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          Aug 13, 2026
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            How to Build All Might in Apocalypse Keys [Repost]
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<p><strong>Note: </strong>This article was originally posted to the Calenmir's RPGs blog on March 7, 2025. Hyperlinks for in-article navigation and to other articles in the series are under reconstruction; thank you for your patience.</p>
<p><span><img alt="How to Build All Might of My Hero Academia in Apocalypse Keys. Part 7 of a blog series from Calenmir's RPGs [yellow knight]." height="1545" src="https://imgproxy.fourthwall.dev/lwquT902_UFRK3k-d_8xuja1SMy5YL8Rz-Yx1KMv1sw/w:890/el:0/q:90/sm:1/enc/ZWQ4ZjM4YzJlZWM0/MGVjYTKSx-_KoMzo/QDkxU9ZL7kupy-py/Pgljz-oYENkoiXru/KcU3GZULfzdONFpO/B2Y0xwA-4I9A0HMT/mLCzrFkhDN3f_3wF/5WQwIxp5qmJHYIB6/8nOp-mkAeaKay2Bd/ytdiNcoaamwNUVp8/PFAjyO6oSm8.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">At long last, we have reached the seventh of seventh entries about character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>. This horror-superhero TTRPG, which was written by Rae Nedjadi and published by Evil Hat Games, is centered on Omen-class monsters: beings with power so vast, they could bring about the end of the world. Instead, they choose to save it, even when this requires standing up against fully realized Harbingers of the Apocalypse—and against the darkness dwelling within their own hearts.</p>
<p class="sqsrte-large">Just as Omens are free to do whatever they want, players have a great deal of flexibility during character creation. Unfortunately, new players often get overwhelmed by the abundance of customizable options, and therefore limit themselves to the premade characters included with the base game. This blog series demonstrates how to build original characters in <em>Apocalypse Keys</em> based on pop culture icons of questionable monstrosity. Though it will be difficult to top the time I featured a <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">four-year-old girl</a>, I’ll do my best today as I argue that All Might of <em>My Hero Academia </em>can be considered a former god.</p>
<p class="sqsrte-large">There will be spoilers. Consider yourself warned.</p>
<p class=""><em>The series is ending, but the fun will keep going! Come back on March 14th for the release of my original Apocalypse Keys mystery “</em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>Sweet Dreams</em></a><em>.”</em></p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build All Might in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why All Might Qualifies As an Omen-Class Monster</p>
</li>
<ul>
<li>
<p class="sqsrte-large">1) You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">2) The #1 Hero, the Symbol of Peace</p>
</li>
</ul>
<li>
<p class="sqsrte-large">How to Build All Might</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Fallen</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Advances</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built All Might!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a></p>
<h2>Why All Might Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">Before I get into How to Build All Might, I’d like to present my case for why All Might counts not just as an Omen-class monster, but as a fallen god. As usual, I will break my rationale into two sections:</p>
<p class="sqsrte-large">1.     You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
<p class="sqsrte-large">2.     The #1 Hero, the Symbol of Peace</p>
<h3>1) You Can Reflavor Gameplay Elements in Apocalypse Keys</h3>
<p class="sqsrte-large">It’s not uncommon for players to tailor RPG systems to their needs, but in the case of <em>Apocalypse Keys</em>, customization is a feature that’s hardwired in. Take this snippet from the rules governing playbooks:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs... You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">The rules further exhort players to “…tweak the prompts as you like—each prompt is a starting point.” This even extends to powers of darkness, a prompt that determines what superpowers the characters will always have access to:</p>
<blockquote>
<p class="sqsrte-large"><em>How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s </em><strong><em>machines powered by soul magic</em></strong><em> may be automatons or small steampunk devices. The Last’s </em><strong><em>time distortion</em></strong><em> may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Finally, the section on Advances, which is the game’s version of leveling up, includes the following guidance on the option to take moves from other playbooks:</p>
<blockquote>
<p class="sqsrte-large"><em>…you may rewrite the premise or reword triggers to better suit your own character. If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the </em><strong><em>dimensional phasing</em></strong><em> of the Last or the </em><strong><em>cosmic energy</em></strong><em> of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">In other words, when it comes to character creation, the rules prioritize character concepts over flavor elements. Therefore, it’s well within the spirit of <em>Apocalypse Keys</em> to reinterpret items from your own playbook as long as you leave the mechanics intact.</p>
<h3>2) The #1 Hero, the Symbol of Peace</h3>
<p class="sqsrte-large">At the beginning of <em>My Hero Academia</em>, Toshinori Yagi, who took on the hero name of All Might, is the world’s #1 Hero. This is partly due to his Quirk—the <em>My Hero Academia</em> term for superpowers—granting him heightened durability, speed, and strength to the point that he can clap his hands together to change the weather. You read that correctly: even though he doesn’t have weather control powers, he can control the weather anyway, because he’s <em>just that strong</em>.</p>
<p class="sqsrte-large">You might even say his strength is <em>god</em>like.</p>
<p class="sqsrte-large">The thing is, being strong isn’t enough for All Might. What he really wants is to make a world where everyone can smile, and to that end, he made himself into the Symbol of Peace. One important step toward establishing himself as the Symbol was a 100% success rate once he arrived on the scene. Civilians in danger? He rescues them. Villains on the loose? He takes them down. No matter what obstacles he faces, he overcomes them with a smile. That’s how he built himself into not just a superhero, but the very embodiment of heroism. He is feared by criminals, but more importantly, he’s earned the unwavering respect and love of everyone else, to the point it’s nearly indistinguishable from worship. His very existence stabilizes society, because everyone knows that if things get really bad, All Might will show up to save the day.</p>
<p class="sqsrte-large">In other words, the level of faith everyone puts in him is one normally reserved for gods.</p>
<p class="sqsrte-large">But there’s a lot people don’t know about All Might, most notably that he was severely injured while fighting a villain, which limits the amount of time he can use his powers. He kept this secret because he believes that if his—er, <em>the</em> people lose faith in their Symbol of Peace, the world will fall into chaos. Nor is he incorrect. When the world eventually learns they can no longer rely on the #1 Hero, villains seize the opening to sow chaos. But before it comes to that, All Might relies on lies and deception to keep up pretenses despite barely clinging to a fraction of his power.</p>
<p class="sqsrte-large">Exactly the sort of tactics a fallen god would use.</p>
<p class="sqsrte-large">Then All Might goes and bequeaths his power to a worthy mortal, bestowing on him the destiny of saving the world, which is a <em>classic</em> god move.</p>
<p class="sqsrte-large">Oh, and one last thing. The bit where he changed the weather? That was <em>after</em> he got injured. Even with his strength slipping through his fingers, All Might wields sufficient power to be considered an Omen-class monster.</p>
<h2>How to Build All Might</h2>
<p class="sqsrte-large">To get a character ready for your first session of <em>Apocalypse Keys</em>, you must:</p>
<ol>
<li class="sqsrte-large">Choose a playbook for your character</li>
<li class="sqsrte-large">Fill out the associated prompts</li>
<li class="sqsrte-large">Pick one playbook move and one Ruin or DIVISION move</li>
</ol>
<p class="sqsrte-large">Once you complete these steps, you’ll also need to introduce your character to the other players and establish shared backstories, but that’s beyond the scope of this article. We’ll delve into the three steps outlined above, with character Advancement as a postscript section.</p>
<p class="sqsrte-large"><em>For the full text of playbook, Ruin, and DIVISION moves, please refer to the official Apocalypse Keys rulebook.</em></p>
<h3>Playbook: The Fallen</h3>
<p class="sqsrte-large">The Fallen is a playbook designed for former gods who crave the power and worship they’d grown accustomed to. Unfortunately, for some Satan-shaped reason, the majority of former gods in pop culture are full-fledged Harbingers. Of the remaining few, the fraction who matched the themes and abilities of the playbook had baggage I was unequipped to handle. Therefore, I went with a character who fits the spirit, if not the letter, of the playbook.</p>
<p class="sqsrte-large">Right, back to building All Might. The starting move of The Fallen is <strong>Call Me Master</strong>, which normally represents converting non-player characters (NPCs) into worshipers. We’ll be renaming this move to <strong>Symbol of Peace</strong>. Instead of being worshipped in a religious sense, you earn the hero-worship of those who witness your displays of power. For example, the option “They will create a place of worship and power in your name” could be reworked to spreading footage of your deeds on social media, or other setting-appropriate actions. Finally, while there are multiple allusions to the “call” or “song” of The Fallen’s “dark heart,” this doesn’t make much sense for All Might. The easiest substitution for these instances is “your heroic display.”</p>
<p class="sqsrte-large">Despite these changes, the mechanics of the moves remains unchanged: when you trigger this move, you roll to determine success or failure. On a success you can choose from a list of benefits, while on a disastrous success the benefits are alloyed by a complication of your choosing. In the event of failure, a terrible villain arrives on the scene, intent on crushing the hope All Might has inspired.</p>
<p class="sqsrte-large">Another aspect of <em>Apocalypse Keys</em> playbooks is the circumstances under which you can gain Darkness Tokens, a resource for probability manipulation that represents drawing power from your inner darkness. The triggers for The Fallen to get Darkness Tokens are to:</p>
<ul>
<li>
<p class="sqsrte-large">Feel others are beneath me</p>
</li>
<li>
<p class="sqsrte-large">React with spite or arrogance</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to worship me</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to betray another</p>
</li>
<li>
<p class="sqsrte-large">Embody a Condition that affects me</p>
</li>
</ul>
<p class="sqsrte-large">Remember that we’re not interpreting worship literally, so All Might could, for example, get Darkness Tokens by asking people to place their trust in the Symbol of Peace. As for that last line, Conditions are emotional reactions to stress and crisis that <em>Apocalypse Keys</em> uses in place of a hit point system. The Conditions available to The Summoned are:</p>
<ul>
<li>
<p class="sqsrte-large">Lustful</p>
</li>
<li>
<p class="sqsrte-large">Raging</p>
</li>
<li>
<p class="sqsrte-large">Forlorn</p>
</li>
<li>
<p class="sqsrte-large">Obsessed</p>
</li>
</ul>
<p class="sqsrte-large">Some of these are more likely for All Might than others, and it’s always up to you to decide whether you roleplay the Conditions affecting your Omen. In any case, it’s important to note that when all four Conditions are marked, you hit your Breaking Point. This is, effectively, a dramatic and narratively significant breakdown. Though the text for The Fallen will require some adjustments, the main themes of self-loathing, and of painfully pushing past the limits of your powers, are quite fitting for All Might.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">Supply the canon answers for the prompts “Your Name,” “Your Look,” and “Your Origin.” Change the prompt “Who are the gods who taunt you?” to “Who are the villains who taunt you?” to make it apply to All Might’s mortal enemy All For One. Skipping ahead slightly, “What Does the Darkness Demand of You?” reflects the dark fate Omens are drawn to fulfill. Of the available options, we’ll change “to kill all the gods” into “to destroy all villains,” along with “to make my fellow monsters my worshipers” into “to make my fellow heroes dependent on me.”</p>
