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Belly of the Beast

Quick Start
Get together a group of two or more people with some dice, 2. Select two Instincts, and one of the available
paper, and pencils (or digital equivalents). One person is the Maneuvers for each Instinct selected
Game Master (GM), who runs all of the non-player
a. Curiosity
characters (NPCs), describes the environment, and sets the
Difficulty for various Tasks. Each other person plays one i. Spend 1 ID to learn of something
character. immediately useful and currently unknown
in the Scene.
This character is a Scavenger in the Evergut, personally
ii. Each ID spent to identify the reason of a
compelled by their Instincts and a desperate need for
particular occurrence, intent, attitude, place,
supplies salvaged from the remains of the Eaten Age - the
or object is an automatic success.
last of civilization swallowed by the Beast. Think Mad Max
meets Valhalla Rising with a dash of the Darkest Dungeons b. Fear
video game.
i. Spend 1 ID to identify every potential danger
in the current Scene.
First, define the nature of your game concept as a group -
including the tone, the balance between pulls (scavenging ii. Each ID spent to retreat, evade, hide, or flee
runs) and combat, and the scale and scope of the narrative. from something you fear is a success.
It helps to assume the characters company (team of
c. Greed
scavengers) all know and trust each other already - even
belonging to the same clan. i. Spend 1 ID to discover the most valuable
objects in a current Scene or place.
Then, each player makes a character that aligns with the
ii. Each ID spent to haggle, sell, or get more
profits out of salvage is an automatic
1. Come up with a character concept success.

d. Loyalty h. Select one Specialty, a role or area of expertise.
i. Spend 1 ID to suffer a Complication, i. Alchemist
Consequence, or Injury in an allys stead.
1. Permission to attempt impossible
ii. Each ID spent to complete a Scene Task is an alchemy
automatic success.
2. Automatically succeed at simple
e. Violence alchemy
i. Spend 1 ID to learn an enemys weakness, ii. Bileborn
granting AD as appropriate.
1. Permission to attempt impossible
ii. Each ID spent to ignore Injury, Resists
Complications, or Consequences during
2. Automatically succeed Resisting
combat is an automatic success.
f. Rank your Skills (Awareness, Coordination,
iii. Chirurgeon
Cunning, Influence, Lore, Might, Resolve, Stealth)
in one of four ways: 1. Permission to attempt impossible
i. Standard: 1 Brilliant, 1 Capable, 5
Acceptable, 1 Rotten 2. Automatically succeed at basic first aid
ii. Versatile: 2 Capable, 6 Acceptable iv. Connections
iii. Focused: 1 Brilliant, 2 Capable, 3 Acceptable, 1. Permission to roll Awareness or
2 Rotten Influence to determine any local
iv. Specialized: 1 Brilliant, 3 Capable,1
Acceptable,3 Rotten 2. Automatically succeed at calling in
1. Brilliant succeed on 3-6
v. Engineer
2. Capable succeed on 4-6
1. Permission to attempt impossible
3. Acceptable succeed on 5-6
4. Rotten succeed on 6
2. Automatically succeed when creating
g. Write one Talent, a self-defined ability that gives simple tools, machines, and
+1AD to any relevant roll. (e.g., Tracker would construction
give +1AD when tracking, while Archer would
give +1AD while shooting bows).

vi. Forager 3. Characters Advance upon completing three successful
pulls, each with a greater value. You cant Advance
1. Permission to roll Cunning or Lore to
while youre Ashamed. Advancement grants:
find food and other useful bits
a. Improve one Skills Rank (Bad to Adequate)
2. Automatically succeed at feeding
yourself b. Gain or improve one Talent
vii. Iron Lungs c. Choose to swap out a Specialty
1. Permission to roll Resolve to hold d. Choose to swap out one or both Instincts
breath indefinitely (a new roll every so

2. Automatically succeed at ignoring
negative effects of fumes, gases, or
viii. Smith All difficult actions are called Tasks. Tasks have a Difficulty
1. Permission to roll impossible crafting of 1 to 5. Multiple Tasks make up a Scene. Players only ever
Tasks roll. Players roll a relevant Skill to overcome a Task. Rolls
get 1d for free. Characters can add Instinct Dice (ID) to
2. Automatically succeed at basic craft their roll if they wish. Once ID are spent, they are gone
Tasks forever, and new ID must be earned. They can gain
ix. Tracker Advantage Dice (AD) if they are in advantageous situations
or have beneficial weapons, tools, or info.
1. Permission to roll for impossible
tracking Rolls = 1Base die + Instinct dice spent + Advantage dice
2. Automatically succeed at knowing
distances, directions, and finding your Tasks are either a Short Task, which must be completed in
way out one roll (e.g., jumping over a pit), or a Long Task, which can
be completed over multiple rolls (e.g., building a hut). A
x. Trader Long Tasks Difficulty is reduced by the number of successes
1. Permission to roll impossible a player rolls. For example: Katarod rolls 3 successes against
negotiations a Difficulty 5 Task, making it a Difficulty 2 Task.
2. Automatically succeed at knowing
business practices, values, and trading

