferocity, and so on.
4–3–3–3–2
4–4–3–2–2
5–3–3–2–2
First Step – The Caste: Determines the Caste a Character belongs to and
their relationship with it.
Third Step – Growth: Defines the relationship of the Character with the
world, and with any NPCs they have a Bond with.
Step Four – The Darkness: Defines the Character's connection to the dark
side of the world: the Igisum Duga for the Imperial Castes or the Sintum, the
Fairs, and the Hekath threat for the Wild Castes.
Step Five – Destiny: Outlines the dreams and expectations of the Character
in relation to the future.
Valraven is a dark fantasy setting in which the Characters are all members of
a mercenary company fighting for one of the many factions vying for control
of the Valraven continent.
Step One – Your Role: Determines their role in the Company and what the
Character does.
Second Step – The Dark Past: Defines something dark and negative that
happened in the Character's past and forced them to choose the path of war.
Third Step – The Art of War: Serves to define how the Character faces war,
which is one of the pillars of their life as a fighter.
Fourth Step – Your Personality: Outlines the inner self of the Character,
how they relate to others, and the impression they make in social contexts.
Fifth Step – Your Dream: Outlines the Character's future dreams and ex-
pectations by imagining a future in which the Character will feel fulfilled in
some way.
Most groups have to learn the lore and tone of a game as they start to play. Additionally, the
Player that suggests a game is usually the one most familiar with it and bears the respon-
sibility of explaining the setting and mood. Anything that makes it easier to convey setting
information can lighten that burden and make the game more fun for everyone.
The Background Steps can “teach” Players about the setting in a subtle but effective way.
Properly put together, they can convey essential information "step by step" while also pro-
viding guidelines to the Player, so they can create a Character that is ready for the challeng-
es they will face. Creating a Monad Echo Character depends on developing a backstory with
depth, so any sort of writer’s block can paralyze Players when it’s time for them to come up
with Descriptors. The Background Steps are also a good way to help Players avoid that sort
of “blank page syndrome."
A group of protagonists
Numerous stories engage with the world from the point of view of a sin-
gle protagonist. You may even be drawing from some examples to inspire
your own game. However, role-playing is a group activity, and it’s import-
ant to keep everyone’s experience in mind. Your narrative won’t have a
A non-linear plot
Unless you write an adventure module or a campaign when playing a
role-playing game, the story will follow the actions and choices of the
Players, not a set plot. For this reason, it’s crucial to focus on the type of
stories that will be played and not on their precise unfolding. Descriptors,
Gifts, and Background Steps are a great way to convey the right mood.
While playing Valraven: The Chronicles of Blood and Iron, you can’t help
but tell the tale of a mercenary company, hardened by pain and strife.
However, the specifics of the story you tell, and whether it involves field
battles, espionage, or fights against demons, will be unique to the choices
your group makes.