<p class="sqsrte-large">As for powers of darkness, we’ll be doing some creative interpretations of the available options. Fae Glamour can be renamed “Transform!” to represent All Might’s inexplicable ability to switch between his gaunt post-injury appearance and his muscled heroic persona. Meanwhile, Weapons of Light and Sound will be renamed One for All, representing the various powers granted by All Might’s Quirk.</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">When you first make your character, you get to choose two moves, the first of which must come from your playbook. The second can either be one of your playbook’s Ruin moves—which hasten your corruption—or one of the DIVISION moves available to all Omens. The latter normally represent the resources of DIVISION, the shadowy organization backing your team, but can be reflavored to reflect All Might’s own capabilities.</p>
<p class="sqsrte-large">For this build, the most appropriate playbook move is <strong>Fleeting Divinity</strong>. For your second move, go with the DIVISION move <strong>Monster Celebrity</strong>.</p>
<h4>Playbook Move: <strong>Fleeting Divinity</strong>
</h4>
<p class="sqsrte-large">This move as written involves sacrificing sacred artifacts imbued with your power. We, however, will be renaming this move <strong>Reduced Time Limit</strong>. This reflects that when All Might deals with a challenge by overexerting himself, he permanently reduces the amount of time he can use his powers in his hero form.</p>
<h4>DIVISION Move: <strong>Monster Celebrity</strong>
</h4>
<p class="sqsrte-large">This move reflects the immense pressure placed on famous Omens by their adoring public, which makes it a good representation of All Might’s status as the Symbol of Peace. As with <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> and <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a>, change allusions to items such as “honorary human status” to better fit All Might’s situation. Nevertheless, All Might benefits from this move whenever he hides who he is to meet the public’s expectations of him.</p>
<h2>Advances</h2>
<p class="sqsrte-large">Creating your character is only the beginning in <em>Apocalypse Keys</em>. Through your moves, actions, roleplaying, and end-of-session introspection, you can unlock additional traits called Advances. Broadly speaking, there are two types of Advances: Ruin Advances and neutral Advances. Ruin Advances mark your progression toward becoming a Harbinger, while Advances earned via experience points (XP) represent character growth. I’ll cover the options for both Advancement tracks, including the order to take each Advance in.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">Omens gain Ruin when they take actions that draw them toward becoming a Harbinger, and when they get 5 Ruin, they unlock an irrevocable Ruin Advance. Narrate a scene of your Omen as a future Harbinger and choose from one of the following:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Select one of The Fallen’s Ruin moves</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Choose a Ruin move from a playbook other than The Fallen</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Mark one of your Conditions permanently, removing the option to clear it</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Gain an extra permanently marked Condition</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Transform into a Harbinger and lose control of All Might.</li>
</ul>
<p class="sqsrte-large">My picks for All Might are below, but before we proceed, remember that you do have the option of retiring a character before transforming into a Harbinger.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">Given All Might’s heroic nature, picking Ruin moves is tricky. That said, <strong>Tremble Before Me</strong> is a good fit for the weight of his words, and <strong>I Will Rise Again</strong> can be made to work with some reflavoring.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>Tremble Before Me</strong></p>
<p class="sqsrte-large">This move, which I also recommended for <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a>, provides mechanical benefits when you enforce your will through your words. The flavor references The Fallen speaking in their “true and ancient voice,” but for All Might it represents speaking in his heroic form.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>I Will Rise Again</strong></p>
<p class="sqsrte-large">Setting aside flavor for the moment, this move represents carrying out a step-by-step plan to establish yourself in a position of unassailable power. Though the order of operations can vary, it generally involves concealing yourself, establishing a stronghold, building up a loyal circle, growing and empowering an army, destroying anything or anyone who could stand in your way, and preparing a new vessel to inhabit. Fans of <em>My Hero Academia</em> probably find these steps remarkably familiar, considering it’s almost identical to All For One’s plan to become a self-styled Demon Lord. This opens up three possibilities for applying this move to All Might:</p>
<ul>
<li>
<p class="sqsrte-large">All Might is emulating his nemesis out of desperation</p>
</li>
<li>
<p class="sqsrte-large">All Might has been possessed, mind-controlled, or otherwise influenced by All For One</p>
</li>
<li>
<p class="sqsrte-large">This move is applied in reverse, with the as-written benefits applying to All For One and the as-written consequences empowering All Might and his allies</p>
</li>
</ul>
<p class="sqsrte-large">Work with your Keeper to choose which scenario to pursue, then revise the flavor of the move accordingly. Once all possible steps of the plan have been taken, either All Might or All For One secures their place as a Harbinger of the Apocalypse. Note that if your Omen is the one who becomes a Harbinger, you <em>must</em> retire your character. They become an antagonistic NPC.</p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">There are plenty of good options for All Might, but the ones with the least overlap with previous entries are <strong>Death Broke Me First</strong> from The Shade and <strong>I Carry the Hope of My People</strong> from The Last.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Shade: <strong>Death Broke Me First</strong></p>
<p class="sqsrte-large">This move, which I also recommended for <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>, lets you prevent an ally from hitting their Breaking Point. Since this move is written for The Shade, the flavor refers to Death as a character, so to adapt it to All Might, make it reflect how his persona inspires his allies to endure beyond their usual limits. All Might, meanwhile, gains less Ruin if he takes responsibility for whatever situation his allies ended up in, and more Ruin if the incident convinces him that the only way to protect his allies is to push himself even harder than before.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Last: <strong>I Carry the Hope of My People</strong></p>
<p class="sqsrte-large">This move was written for The Last, which is why it also worked well for <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a>. Therefore, allusions to “your people” and “ancestral memory” in the flavor text should be revised to better reflect All Might’s status as the Symbol of Peace. With that in mind, All Might may choose to change his form either temporarily or permanently to gain a power of darkness from another playbook, albeit at the cost of Ruin. To keep things closer to the lore of <em>My Hero Academia</em>, this could represent him drawing on the power of a previous wielder of One for All.</p>
<p class=""><br></p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">When you permanently mark a Condition, you:</p>
<ul>
<li>
<p class="sqsrte-large">Become more prone to hitting your Breaking Point</p>
</li>
<li>
<p class="sqsrte-large">Get Darkness Tokens more easily, which increases the odds of disastrous successes and of triggering the suboptimal move <strong>Torn Between</strong></p>
</li>
<li>
<p class="sqsrte-large">Establish a permanent emotional vulnerability for your Omen</p>
</li>
</ul>
<p class="sqsrte-large">In the case of All Might, the two Conditions that make the most sense are Raging and Obsessed. The former represents his anger, and the latter represents his preoccupation with All For One’s machinations.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">The following is the list of permanently marked Ruin Conditions you can add to your playbook:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">Though this doesn’t affect how liable your character is to hit their Breaking Point, it does increase the flow of Darkness Tokens. While Darkness Tokens can be used to increase the odds of rolling a success, they also increase the odds of disastrous success, and having too many Darkness Tokens can trigger the mechanically punishing move <strong>Torn Between</strong>.</p>
<p class="sqsrte-large">When it comes to All Might, some good options are Reckless, Paranoid, Haunted, Guilty, and Fragile. Of those, I would pick Fragile to represent his insecurities about his reduced power, plus Reckless to go with his tendency to rush into danger regardless.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">If All Might transforms into a Harbinger of the Apocalypse, you can’t keep playing him. He becomes an NPC under your Keeper’s control, and will likely be an enemy your team must face. It is possible to retire All Might before taking this final Ruin Advance, but not after it has already been unlocked.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">Taking all nine Ruin Advances will necessarily involve significant deviations from <em>My Hero Academia</em> canon. With that in mind, the following order presents a relatively logical progression for All Might’s transformation into a Harbinger:</p>
<ol>
<li class="sqsrte-large">Ruin Move: <strong>Tremble Before Me</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Shade: <strong>Death Broke Me First</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Fragile</li>
<li class="sqsrte-large">Ruin Condition: Reckless</li>
<li class="sqsrte-large">Permanent Condition: Raging</li>
<li class="sqsrte-large">Permanent Condition: Obsessed</li>
<li class="sqsrte-large">Ruin Move from The Last: <strong>I Carry the Hope of My People</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>I Will Rise Again</strong>
</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">Throughout his career, All Might built up a fearsome reputation, and <strong>Tremble Before Me</strong> reflects the weight of his words. His influence holds true even as his power becomes increasingly illusory. However, because <strong>Death Broke Me First </strong>via his traumatic injury, All Might becomes more able to support teammates at their limit. Meanwhile, he grapples with both his reduced ability to help people and the increasing difficulty of living a lie, so even as he feels increasingly Fragile, he nevertheless pursues heroism to an often Reckless degree.</p>
<p class="sqsrte-large">Due to All For One becoming increasingly active, All Might becomes more prone to Rage and Obsession. Pushing past his limits, he finally discovers he can tap into the Quirks of previous wielders of One for All. Unfortunately, this only leads to All Might further sacrificing his own wellbeing, and perhaps even his morals, in the quest to protect the peace from the resurgence of the villain All For One. Both All Might and All For One work to build their power, their clandestine plots leading the world closer and closer to chaos via <strong>I Will Rise Again</strong>. Then, either due to his preparations or because he has been crushed beneath the weight of his own ideals, All Might gives up on being a hero. He decides to bring order to the world by force, coming into his own as a Harbinger of the Apocalypse*.</p>
<p class="sqsrte-large"><em>*You can retire All Might at any time prior to hitting this Ruin Advance, whether to avoid significant departures from canon or to prevent him from becoming a Harbinger.</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">Ruin isn’t the only thing you accrue while playing <em>Apocalypse Keys</em>: you can also earn experience points (XP). Once you get 8 XP, you unlock a new ability called an Advance. Here are the nine options:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> choose an additional move from The Fallen.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> gain another move from the DIVISION list.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> select a move from a playbook other than The Fallen.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> set another roleplaying trigger for getting Darkness Tokens.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> access another power of darkness available to The Fallen.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Switch out The Fallen’s moves and abilities for that of another playbook.</li>