If a player rolls fewer successes than a Short Tasks Enemies function like Tasks, with a Difficulty, Severity, and
Difficulty, the the character receives a Consequence or Threshold. When Enemies attack, the character rolls a
Injury. Consequences and Injuries are based off of the relevant Skill to defend (Might for blocking, Resistance for
Tasks Severity (which defaults to its Difficulty, but can vary resisting poison or mental attacks, and Coordination or
as the GM desires). Whenever rolling zero successes, Awareness for dodging attacks, especially from bows and
characters (and perhaps the company) suffer a ranged weapons).
Consequence or Injury equal to the Severity.
Characters must roll successes equal to the enemys attack
Consequences and Injuries can temporarily or Severity in order to successfully defend. Rolling fewer
permanently degrade a characters Skill (e.g., Capable to successes causes the character to gain Injury equal to the
Acceptable), increase all or certain Tasks Difficulty (e.g., difference between the successes and the attacks Severity
physical Tasks receive +1 Difficulty), force a new Skill roll (2 successes against a Severity 4 attack would cause Injury
(e.g., roll Might) cause ID loss, or produce some other 2). If a character rolls no successes while defending, she
negative condition or effect. A Consequence can affect the suffers both an Injury and a Consequence.
character, the company, or the Task itself. A bad
Consequence might be the bridge collapses; another might A Scene can have a combined Scene Difficulty, which
be you cause the hogs to run in panic. combines all of the Scenes Tasks and Enemies together into
one easily trackable total.
Injuries directly affect the character and last for a number
of weeks equal to its Severity. An Injury 3 might degrade the Characters can choose to Succumb to one of their Instincts
Might Skill by one Rank for three weeks after the Injury is at any time, and this immediately concludes a Scene. The
healed. player temporarily loses control of the character, and the
GM narrates how the character resolves the scene in a feral,
If you gain a combined Injury 5 or greater, you are basic way related to the Instinct. The character is now
defeated and can potentially die. Injuries take time to heal. Ashamed. Inversely, characters can choose to Transcend
A Lore (for surgery or curing sickness) or Resistance (for one of their Instincts, resolving the Scene in a way that
toughing through it) roll can expedite the process. honors more civilized discourse. Once a character has
Transcended an Instinct, it is no longer applicable for their
Threshold can be added to especially challenging Tasks. character. Advancing restores a new Instinct.
Threshold is how many of the characters successes are
removed from their roll (e.g., a Task with Threshold 2 would You cant roll more than 10d or spend more than 5ID on a
make a character who rolled 2 Successes now have roll.
effectively rolled 0 Successes and trigger a Consequence).

INSTINCT AND INSTINCT As soon as ID are spent, such as when adding dice to a roll
or activating an Instinct Maneuver or Specialty, they are

removed from the characters available ID pool. These dice
cant be used again, and new dice must be earned and

ID are earned from acting instinctively - completing Tasks Each instinctive action is worth around 3ID, but especially
and actions in a way that demonstrates your basic impulses. minor or major instances can be worth more or less.
Regardless of whether you succeed or fail, you gain ID Characters Instinct pool will wax and wane, but at the
based upon your actions and the purpose of those actions. beginning of any particularly dangerous Scene should have
In addition, as a Scavenger, you gain ID when you: roughly 10ID at their disposal. By default, there is no upper
limit on the number of ID in your pool.
1. discover clues that lead to a valuable haul
2. successfully complete a pull (salvaging resources) Instinct Maneuvers can be used at any time, even if it is not
the characters turn.
3. barter your haul successfully
If a character has Transcended an Instinct, it is removed
ID are earned throughout a Scene, but arent gained (and
from their character sheet and they no longer gain ID when
actually added to the Instinct pool) until the Scenes
acting in a way that reflects this Instinct. They can acquire a
conclusion. At the end of each Scene, the GM and players
new Instinct once they Advance, although the Instinct
should discuss which - if any - instinctive actions occurred
chosen must be narratively fitting and approved by the GM.
that deserve ID.