</ul>
<p class="sqsrte-large">To best reflect All Might’s abilities and growth in <em>My Hero Academia</em>, here are the Advances I recommend.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">All Might depends on deception to maintain his façade, which makes <strong>The Lies That Serve Me</strong> a useful option. That reputation also earned him both followers and enemies, which can be represented by <strong>You Loved Me Once</strong>.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large">Playbook move 1: <strong>The Lies That Serve Me</strong></p>
<p class="sqsrte-large">This move ordinarily represents reshaping reality via lies, but in the case of All Might, he instead relies on people’s reluctance to doubt the #1 Hero. When he wants to cover up a secret, All Might may declare how he redirects people’s attention away from it, then roll to determine success or failure. Success lets him determine how effective the lie is, as does disastrous success—though the latter also introduces complications. On a failure, his ruse spirals out of control.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large">Playbook move 2: <strong>You Loved Me Once</strong></p>
<p class="sqsrte-large">Keeping in mind that “worship” must be interpreted metaphorically with regards to All Might, this move lets All Might declare that an NPC or faction that has just been introduced were once his allies, supporters, or fans. He then rolls, and if he succeeds, he may choose appropriate mechanical benefits—even if the success is of the disastrous variety. On a failure, the NPC or faction now works for All For One, who uses the meeting to his advantage.</p>
<p class="sqsrte-large"><br></p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">While these moves ordinarily represent the vast resources available to the shadowy organization, some DIVISION moves are good matches for resources and allies All Might can call upon. Two such moves are <strong>The Hero’s Weapon</strong> and <strong>Psychic Invokers</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>The Hero’s Weapon</strong></p>
<p class="sqsrte-large">This move, which I also recommended for Kirby and Optimus Prime, deals heavily with themes of legacy. To make it work for All Might, we’ll rename it <strong>The Seventh Wielder</strong> after Nana Shimura, the hero from whom All Might inherited his Quirk. Therefore, whenever All Might uses his Quirk to protect someone, he can choose to describe a flashback with his mentor, to explain how he embodies or contradicts her legacy, or to declare how his intentions have been corrupted by What the Darkness Demands of Him. He receives mechanical benefits according to his choice.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 2: <strong>Psychic Invokers</strong></p>
<p class="sqsrte-large">Much like with the build for <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a>, this move represents the capabilities of an ally: in All Might’s case, Sir Nighteye. However, Nighteye isn’t a telepath, so instead of All Might choosing his level of psychic vulnerability, he chooses how difficult it will be to alter Nighteye’s prediction on a scale from 1 to 3. With a bit of reflavoring, success represents a favorable vision, disastrous success represents difficult and dangerous truths, and failure represents a portent of doom.</p>
<p class=""><br></p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">As a being of immense power who is grounded by his relationships with his pupil, All Might can benefit from The Surge’s move <strong>My Little Monster</strong>. As for what happens when All Might’s true form is revealed, a good option is <strong>Reshaped by Despair</strong> from The Last.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Surge: <strong>My Little Monster</strong></p>
<p class="sqsrte-large">This move usually represents someone being twisted by The Surge’s uncontrollable power, but remaining a steadfast ally nonetheless. We’ll be renaming it to <strong>My Heroic Successor</strong> to represent how All Might passed his Quirk onto Izuku Midoriya, better known as the hero Deku. When All Might takes this Quirk, he chooses three basic moves and gets a +1 bonus whenever Deku can help him with them. Considering their relationship, I recommend:</p>
<ul>
<li>
<p class="sqsrte-large"><strong>Unleash the Dark</strong>: Deku will readily provide backup to All Might in any conflict, whether it’s a physical clash or a battle of wills.</p>
</li>
<li>
<p class="sqsrte-large"><strong>Grasp Keys</strong>: Whether he’s supposed to or not, Deku enthusiastically investigates the schemes of villains such as All For One.</p>
</li>
<li>
<p class="sqsrte-large"><strong>Unlock Doom’s Door</strong>: Once the clues have been gathered, Deku uses his analytical thinking to help All Might connect the dots.</p>
</li>
</ul>
<p class="sqsrte-large">However, this move is not without downsides. All Might marks Ruin whenever he hurts or betrays Deku. Furthermore, this move includes the option to destroy Deku, which we will interpret as All Might crushing Deku’s ability to be a hero.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Last: <strong>Reshaped by Despair</strong></p>
<p class="sqsrte-large">This move is written with the intention of The Last revealing an inhuman form that is equal parts devastating and beautiful. To better fit All Might, this move triggers when he chooses to <strong>Unleash the Dark</strong> despite showing clear evidence of his injuries. The weakness on display means onlookers are moved not to hope, but to despair. Nevertheless, All Might chooses an additional mechanical benefit even in the event of a failure.</p>
<p class=""><br></p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">Because Darkness Tokens are connected to What the Darkness Demands of You, they are typically gained through expressing your inner darkness. Therefore, a good trigger for All Might to gain Darkness Tokens is to “rely only on my own strength, even if it means sacrificing my wellbeing.”</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">Of the remaining powers of darkness available to The Fallen, the best fit for All Might is Fear Manipulation, in the form of the ease with which he intimidates criminals and villains—along with how he dispels the fears of those he helps.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">There are actually two possible playbooks that would fit All Might. Before he lost his powers, The Summoned would have been the best fit, particularly given a certain prophecy of All Might’s gruesome death. Afterward, The Shade becomes a better fit given how narrowly he escaped death, and also reflects how All Might shifts from the front lines to the side lines. Therefore, it makes more sense to switch from The Fallen to The Shade.</p>
<h4>Sequence of Playbook Advances</h4>
<p class="sqsrte-large">To best reflect the character arc of All Might in <em>My Hero Academia</em>, the following is the best order to take the recommended Advances:</p>
<ol>
<li class="sqsrte-large">DIVISION move: <strong>The Hero’s Weapon</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: Fear Manipulation</li>
<li class="sqsrte-large">DIVISION Move: <strong>Psychic Invokers</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Rely Only on My Own Strength, Sacrificing My Wellbeing</li>
<li class="sqsrte-large">Playbook Move: <strong>The Lies That Serve Me</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>You Loved Me Once</strong>
</li>
<li class="sqsrte-large">Move from The Surge: <strong>My Little Monster</strong>
</li>
<li class="sqsrte-large">Move from The Last: <strong>Reshaped by Despair</strong>
</li>
<li class="sqsrte-large">Change Your Playbook: The Shade</li>
</ol>
<p class="sqsrte-large">All Might’s journey to become the #1 Hero and the Symbol of Peace began when his mentor decided to bestow One for All on a Quirkless idealist. In the wake of her tragic death, his memories of her continue to shape his pursuit of those ideals via <strong>The Hero’s Weapon</strong>. As he built his reputation, All Might earned both the hope of civilians and the fear and respect of the criminal underworld, unlocking Fear Manipulation as a power of darkness.</p>
<p class="sqsrte-large">Yet even in his prime, there were signs of what was to come. Though he benefited from Sir Nighteye’s visions—represented by <strong>Psychic Invokers</strong>—one such vision involved All Might’s gruesome death. Instead of heeding the warning, All Might persisted, determined to sacrifice even his life if he could protect the world with his own strength. This tendency toward self-sacrifice represents a new way to get Darkness Tokens, which is perhaps what gave him the power to survive such terrible injuries. Either way, he increasingly relied on deception to maintain the illusion of the Symbol of Peace, via the moves <strong>The Lies That Serve Me</strong>. Similarly, he often invoked his reputation to avert costly conflicts, letting him benefit from <strong>You Loved Me Once</strong>.</p>
<p class="sqsrte-large">Then, just as All Might was scouting potential successors, a twist of fate led him to Izuku Midoriya. Just as his mentor before him did, All Might chose a Quirkless idealist to inherit his power in the form of <strong>My Little Monster</strong>. This choice, however, only accelerated the decline of All Might’s strength. He became unable to hide his injury from the world, but continued fighting anyway using the move <strong>Reshaped by Despair</strong>. In the end, however, his power left him. Combined with his near-death experience and the prophesied doom hanging over his head, All Might switches playbooks to The Shade, becoming more of an investigator than a fighter.</p>
<h2>Congratulations, You've Built All Might!</h2>
<p class="sqsrte-large">Thanks for reading my thoughts on how someone as unambiguously heroic as All Might still qualifies as an Omen-class monster. As always, please reach out if you try this build in your own games, or if you have opinions about better ways to build All Might in this system. And if you’d like to learn more about the other <em>Apocalypse Keys</em> playbooks, check out the entries for The Shade, The Found, The Surge, The Last, The Hungry, and The Summoned.</p>
<p class="sqsrte-large">The Doomsday Clock has counted down to zero. Next Friday, tune in for the March 14th release of my horror comedy <em>Apocalypse Keys</em> mystery “Sweet Dreams”!</p>
<p class="">Update: “Sweet Dreams” is now available on <a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank">Itch</a>, <a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank">DriveThruRPG</a>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the site shop</a>! Check it out, and remember to rate and review.</p>
<p class="">Return to the beginning of the article</p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> traits and abilities that are unlocked by accumulating Ruin or experience points (XP). Both are typically gained through roleplaying, via select moves, and through answering end-of-session questions. Ruin unlocks Ruin Advances which brings characters closer to becoming Harbingers, while XP unlocks neutral Advances.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> An in-game resource representing emotional connections that is most often used to modify the result of a roll after rolling.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> A dramatic, thematically appropriate, and consequential breakdown that Omens have once they mark all available Conditions.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> An emotional state resulting from high pressure situations that serves as a narrative alternative to tracking damage, health, or hit points.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> A currency for dice manipulation that players typically get by roleplaying emotions and actions that reveal their inner darkness. Though they increase the odds of success, they also make disastrous success more likely, and having too many triggers the emotionally charged move <strong>Torn Between</strong>.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Disastrous Success:</strong> Rolling above a certain threshold introduces complications and consequences for victory, and often represents Omens letting their inner darkness have too much sway over them. This is called a disastrous success.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> An organization with ancient roots that uses its connections and vast resources to provide Omens with the best possible chances of preventing the apocalypse.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Experience Points (XP):</strong> A game currency gained through select moves, introspection, and roleplaying which unlocks new abilities. It takes 8 XP to earn an Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> Someone who has the goal of ending or reshaping the world, the power to follow through, and a plan to achieve it.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>The person who runs sessions of <em>Apocalypse Keys</em>.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Key:</strong> The term for clues in <em>Apocalypse Keys</em>, which range from tangible to esoteric. Players need a minimum number of Keys to solve each mystery, and form hypotheses based on what Keys they’ve uncovered.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>Move: </strong>Sets of abilities with clearly defined applications and results. Basic moves are available to all Omens, starting moves are specific to each playbook, playbook moves are most easily accessed by someone using that playbook, Ruin moves bring Omens closer to becoming Harbingers, and DIVISION moves are tied to the organization’s capabilities.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> A single story arc in <em>Apocalypse Keys</em>, which typically revolves around uncovering and foiling a Harbinger’s schemes.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>Non-Player Character (NPC):</strong> A character controlled by the Keeper as opposed to one of the players. Harbingers are one type of NPC, but so are allies, contacts, suspects, and anyone else the players encounter in the course of a mystery.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> All player characters are Omen-class monsters, or Omens for short. Omens are entities with the power to destroy the world, but who have chosen to work towards saving the world instead.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> A thematically unified set of prompts, traits, and moves used to build Omens in <em>Apocalypse Keys</em>. There are seven different playbooks in the base game.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>An ability Omens always have access to, which they may use for trivial purposes or in conjunction with a move.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> The currency of becoming a Harbinger of the Apocalypse. Gaining 5 Ruin unlocks a Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> Upon gaining 5 Ruin on their Ruin track, Omens unlock new traits, powers, or abilities that bring them closer to becoming Harbingers. Each Ruin Advance is accompanied by a cutscene of the Omen as a future Harbinger, and the ninth Ruin Advance transforms them into a Harbinger.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>What the Darkness Demands of You?:</strong> A prompt all Omens have that indicates what their inner darkness pushes them toward, hinting at the Harbinger they could someday become.</p>
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          Aug 12, 2026
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            How to Build Optimus Prime in Apocalypse Keys [Repost]
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<p><strong>Note:</strong> This article was originally posted on the Calenmir's RPGs blog on February 28, 2025. Restoring the article navigation links is a work in progress; thank you for your patience.</p>
<p><span><img alt="How to Build Optimus Prime in Apocalypse Keys. Part 6 of a blog series from Calenmir's RPGs [yellow knight]." height="1545" src="https://imgproxy.fourthwall.dev/qNeFOZQyJUeHC6B-i1ff8-TpzPtgpE4c8gRmQGUHp5k/w:890/el:0/q:90/sm:1/enc/Y2VkYjI2MDdhODZm/MjliYZsH2-9mWGIZ/cg19tdPM2uYdzJYB/zprLNn4-EQbpYIS_/gG8EbEPtduW6ynX9/vKgHkFV-OnQ3feMz/0qawF8eqbiMhU7OB/NWQmrb0pyGhVN7HZ/2_6PvV_Zl2RMn8Y1/cYcyms9d22CTmLQ_/FbOOfQ54Eec.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">This is part 6 of an ongoing series about character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, which was written by Rae Nedjadi and published by Evil Hat Games. It revolves around Omen-class monsters—beings of such immense power that they are capable of both saving and destroying worlds—struggling against Harbingers of the Apocalypse, and also against the darkness in their own hearts.</p>
<p class="sqsrte-large"><em>Apocalypse Keys</em> gives players a great degree of freedom in character creation—so much, in fact, that intimidated new players often default to the base game’s premade characters. Therefore, to help players get more comfortable with character creation, this series will illustrate each of the game’s seven playbooks via meme builds of pop culture icons. My latest selection for this treatment is Optimus Prime.</p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the </a></em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>site shop</em></a><em>!</em></p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build Optimus Prime in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why Optimus Prime Qualifies As an Omen-Class Monster</p>
</li>
<ul>
<li>
<p class="sqsrte-large">1) You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">2) One Shall Fall</p>
</li>
</ul>
<li>
<p class="sqsrte-large">How to Build Optimus Prime</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Summoned</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Advances</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built Optimus!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<h2>Why Optimus Prime Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">If you’d like to dive into this build, jump ahead to How to Build Optimus Prime. First, I’d like to make two arguments in favor of classifying Optimus Prime, noted paragon, as an Omen-class monster and therefore potential Harbinger:</p>
<ol>
<li class="sqsrte-large">You Can Reflavor Gameplay Elements in Apocalypse Keys</li>
<li class="sqsrte-large">One Shall Fall</li>
</ol>
<h3>1) You Can Reflavor Gameplay Elements in Apocalypse Keys</h3>
<p class="sqsrte-large">The rules of <em>Apocalypse Keys</em> specifically enable players to rewrite prompts, triggers, and other flavor elements in service of their character concept. One such example occurs in the section on playbooks:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">Furthermore, players can “…tweak the prompts as you like—each prompt is a starting point.” This includes the prompts establishing Omens’ always-available superpowers known as powers of darkness:</p>
<blockquote>
<p class="sqsrte-large"><em>How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s </em><strong><em>machines powered by soul magic</em></strong><em> may be automatons or small steampunk devices. The Last’s </em><strong><em>time distortion</em></strong><em> may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">An even more significant example occurs as a result of the option players have to take moves from other playbooks as part of the game’s system of leveling up, AKA Advances:</p>
<blockquote>
<p class="sqsrte-large"><em>…you may rewrite the premise or reword triggers to better suit your own character. If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the </em><strong><em>dimensional phasing</em></strong><em> of the Last or the </em><strong><em>cosmic energy</em></strong><em> of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, it is well within the scope of the rules to play a Cybertronian, and to tweak moves from your own playbook accordingly.</p>
<h3>2) One Shall Fall</h3>
<p class="sqsrte-large">This build is based mainly on the <em>Transformers: Prime</em> version of Optimus Prime, not only because it’s the part of the franchise I’m most familiar with, but also because of the emphasis it places on a certain prophecy regarding Optimus and Megatron: “One shall rise… and one shall fall.” In the show itself, this is generally interpreted as one killing the other. In the end, things turn out to be somewhat more complicated than anticipated, as is so often true of prophecies. So what if, in a universe adjacent to the show’s continuity, “fall” refers not to death, but to becoming a Harbinger of the Apocalypse?</p>
<p class="sqsrte-large">Though Megatron would be the obvious frontrunner for Harbinger, given his gleeful and terrifying villainy, both Cybertronians are deadly combatants. Then there’s the mystical powers they can access—the Matrix of Leadership in the case of Optimus, and Dark Energon, with all that entails, for Megatron. Add in their centuries of knowledge and combat experience, and it’s no wonder that they’re the only ones who can equal each other in one-on-one combat. Therefore, it stands to reason that while Megatron has a greater inclination for the role of Harbinger, Optimus has just as much potential to carry it out.</p>
<p class="sqsrte-large">Either way, one thing is certain: the war between Autobots and Decepticons has already left one world in ruins. If Optimus ever failed to keep his rival in check—or if he himself were to turn Harbinger—Earth would likely be next.</p>
<h2>How to Build Optimus Prime</h2>
<p class="sqsrte-large">To build a character in <em>Apocalypse Keys</em>, there are five steps:</p>
<ol>
<li class="sqsrte-large">Choose your playbook</li>
<li class="sqsrte-large">Fill out your playbook’s prompts</li>
<li class="sqsrte-large">Select two available moves from the indicated lists</li>
<li class="sqsrte-large">Introduce your character to your fellow players</li>
<li class="sqsrte-large">Establish shared character backstories and Bonds</li>
</ol>
<p class="sqsrte-large">We’ll only be covering the first three steps since 4 and 5 will, by necessity, vary from group to group. In addition, rules for leveling up—which in <em>Apocalypse Keys</em> is known as Advancement—has been placed in its own section.</p>
<p class="sqsrte-large"><em>For the full text of playbook, Ruin, and DIVISION moves, please refer to the official rules.</em></p>
<h3>Playbook: The Summoned</h3>
<p><span><img alt="Venn diagram of " height="1080" src="https://imgproxy.fourthwall.dev/D_22zb2HhrOwo_PPSRLoYemjmig1x4plrs9r60YLOus/w:890/el:0/q:90/sm:1/enc/MDIxYjdlZDI0Mjc4/YThlZcIFkv5cFX7M/0b-LkmkfMZ2NIX9l/U8cdPad08sBGszYT/_FCntyjA4zF-hkJD/U0wSlYShCc_gOwtV/VppPIymFjRP7lRUc/I7Eu5z1WCKlgx0zq/_E9q4_mKFfceeAbk/VO197_tAH_SWn4bg/KQdsvSDVnMU.webp" width="1080" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">For some playbooks—most notably The Found—I struggled to think of good examples from pop culture. For The Summoned, I had the opposite problem. The Summoned is broadly defined by three traits: they come from another world, they’re bound by a prophecy, and they’re capable of extraordinary violence. Taken together, these criteria describe characters as dissimilar as Sailor Moon, Samurai Jack, the <em>Teen Titan</em> Raven, the Terminator, the Iron Giant, Goku, and, of course, every Isekai protagonist ever. On the plus side, that means this is a playbook with especially wide applicability, even if we’re only focusing on Optimus Prime for now.</p>
<p class="sqsrte-large">Each playbook has a unique starting move, which for The Summoned is <strong>Sometimes, I Get Angry.</strong> Basically, whenever The Summoned enforces their will through anger and violence, they get 3 Darkness Tokens. Note that Darkness Tokens are a resource that increase the odds of success, but also make consequences such as collateral damage more likely.</p>
<p class="sqsrte-large">The Summoned, much like other playbooks, can also get Darkness Tokens by meeting certain roleplaying triggers, some of which are more likely for Optimus than others:</p>
<ul>
<li>
<p class="sqsrte-large">Feel unloved or abandoned</p>
</li>
<li>
<p class="sqsrte-large">Overreact with violence</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to give me their best shot and not hold back</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to love me, and only ever me</p>
</li>
<li>
<p class="sqsrte-large">Embody a Condition that affects me</p>
</li>
</ul>
<p class="sqsrte-large">Notably, rather than having a system to track physical damage, this Powered by the Apocalypse game uses Conditions, which represent the emotional toll various situations take on a character. Therefore, an Omen who has marked a Condition gets Darkness Tokens for roleplaying that Condition. The available Conditions for The Summoned include:</p>
<ul>
<li>
<p class="sqsrte-large">Raging</p>
</li>
<li>
<p class="sqsrte-large">Lovelorn</p>
</li>
<li>
<p class="sqsrte-large">Obsessed</p>
</li>
<li>
<p class="sqsrte-large">Despairing</p>
</li>
</ul>