BOTB REFERENCE SHEET Fewer successes than Difficulty = Spending ID: Spend max 5 ID to add that
Complications or twists number of dice to a roll. ID can be spent to
Setting: the Evergut, Belly, or Swallowed activate Instinct Maneuvers. Players
Difficulty is reduced by cumulative
Society. Roughly twelfth century announce when they have done so.
Byzantine Empire swallowed by a worm
the size of the Himalayas. Technology has Nearly every roll will require
Scene Tasks: large scale collection of
regressed to stone or bronze age, people expenditure of ID
multiple Tasks, multiple characters and
live in small strongholds or nomadic multiple rolls are allowed (varies by Task)
clans, and scavenge the refuse of their Earning ID: behave in accordance with
eaten civilization. Theres no true magic, Each success in the Scene reduces the one of your two Instincts. You earn these
some alchemy and botany, and most Scene Difficulty ID during the course of a Scene, but they
people live off of hog bloodbutter. are not added to your Instinct pool until
Rolls = 1Base die + Instinct dice + the end of the scene. Players announce or
Characters: the characters are Advantage dice clarify when and if their character has
scavengers, professional foragers and done so. GM approval and group
specialists who seek out the especially Base die (BD): the free, default die for any discussion is encouraged at the end of a
rare, valuable, or useful items from the attempted roll Scene.
many ruins stuck in various chambers of
the Belly. Instinct dice (ID): spend to add to a roll, The GM can say Earn 3ID for each
earned by Instincts instinctive action your character
Tasks: any challenging action thats committed during the Scene. If youre not
narratively significant. Advantage dice (AD): circumstantial sure, bring it up with the group, and
bonus dice allow the players to keep track.
Difficulty: how many successes to
overcome the Task (1-5) Combat and Enemies: Tasks. Successful Gaining ID: Any ID earned during the
attacks reduce Difficulty. Characters preceding Scene are now added to the
Severity: the level of punishment for
defend against the enemys Severity. Instinct pool. GMs announce when this
failure (1-5)
Threshold: optional, reduces incoming Consequences: the repercussions of
successes (1-4) rolling zero successes, or fewer successes Instincts: each character has two Instincts
than a Short Tasks Difficulty. These can that earn them ID and provide Instinct
Short Tasks: only one character can affect the acting character, all characters, Maneuvers.
attempt, only roll once. or the Scene in general.
Fewer successes than Difficulty =
Injury: apply a penalty to a relevant Skill Greed
Consequences and failure
or type of action. Gained through
Consequences equal to the Task or Fear
Long Tasks: multiple characters can
Enemys Severity, or the difference of a Loyalty
attempt, multiple rolls.
characters defend successes against an
enemys attack Severity. Violence
QUICKSTART PULL Now it is lodged between a funnel-like crevice in the
Evergut, many layers of stone and wood crammed and
enmeshed like an insanely complex web, growing in density
the farther down one goes. Because of its uniquely
Nillox, a stronghold friendly to the characters company, harrowing position, it has an abundance of profitable hauls
was recently raided. The brutal attack left many dead, much waiting to be pulled by scavengers - but is exceedingly
of the hold in shambles, and the need for supplies and dangerous to traverse.
weapons at an all time high. The characters know of The
Web - a nearby ruin of a massive city - but have to contend The city contains most of the essentials Nillox needs,
with others picking it over. including a largely intact granary that is in a highly
contested region of the ruins. A company of scavengers led
They hear from the survivors, including their leader Hromb by Rolte - a careful woman known to employ stealth tactics
(or an established NPC), that the attackers bore the sigils, - is likely to negotiate, sabotage, or otherwise interfere with
markings, and weapons of the Chuben, a clan of nomads the characters efforts.
that has fought against and traded with Nillox for decades.
A pack of reavers led by Viggot - crazed and lusting off of
Any character that overcomes a Short Awareness or Lore Beastflesh - stalk the ruins in search of vulnerable
Task D2 will see that the method of attack, the specific scavengers. Theyve left a dead packhog laden with bronze
targets, and the items stolen dont match with what they weapons as bait.
know about the Chuben.
The ruins themselves possess a number of hazards (each of
which can be a Scene D2 per scavenger), including falling
debris, maintaining balance over delicately stacked
THE WEB RUINS platforms, avoiding slipping on aqueous grease from the
Beast, and a fire that can quickly spread due to the
abundance of pooled Beastfat.
The once resplendent city of Ingthop was a bustling trade
hub that connected half a dozen Empires with local clans
and peoples. It was an epicenter of knowledge, engineering,
and peaceful economic growth for nearly a century before
being devoured.
ROLTES COMPANY It was in fact this pack of reavers that attacked Nillox,
having masqueraded as the Chuben in order to spark
conflict between the two groups. Viggot can be convinced or
intimidated (an Influence Short Task D3) to back away from
Rolte is reasonable, and if the scavengers detect her or her the scavengers or that they arent worth the trouble - but
fellows (an Awareness Long Task D5), she will negotiate will only speak to them if they meet on equal tactical footing
with the characters for a share in their haul, or in the Webs or in mutual surprise.
territory overall. The characters may also wish to barter
with any of her comrades - which possess some interesting Viggot is D5 / S4 / T1 with stealth and cover, and will use a
trinkets (magnets, glass bottles, copper wire, silken rope, crossbow to great effect. Each of his reavers is a D1 / S2
and some figurines). enemy.

Rolte is D4 / S2 / T1 with armor against cutting weapons,

and each of her fellow scavengers is a D2 / S1 typical enemy.
They will use Stealth and Tactics, giving them +T1 if fighting
as such. CHUBEN
If visiting the Chuben, the scavengers learn they suffered

VIGGOTS REAVERS an attack, killing several of their warriors. They believe

Nillox is to blame. If their leader Yunaka can be convinced
(Scene Influence Task D1 per scavenger), she and her
warriors will help fight.
Viggot is sadistic, and while he doesnt mind sacrificing his
own comrades, he will not personally engage in a fight he
thinks hell lose. He much prefers to use traps, bait, poison,
and other nasty tactics to ensnare and torture his victims,
leaving them alive but crippled.