<p class="sqsrte-large">Once again, some are more likely for Optimus than others. Regardless, once all Conditions are marked, you hit your Breaking Point. Rather fittingly, when The Summoned hits their Breaking Point, it involves realizing that this world is not your own, only for something from your world to unleash devastation.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">We can skip over the prompt questions we already have answers for, such as “Your Name,” “Your Look,” “Your Origin,” and “What is the prophecy that haunts you?” For powers of darkness, we’ll select Colossal Strength and Weapons from Elsewhere to represent Optimus’ combat capabilities. “What Does the Darkness Demand of You?” represents, more or less, the dark fate Omens are sometimes tempted to give in to, so we’ll choose “to push away those I need most” and “to embrace and strengthen my prophecy” for Optimus.</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">After you pick your playbook and fill out the prompts, you get to choose two moves. One always comes from the list included with your playbook. The other can either be a Ruin move from your playbook, or one of the generally-available DIVISION moves. The former provides power at the cost of accelerated corruption, while the latter ordinarily represents the resources made available by the organization backing your team.</p>
<p class="sqsrte-large">For Optimus Prime, choose the playbook move <strong>Together We Are Destiny</strong> and the DIVISION move <strong>Hero’s Weapon</strong>.</p>
<h4>Playbook Move: <strong>Together We Are Destiny</strong>
</h4>
<p class="sqsrte-large">In <em>Transformers: Prime</em>, Megatron and Optimus battle over many things, including the outcome of the prophecy. This move lets Optimus spite Megatron’s vision of the prophecy and take destiny into his own hands. Fate may have other ideas. After rolling the dice, potentially with assistance from your allies, a success allows you to select situational benefits, a disastrous success provides both benefits and complications, and failure makes the prophecy increasingly painful and intractable.</p>
<h4>DIVISION Move: <strong>Hero’s Weapon</strong>
</h4>
<p class="sqsrte-large">This move normally involves a member of DIVISION bestowing a weapon on whoever claims this move. Rather than using this move as-is, we’ll be renaming it <strong>The Matrix of Leadership</strong>. For those unfamiliar with Transformers lore, “Prime” is a position of leadership among Cybertronians, with Optimus being the latest to inherit the mantle. The Matrix of Leadership is a repository of ancient wisdom that was passed to him upon being chosen as Prime.</p>
<p class="sqsrte-large">Since it isn’t a weapon in itself, we’ll need to edit the move slightly: whenever Optimus protects someone while acting in his capacity as Prime, he gains a Bond—an in-game resource representing relationships and emotional attachments—with his predecessors. In addition, he may choose to narrate a flashback involving a former Prime, to describe how he embodies or challenges the legacy of being a Prime, or to decide that his role has been sullied by acting on his own selfish impulses. Each choice provides corresponding benefits.</p>
<h2>Advances</h2>
<p class="sqsrte-large">At this point, you’re ready to introduce Optimus to your fellow players so you can establish shared backstories. If you continue playing with Optimus, you can also unlock additional traits and abilities known as Advances. This section will cover the two types of Advances—Ruin Advances and playbook Advances—plus which ones are best suited for Optimus.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">The downward spiral into becoming a Harbinger is tracked via Ruin, which is gained primarily by misusing the vast power at your disposal. Once you gain 5 Ruin, you unlock a Ruin Advance. Narrate a scene of Optimus as a future Harbinger and choose from one of nine options:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Gain an additional Ruin move from The Summoned</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Gain a Ruin move from a playbook other than The Summoned</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Choose a Condition that is always marked and can’t be cleared</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Gain an additional Condition that is permanently marked</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Optimus becomes a Harbinger and is no longer under your control</li>
</ul>
<p class="sqsrte-large">For each of these options, I’ll describe the ones I think are the best fit for Optimus Prime.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">This Ruin Advance can be taken twice, but must be a different move both times. Of the available options, the ones easiest to adapt to Optimus are <strong>None Stand Before Me</strong> and <strong>Heavy Is the Crown</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>None Stand Before Me</strong></p>
<p class="sqsrte-large">Optimus can always choose to kill a non-player character (NPC) who is vulnerable to him. You can choose whether to gain 1 or 2 Ruin, which in turn determines whether the NPC will come back to haunt him or whether they are dead beyond any chance of revival.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>Heavy Is the Crown</strong></p>
<p class="sqsrte-large">Optimus, as the current Prime, is just a smidge famous. At any time, you can declare that a Harbinger knows of Optimus and of the prophecy regarding him. The amount of Ruin you gain determines whether they offer assistance in exchange for pursuing the prophecy, or whether they seek to appease you.</p>
<p class=""><br></p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">Of the Ruin moves listed in playbooks other than The Summoned, the best options are <strong>My Beloved Nemesis</strong> from The Fallen and <strong>Death Always Leads to Life</strong> from The Shade.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Fallen: <strong>My Beloved Nemesis</strong></p>
<p class="sqsrte-large">Previously, I recommended this move to represent the relationship between The Doctor and The Master. Here, it represents the fraught relationship between Optimus and Megatron, who used to be friends but are now, as Red of <a href="https://www.youtube.com/@OverlySarcasticProductions" rel="noopener" target="_blank"><em>Overly Sarcastic Productions</em></a> so eloquently put it, “murder soulmates.”</p>
<p class="sqsrte-large">Since this move was intended for The Fallen, ignore the bit about them having orchestrated your fall and substitute Optimus Prime’s past with Megatron. Optimus gains a Bond with Megatron upon taking the move, and can gain another, along with clearing a Condition, by narrating a flashback to when he and Megatron were friends, at the cost of gaining a Ruin. Alternately, by gaining an additional Ruin, Megatron arrives in the scene, regardless of plausibility, to offer a temporary alliance.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Shade: <strong>Death Always Leads to Life</strong></p>
<p class="sqsrte-large">This move was written for The Shade, who has an intimate relationship with Death, so any references to Death and Life must either be rewritten or interpreted metaphorically. Similarly, Optimus doesn’t have the ability to manipulate his soul in the manner described in the move’s second option. But when all is said and done, whenever a person, object, or location is at imminent risk of destruction, Optimus may take drastic action to prevent it. If he does so with regard to the natural order of things, he only gains 1 Ruin, but must pay a price. If he instead defies the laws of prophecy, nature, and morality, he gains 2 Ruin, and the object of his intervention can never be destroyed without his express permission.</p>
<p class=""><br></p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">When you permanently mark a Condition, you:</p>
<ul>
<li>
<p class="sqsrte-large">Make it easier to hit your Breaking Point</p>
</li>
<li>
<p class="sqsrte-large">Can more easily gain Darkness Tokens, which also makes it easier to get disastrous successes and to trigger the suboptimal move <strong>Torn Between</strong></p>
</li>
<li>
<p class="sqsrte-large">Ensure your Omen is always emotionally compromised</p>
</li>
</ul>
<p class="sqsrte-large">Given Optimus’ personality, the two Conditions that make the most sense to mark permanently are Raging and Despairing.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">When you gain a Ruin Condition, you add a permanently marked Condition to your playbook from the following list:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">While a Ruin Condition doesn’t affect the likelihood of hitting your Breaking Point, it does increase the possibilities for gaining Darkness Tokens. With this in mind, some good choices for Optimus include Guilty, Haunted, Paranoid, and Ruthless. Of those four, the two I most recommend are Haunted and Paranoid.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">You can’t keep playing as Optimus once he transforms into a Harbinger—he becomes an NPC your party must contend with, either immediately or down the road.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">Aside from the final transformation into a Harbinger, you can take Ruin Advances in any order. For Optimus Prime, I recommend:</p>
<ol>
<li class="sqsrte-large">Ruin Move from The Fallen: <strong>My Beloved Nemesis</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Shade: <strong>Death Always Leads to Life</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>None Stand Before Me</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>Heavy Is the Crown</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Haunted</li>
<li class="sqsrte-large">Ruin Condition: Paranoid</li>
<li class="sqsrte-large">Permanent Condition: Raging</li>
<li class="sqsrte-large">Permanent Condition: Despairing</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">Since Megatron is going to be around anyway, Optimus might as well benefit from the relationship via <strong>My Beloved Nemesis</strong>. Next up is <strong>Death Always Leads to Life</strong>, showcasing how Optimus protects his allies to the point of self-destruction. Meanwhile, <strong>None Stand Before Me</strong> expresses how Optimus’ prowess on the battlefield exists within a larger cycle of violence. It also further fuels Optimus’ fearsome reputation, which can intimidate potential foes into becoming allies via <strong>Heavy Is the Crown</strong>.</p>
<p class="sqsrte-large">No matter how strong a bot is, centuries of battle take their toll. Optimus is increasingly Haunted by the atrocities of war, even as he becomes increasingly Paranoid about Megatron’s latest schemes. He turns to Rage to fuel his action, and then, overcome by the ever-expanding scope of all-consuming war, he is overcome by Despair. With no future left to fight for, he succumbs to his inner darkness, falling from grace to become a Harbinger of the Apocalypse*.</p>
<p class="sqsrte-large"><em>*Or you can work with your Keeper to retire Optimus before he hits rock bottom, which I recommend.</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">Experience points (XP) are gained by roleplaying, via end-of-session introspection, and through certain moves. Once you accumulate 8 XP, you unlock one of nine Advances:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> get another move from The Summoned.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> select another DIVISION move.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> gain a move from a playbook other than The Summoned.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> define a new roleplay trigger for getting Darkness Tokens.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Get another power of darkness for The Summoned.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Start playing with a different playbook.</li>
</ul>
<p class="sqsrte-large">If Ruin Advances represent the descent into becoming a Harbinger, playbook Advances are the more difficult road to rising above. Here are the waypoints I recommend for Optimus Prime’s path.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">The Summoned has two more moves that are good fits for Optimus: <strong>Come On, Tough Guy</strong> and <strong>We’re Family Now</strong>.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large">Playbook move 1: <strong>Come On, Tough Guy</strong></p>
<p class="sqsrte-large">As mentioned in my build of <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a>, this move lets you provoke a colossal, otherworldly opponent into focusing on you. On a success, your ploy pays off. On a disastrous success, while you do reap some benefits, you also get caught up in the heat of battle. On a failure, things go badly—the flavor indicates “tak[ing] on a colossal form as your prophecy… leaves a permanent mark on you,” but considering Optimus’ Cybertronian nature, this may need to be reflavored as somehow falling into an opponent’s trap.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large">Playbook move 2: <strong>We’re Family Now</strong></p>
<p class="sqsrte-large">In <em>Transformers: Prime</em>, Optimus has grown to see his allies as more than just soldiers, embracing the human concept of “family.” This move, which I also recommended for <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a>, kicks in whenever that affection is reciprocated. When a fellow Omen spends a Bond with Optimus, they can choose whether it is more effective than usual, or whether Optimus subsequently gains a Bond with them.</p>
<p class="sqsrte-large"><br></p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">DIVISION is an ancient and secretive organization with immense resources, skilled personnel, and far-reaching connections. While DIVISION moves are designed with this in mind, some of them align well with Optimus’ resources and capabilities. Therefore, the two moves we’ll be taking for Optimus are <strong>Orphanage Visit</strong> and <strong>Monster Celebrity</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>Orphanage Visit</strong></p>
<p class="sqsrte-large">I recommended this move for both <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> and <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a>, with varying levels of reinterpretation. In this case, rename the move to <strong>Human Companions</strong>, with Optimus gaining mechanical benefits whenever he spends meaningful time with the inhabitants of the planet he’s chosen to protect.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 2: <strong>Monster Celebrity</strong></p>
<p class="sqsrte-large">As written, this move represents being a public figure as well as an Omen, and was used mostly unaltered for <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>. In most continuities of Transformers, however, the existence of Cybertronians is kept secret from the human public, and <em>Transformers: Prime</em> is no exception. Therefore, we’ll be changing the focus to how difficult it is for Optimus to live up to the nigh-impossible expectations his fellow Autobots have of their Prime. Therefore, the move now triggers whenever Optimus hides aspects of himself to be the leader Cybertron needs. When he does, he chooses one of the available benefits—and when he falls short, he must earn the forgiveness of his allies.</p>
<p class=""><br></p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">After centuries of loss, Optimus Prime is intimately familiar with <strong>Tragedy’s Long Shadow</strong>. Meanwhile, as a Cybertronian on the planet Earth, it is all too easy to shatter what the humans have built via <strong>I Am Your Destruction</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Last: <strong>Tragedy’s Long Shadow</strong></p>
<p class="sqsrte-large">This move is highly applicable for characters with dark and tragic pasts, which is why I also recommended it for <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> and <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a>. Whenever Optimus recognizes echoes of the tragedy that devastated Cybertron in a tense situation, he can describe what he’s afraid of and roll. On a success, he and his allies prevent history from repeating itself, but on a disastrous success, he must face the problem alone. On a failure, things are worse than even he anticipated.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Surge: <strong>I Am Your Destruction</strong></p>
<p class="sqsrte-large">As described in the build for <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a>, this move lets you choose from a list of benefits whenever you unleash immense collateral damage. However, since Optimus Prime generally has precise control over his strength, it instead reflects that he ordinarily holds himself back when he’s in the vicinity of fragile, easily harmed humans.</p>
<p class=""><br></p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">The triggers for gaining Darkness Tokens typically reflect Omens acting in ways that align with What the Darkness Demands of Them, which can encompass both selfish and self-destructive behavior. For Optimus, we’ll add the condition that he gains Darkness Tokens whenever he seeks to fulfill the prophecy by destroying Megatron.</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">For Optimus’ third power of darkness, choose Supernatural Resistance to represent how impervious he is to damage.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">When you change your playbook, you lose access to your current playbook’s abilities in exchange for those of your new playbook. Unfortunately, The Summoned is the only good fit for Optimus Prime. Of the others, The Last is the next-best fit, since while there are plenty of Cybertronians other than Optimus, he is the last of the Primes, and the loss of his planet weighs heavily on him.</p>
<h4>Sequence of Playbook Advances</h4>
<p class="sqsrte-large">In order to balance mechanical benefits against a compelling narrative arc, I recommend the following order for Optimus Prime’s playbook Advances:</p>
<ol>
<li class="sqsrte-large">DIVISION move: <strong>Monster Celebrity</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: Supernatural Resistance</li>
<li class="sqsrte-large">Playbook Move: <strong>Come On, Tough Guy</strong>
</li>
<li class="sqsrte-large">Move from The Last: <strong>Tragedy’s Long Shadow</strong>
</li>
<li class="sqsrte-large">Move from The Surge: <strong>I Am Your Destruction</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>Orphanage Visit</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>We’re Family Now</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Destroy Megatron to Fulfill the Prophecy</li>
<li class="sqsrte-large">Change Your Playbook: The Last</li>
</ol>
<p class="sqsrte-large">Every Cybertronian knows who Optimus Prime is, and with that reputation comes much responsibility. Therefore, Optimus begins with <strong>Monster Celebrity</strong>, a move we’ve reflavored to represent the weight of the mantle of Prime. In times of war, his duties require him to fight on behalf of the people he leads. Supernatural Resistance and <strong>Come On, Tough Guy</strong> provide additional combat utility accordingly. But battle is not all there is to being a Prime, and in the wake of the fall of Cybertron, Optimus Prime becomes increasingly attentive to preventing such horrors via the move <strong>Tragedy’s Long Shadow</strong>.</p>
<p class="sqsrte-large">Perhaps through chance, or perhaps through fate, Optimus arrives on the planet Earth, which is inhabited by the small, sapient mammals known as humans. Though he has great respect for all life, Decepticon incursions often force his hand, with <strong>I Am Your Destruction</strong> representing the inevitable colleteral damage. Even so, Optimus becomes increasingly attached to the Autobots’ <strong>Human Companions</strong>, which is our rework of <strong>Orphanage Visit</strong>. In fact, they even teach him the important concept of “family,” which he applies to his fellow Cybertronians to gain the move <strong>We’re Family Now</strong>.</p>
<p class="sqsrte-large">The Decepticons, however, only see humans as a potential vulnerability. When harm comes to a human caught up in a clash between the two factions, an enraged Optimus decides to fulfill the prophecy with Megatron’s death. Whether or not he succeeds in this endeavor, Optimus ultimately comes to regret his actions. As a result, he switches playbooks to The Last, deciding that fighting an endless war is secondary to upholding the legacy of Cybertron and of the Primes.</p>
<h2>Congratulations, You've Built Optimus!</h2>
<p class="sqsrte-large">Thank you for reading my thinly-disguised take on why it was important to have humans in <em>Transformers: Prime</em>! If you’d like to learn more about the <em>Apocalypse Keys </em>playbooks, I demonstrated The Shade with <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>, The Found with <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em>, The Surge with <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> of <em>Avatar: The Last Airbender</em>, The Last with <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> of <em>Doctor Who</em>, and The Hungry with <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a>. Definitely reach out if you try this build, or if you would have chosen different moves or Advances for Optimus Prime.</p>
<p class="sqsrte-large">In one week, the final entry will demonstrate how to build The Fallen. The clock ticking down to zero heralds the release of my original <em>Apocalypse Keys</em> mystery “<a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">Sweet Dreams</a>” on March 14th!</p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> additional abilities granted by accumulating Ruin or by earning experience points (XP). Ruin Advances bring Omens closer to being Harbingers and are unlocked with 5 Ruin. It takes 8 XP to gain a playbook Advance. There are a total of nine Ruin Advances and nine playbook Advances.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> The mechanical representation of emotional connections between characters, which also serves as a resource. Most notably, it can be used to modify the outcome of a dice roll.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> After an Omen marks all available Conditions, they have a dramatic and consequence-filled breakdown as they hit their Breaking Point.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> Because <em>Apocalypse Keys</em> is a Powered by the Apocalypse game, it uses emotional states called Conditions to track the decreasing ability of characters to endure whatever strain they’re under. Marking all available Conditions triggers an Omen’s Breaking Point.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> a resource Omens gain primarily by indulging in the emotions and behaviors that tend toward What the Darkness Demands of Them. While Darkness Tokens can increase the odds of success, they also increase the odds of disastrous success, and having too many Darkness Tokens can have negative consequences.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Disastrous Success:</strong> In <em>Apocalypse Keys</em>, rolls succeed when they’re middle-of-the-road, and rolling too high introduces complications and negative consequences due to giving the darkness too much sway. This is called a disastrous success.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> a powerful, shadowy, ancient organization that protects the world by fielding Omens against Harbingers.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Experience Points (XP):</strong> a resource gained through roleplay, introspection, and select moves that unlocks playbook Advances. It takes 8 XP to unlock an Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> entities that both seek the end of the world and are capable of bringing it about.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>a synonym for gamemaster or narrator used in <em>Apocalypse Keys</em> and other Powered by the Apocalypse games.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Key:</strong> effectively, clues to the mystery arcs that gameplay in <em>Apocalypse Keys</em> is centered around. They may be situations, tangible objects, or something more esoteric.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>Move: </strong>pre-packaged abilities with defined triggers and outcomes. Each playbook has a unique starting move, plus additional moves and Ruin moves to choose from. There are also DIVISION moves that all Omens can select, plus basic moves that any player can trigger at any time.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> The plot unit of <em>Apocalypse Keys</em>, which revolve around investigating and preferably foiling a Harbinger’s plans.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> often abbreviated to Omen. It can be used both to indicate a player character or to refer to any entity who has world-shaking powers but is not pursuing the end of the world.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> The basis of character creation in <em>Apocalypse Keys</em>. Each playbook provides prompts, moves, and traits that provide a thematically consistent basis for fleshing out an Omen.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>The term for Omens’ superpowers, which are always available to them.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> a mechanical representation of Omens’ progress toward becoming a Harbinger of the Apocalypse. Gaining 5 Ruin unlocks a Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> When Omens accrue 5 Ruin, they narrate a cutscene of themselves as a future Harbinger, select an available ability from the relevant list, and reset their Ruin track. This is called a Ruin Advance. The ninth Ruin Advance always has the Omen transforming into a Harbinger, but the other Ruin Advances may be taken in any order.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>What the Darkness Demands of You?:</strong> One of the prompts consistent across all seven playbooks, the answer to which hints at what kind of Harbinger their inner darkness wants them to become. In addition to spurring roleplay, What the Darkness Demands of You is relevant to some moves. It is also possible to form a bond with What the Darkness Demands of You, representing an Omen’s connection to their own inner darkness.</p>
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            Recording of Corporate Crash Course’s Actual Play of Unburied [Repost]
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<p><strong>Note: </strong>this was originally posted on the Calenmir's RPGs blog on February 25, 2025.</p>
<p><span>Corporate Crash Course livestreamed an Actual Play of </span><a href="https://calenmirsrpgs.com/products/unburied" data-turbo="false"><em>Unburied</em></a><span> via </span><a href="https://www.twitch.tv/corporatecrashcourse" rel="noopener" target="_blank">Twitch</a><span>, and the recording is now up on their </span><a href="https://www.youtube.com/@CorporateCrashCourse" rel="noopener" target="_blank">YouTube channel</a><span>! Check it out to see the game’s challenge system in action, including some sacrifices, as the team ventures out of their junkyard to scavenge much-needed supplies.</span></p>
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          Aug 12, 2026
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            How to Build Kirby in Apocalypse Keys [Repost]
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<p><strong>Note: </strong>this article was originally posted on the Calenmir's RPGs blog on February 21, 2025. Rebuilding the in-article navigation links, plus links to the shop and to the other articles in the series, is a work in progress. Thank you for your patience.</p>
<p><span><img alt="How to Build Kirby in Apocalypse Keys. Part 5 of a blog series from Calenmir's RPGs [yellow knight]." height="1545" src="https://imgproxy.fourthwall.dev/0ZKT92REnRVDE-yF3wKvn6AlwMXSG4KbVlnFePpj-UQ/w:890/el:0/q:90/sm:1/enc/NmE4YjlmYzdhYmY1/ZDRiY0e7eAFmBoTe/mDNtt5yJxBmeldHx/XlpvADa5wTyssV42/4rDp2XWyfRfEXDx-/rTslT3ezLT7Mu2-I/aDE6CCTaARvdQYlK/fnGJJscnxgF_G3vg/DlHCMNAbiAuiZAg2/blErXNC9SbasHUuH/D0L3V-3nAyI.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">This is the fifth entry in a seven-part series about character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, the horror-superhero game by Rae Nedjadi that was published by Evil Hat Games. In <em>Apocalypse Keys</em>, you play as Omen-class monsters who have the necessary power to save the world from Harbingers of the Apocalypse—as long as they don’t succumb to their inner darkness and evolve into a Harbinger themselves.</p>
<p class="sqsrte-large">Given the larger than life nature of the game, when you make a character, you can choose from an abundance of overpowered and customizable abilities. While this is one of the game’s biggest strengths, it often intimidates new players, who default to the premade characters rather than bringing their own concepts to life.</p>
<p class="sqsrte-large">Therefore, to demystify the whole process, I’m creating characters based on the most unlikely pop culture icon I can think of that nevertheless fit the themes and abilities of each of the game’s seven playbooks. Previous examples included <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>, <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em>, <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> of <em>Avatar: The Last Airbender</em>, and <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> of <em>Doctor Who</em>. Next up is the little pink puffball known as Kirby.</p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the </a></em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>site shop</em></a><em>!</em></p>
<h2><em>A Note On Safety</em></h2>
<p class="sqsrte-large">This build will explore The Hungry, an <em>Apocalypse Keys</em> playbook that deals with themes of disordered eating and body horror.</p>
<p class="sqsrte-large">In addition, Kirby is canonically depicted as a child. If you want to play Kirby in your own <em>Apocalypse Keys</em> games, be sure to determine everyone’s boundaries on child endangerment. If you are met with anything other than unanimous consent, consider playing a grown-up version of Kirby or choosing a different character altogether.</p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build Kirby in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why Kirby Qualifies As an Omen-Class Monster</p>
</li>
<ul>
<li>
<p class="sqsrte-large">1) You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">2) Kirby Is a Baby Eldritch Abomination</p>
</li>
</ul>
<li>
<p class="sqsrte-large">How to Build Kirby</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Hungry</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Advances</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built Kirby!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<h2>Why Kirby Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">Before we dive into How to Build Kirby, I’ll delve into the two reasons I consider him an Omen-class monster:</p>
<ol>
<li class="sqsrte-large">You Can Reflavor Gameplay Elements in Apocalypse Keys</li>
<li class="sqsrte-large">Kirby Is a Baby Eldritch Abomination</li>
</ol>
<h3>1) You Can Reflavor Gameplay Elements in Apocalypse Keys</h3>
<p class="sqsrte-large">To facilitate player freedom, <em>Apocalypse Keys</em> specifically lets players alter non-mechanical aspects of gameplay to better suit their needs. For example, the section on playbooks explains:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">Players can also “…tweak the prompts as you like—each prompt is a starting point.” Notably, Omen-class monster’s superpowers, known as powers of darkness, are considered prompts:</p>
<blockquote>
<p class="sqsrte-large"><em>How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s </em><strong><em>machines powered by soul magic</em></strong><em> may be automatons or small steampunk devices. The Last’s </em><strong><em>time distortion</em></strong><em> may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Prepackaged abilities known as moves can also be tailored to fit the character. Though we’ll discuss this more in the section on <a href="https://calenmirsrpgs.com/blog/how-to-build-kirby-in-apocalypse-keys/#Advances" data-turbo="false">Advances</a>, you may get the opportunity to take moves from other playbooks when you level up. If you do:</p>
<blockquote>
<p class="sqsrte-large"><em>…you may rewrite the premise or reword triggers to better suit your own character. If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the </em><strong><em>dimensional phasing</em></strong><em> of the Last or the </em><strong><em>cosmic energy</em></strong><em> of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, it’s reasonable to extend the same courtesy to moves from your own playbook that don’t fit with your character concept as-written.</p>
<h3>2) Kirby Is a Baby Eldritch Abomination</h3>
<p class="sqsrte-large">Most Kirby games have have a cute cartoon style, which causes people unfamiliar with the games to underestimate the stakes of the franchise. In particular, all the creepy, deadly, nigh-incomprehensible cosmic entities that have menaced Planet Popstar over the years. One such threat included Nightmare, a personification of nightmares who, upon being defeated by Kirby, destroyed all but a crescent of one of the planet’s moons.</p>
<p class="sqsrte-large">In case anyone missed it: defeated <em>by Kirby</em>.</p>
<p class="sqsrte-large">While vanquishing eldritch abominations on a regular basis is impressive, it’s not, strictly speaking, proof of being an eldritch abomination. So let’s consider some other fun facts about Kirby:</p>
<ul>
<li>
<p class="sqsrte-large">He can eat almost anything.</p>
<ul>
<li>
<p class="sqsrte-large">This includes consuming his enemies to gain their powers.</p>
</li>
<li>
<p class="sqsrte-large">It also includes swallowing large objects, such as cars, to transform into them.</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">He has infinite power.</p>
</li>
<li>
<p class="sqsrte-large">He’s nearly impossible to seriously harm, to the point he’s survived getting sucked into a black hole.</p>
</li>
<li>
<p class="sqsrte-large">His heart is a star.</p>
</li>
<li>
<p class="sqsrte-large">He sometimes destroys his enemies’ souls.</p>
</li>
</ul>
<p class="sqsrte-large">Furthermore, certain games have implied that Kirby will only grow stronger as he matures. Considering his current level of power easily puts him on par with more conventional Omen-class monsters, the only logical explanation is that this cute, good-natured, heroic pink puffball is, in fact, a baby eldritch abomination.</p>
<h2>How to Build Kirby</h2>
<p class="sqsrte-large">Building any character in <em>Apocalypse Keys</em> requires you to:</p>
<ol>
<li class="sqsrte-large">Choose a playbook</li>
<li class="sqsrte-large">Fill out the prompts</li>
<li class="sqsrte-large">Select moves</li>
<li class="sqsrte-large">Introduce your Omen to the other players</li>
<li class="sqsrte-large">Create starting Bonds with the other characters</li>
</ol>
<p class="sqsrte-large">Since the last two steps require the input of other players, this guide will focus on steps 1 through 3. In addition, character Advancement, which is akin to leveling up, will be covered in <a href="https://calenmirsrpgs.com/blog/how-to-build-kirby-in-apocalypse-keys/#Advances" data-turbo="false">its own section</a>.</p>
<p class="sqsrte-large"><em>For the full text of playbook, Ruin, and DIVISION moves, please refer to the official rules.</em></p>
<h3>Playbook: The Hungry</h3>
<p class="sqsrte-large">It’s an understatement to say that Kirby has an appetite. Considering the lengths he went to the time his cake got stolen—which included beating up a villainous eldritch abomination—it’s also fair to say he’s food-motivated. This makes him a good fit for The Hungry, an <em>Apocalypse Keys</em> playbook for Omens who are driven by endless hunger, only experiencing fleeting respite when they indulge their darker cravings.</p>
<p class="sqsrte-large">The starting move for The Hungry is <strong>The Gnawing Edge of Hunger</strong>, in which their body transforms as they feed. Notably, players must roll to determine whether they keep themselves in check. On a success, or even a disastrous success, they do, and get to choose a mechanical benefit accordingly. On a failure, they lose control. Typically this would involve transforming into something monstrous and going on a rampage, but for Kirby, it could be interpreted as him eating something that ends up being detrimental rather than a power-up.</p>
<p class="sqsrte-large">In addition to the starting move, one mechanic that gives each playbook a distinct personality is the different way they get Darkness Tokens. Darkness Tokens increase the odds of rolls succeeding, but are typically acquired by roleplaying the Omen’s worst instincts. The Hungry gets Darkness Tokens when they:</p>
<ul>
<li>
<p class="sqsrte-large">Feel a yearning for what [they] cannot have</p>
</li>
<li>
<p class="sqsrte-large">React with pettiness</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to feed [The Hungry] a part of themselves</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to give in to their hunger</p>
</li>
<li>
<p class="sqsrte-large">Embody a Condition that affects [them]</p>
</li>
</ul>
<p class="sqsrte-large">Conditions, in case you were wondering, are an alternative to a hit point system, since Omens such as Kirby are rarely at risk of serious injury from even the toughest fights. They can, however, become emotionally compromised due to the stress they’re under, which is expressed by Conditions. Most playbooks have four Conditions they can mark, but The Hungry only starts with three:</p>
<ul>
<li>
<p class="sqsrte-large">Raging</p>
</li>
<li>
<p class="sqsrte-large">Lonely</p>
</li>
<li>
<p class="sqsrte-large">Lustful</p>
</li>
</ul>
<p class="sqsrte-large">Side note, since this is Kirby we’re talking about, feel free to switch out “Lustful” for something related but more in line with his characterization, such as “Infatuated” or “Clingy.” Or you could interpret “Lustful” metaphorically, as in “bloodlust” or “lust for power.”</p>
<p class="sqsrte-large">In any case, the number of Conditions affects how easily the Omen hits their Breaking Point. Marking all Conditions means the Omen has a dramatic breakdown with thematically appropriate consequences specific to each playbook. Therefore, starting with fewer Condition makes it more likely for The Hungry to hit their Breaking Point. However, The Hungry has the unique ability to gain additional Conditions known as Hunger Conditions. Through moves such as <strong>The Gnawing Edge of Hunger</strong>, The Hungry can gain up to three such Hunger Conditions for a total of six Conditions, making them significantly less prone to hitting their Breaking Point. This fits well with Kirby’s cheerful, good-natured personality, as well as his ability to keep his cool in a crisis.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">Prompts are questions used to flesh out an Omen’s background, appearances, and abilities. Since Kirby is Kirby, we can skip over “Your Name,” “Your Look,” “Your Origin,” and “What Do You Feed On and What Remnants Do You Leave Behind?” For “What Does the Darkness Demand of You?”, which reflects his darkest instincts, we’ll choose “to consume what lies beyond doom’s door”—AKA what Harbingers are empowered by—and “to love what can never be mine.” If you prefer, you could also invent options that fit both Kirby’s personality and the themes of The Hungry.</p>
<p class="sqsrte-large">Powers of Darkness are basically superpowers that Kirby can always use. Of the ones available to The Hungry, “Mystical Power I Stole From My Victims” is a must. Meanwhile, we can reflavor “Weapons of Blood and Bone” to “My Body Becomes a Weapon” to reflect Kirby’s various physical attacks.</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">When you first create an Omen in <em>Apocalypse Keys</em>, you get to choose two moves. The first must come from your playbook’s list of moves. The second can either be a Ruin move, which represents power at a corrupting price, or a DIVISION move, which ordinarily reflects the capabilities of the shadowy organization that all Omens work for.</p>
<p class="sqsrte-large">Kirby’s playbook move should be <strong>Do Harbingers Dream of Monsters Like Me?</strong>, and for the second move, pick the DIVISION move <strong>Hero’s Weapon</strong>.</p>
<h4>Playbook Move: <strong>Do Harbingers Dream of Monsters Like Me?</strong>
</h4>
<p class="sqsrte-large">As written, this move lets The Hungry call on the powers of Harbingers they have consumed. To make it work for Kirby, replace “Harbingers” with “villains” and adjust any description of body horror to reflect the respective anatomies of Kirby and whichever villain he’s copying. This move does require you to roll. On a success, you choose which villain to copy and receive mechanical benefits in line with their nature. On a disastrous success, the villain attempts to break free, forcing you to choose whether to pay a price to contain them. On a failure, however, the villain Kirby meant to copy ends up breaking free to run rampant, though this could also be interpreted as Kirby becoming a victim of possession.</p>
<h4>DIVISION Move: <strong>Hero’s Weapon</strong>
</h4>
<p class="sqsrte-large">In this series, I often recommend reflavoring DIVISION moves so that they match a character’s existing capabilities. This one could go either way. At its most basic, this move represents Kirby being entrusted with a weapon by a hero, whether that’s Meta Knight bestowing a sword on him or a more senior agent of DIVISION entrusting him with an ancient relic. Kirby gets to choose a mechanical benefit whenever he wields the weapon to protect someone.</p>
<h2>Advances</h2>
<p class="sqsrte-large">With that, you’re ready to start playing Kirby in <em>Apocalypse Keys</em>. But as you continue to play Kirby, your choices and roleplaying can unlock level-ups known as Advances. If you gain enough Ruin, you might gain Ruin Advances representing Kirby’s development into a Harbinger of the Apocalypse. On the other hand, getting experience points (XP) lets you gain Advances representing Kirby’s growth into a more capable hero.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">All Omens have the potential to become Harbingers of the Apocalypse, so when you gain 5 Ruin, you narrate a cutscene of your Omen as a future Harbinger and choose one of nine Ruin Advances:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Select one of the Ruin moves included in your playbook</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Gain one of the Ruin moves listed in a different playbook</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Irreversibly mark a Condition</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Gain a new Condition that is always marked</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Lose control of Kirby as he transforms into a Harbinger</li>
</ul>
<p class="sqsrte-large">I’ll go over each of these options in more detail, including my picks for Kirby and the order to take them in..</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">This Ruin Advance can be taken twice, letting Kirby gain two Ruin Moves from The Hungry. The two that are easiest to adapt to Kirby are <strong>The Story of You Carved Into My Flesh</strong> and <strong>Your Ruin on My Lips.</strong></p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>The Story of You Carved Into My Flesh</strong></p>
<p class="sqsrte-large">This move lets you ask to feed on one of your allies. If they agree, you can choose to gain one Ruin and do so. Both players benefit in their own ways. Alternately, you can spend two Ruin to… Hm, that flavor of body horror doesn’t apply here. Let’s just say Kirby can reveal more of his eldritch nature to the other Omen, gaining or modifying a Hunger Condition based on how they react. The other character clears all their Conditions.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>Your Ruin on My Lips</strong></p>
<p class="sqsrte-large">Kirby can feed on just about anything, and that includes Ruin. With this move, he can choose whether to absorb another Omen’s Ruin into himself, or whether to share why he’s tempted by What the Darkness Demands of Him so the other Omen can feed on his Ruin instead.</p>
<p class=""><br></p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">The utility of Kirby’s copy abilities can be expanded by reflavoring the move <strong>The Corridor of Doors</strong> from The Shade. Meanwhile, Kirby’s unfortunate track record of being manipulated by scheming villains can be expressed through the Surge move <strong>My Dark Patron</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Shade: <strong>The Corridor of Doors</strong></p>
<p class="sqsrte-large">This move as written involves calling upon Harbingers contained by DIVISION, and either bargaining with them or forcing them to submit. We’ll reflavor this move to reflect Kirby dredging up the power of a powerful villain or Harbinger he has previously consumed. This both pushes his control to the limit and exposes him to their corruptive influence.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Surge: <strong>My Dark Patron</strong></p>
<p class="sqsrte-large">When you take this move, a Harbinger offers Kirby their assistance, assuring him that they want to help him defeat other Harbingers. Whenever Kirby asks them for help, he gets to choose whether he does it on their terms or on his, and how this advances their agenda regardless.</p>
<p class=""><br></p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">Permanently marking a Condition has two effects: it makes it easier to gain Darkness Tokens and to hit your Breaking Point. While Darkness Tokens are a much-needed resource, spending too many results in disastrous successes, while spending too few could trigger the emotionally charged move <strong>Torn Between</strong>.</p>
<p class="sqsrte-large">Of the three Conditions Kirby starts with, the two that make the most sense to permanently mark are Raging and Lonely. Alternately, you could choose to permanently mark an existing Hunger Condition, though what those Conditions are will vary from game to game since they’re created and modified by the player.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">All Omens may choose to gain a permanently marked Ruin Condition from the following list:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">Ruthless is a good choice to represent how unforgiving Kirby can be to villains who have drawn his ire, while Possessive reflects his relationship with his food, especially cake.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">When you transform into a Harbinger of the Apocalypse, you lose control of your character. <em>You will have to fight a corrupted Kirby once this happens</em>. Therefore, I strongly recommend retiring Kirby before it comes to that.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">To craft a narrative arc for Kirby’s development into a Harbinger, this is a good order to take Ruin Advances in:</p>
<ol>
<li class="sqsrte-large">Ruin Move: <strong>Your Ruin on My Lips</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>The Story of You Carved Into My Flesh</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Shade: <strong>The Corridor of Doors</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Surge: <strong>My Dark Patron</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Ruthless</li>
<li class="sqsrte-large">Permanent Condition: Raging</li>
<li class="sqsrte-large">Ruin Condition: Possessive</li>
<li class="sqsrte-large">Permanent Condition: Lonely</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">Kirby, in an attempt to help, begins his downward spiral by consuming the Ruin of his fellow Omens via <strong>Your Ruin on My Lips</strong>. Though this is not the greatest for his wellbeing, it does help him develop a deeper relationship with his new allies. This lets them be vulnerable with each other about the monstrosities they could someday become, via <strong>The Story of You Carved Into My Flesh</strong>. Furthermore, as Kirby learns more about his eldritch nature and about the nature of Harbingers, he mimics and unleashes the ability of the most dangerous threats he’s faced via <strong>The Corridor of Doors</strong>.</p>
<p class="sqsrte-large">This, unfortunately, attracts the attention of a Harbinger who wants to use Kirby for their own ends, in the form of <strong>My Dark Patron</strong>. Kirby, despite everything he’s been through, is a trusting soul, and the influence of the Harbinger brings out the worst in him. He becomes increasingly Ruthless and prone to Raging, even as his increasing hunger drives him to be more and more Possessive of what he feeds on. As the Harbinger intended, this alienates him from his friends and allies, leaving a Lonely Kirby to increasingly depend on the Harbinger.</p>
<p class="sqsrte-large">Eventually, not even Kirby can withstand the combined forces of hunger and corruption, causing him to transform into a Harbinger of the Apocalypse*.</p>
<p class="sqsrte-large"><em>*If you work with your Keeper, you can retire Kirby before things get this far.</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">In<em> Apocalypse Keys</em>, it’s possible to gain experience points (XP) via certain moves, by roleplaying, and by reflecting on your decisions at the end of each session. Once you have 8 XP, you unlock one of nine Advances:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> select an additional move from your playbook.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> select one of the available DIVISION moves.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> select one of the moves listed on a different playbook.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> add another set of circumstances in which your Omen gets Darkness Tokens.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Gain one of the available powers of darkness from your playbook.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Discard your current playbook and switch to another one.</li>
</ul>
<p class="sqsrte-large">In other words, Advances represent Kirby’s development from a baby eldritch abomination into a slightly more mature eldritch abomination. Let’s go over my picks for which Advances make the most sense for that growth.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">Of the remaining moves for The Hungry, the two that can most easily be tailored to Kirby are <strong>The Better to Eat You With, My Dear</strong> and <strong>Gaze Into My Heart’s Abyss</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 1: <strong>The Better to Eat You With, My Dear</strong></p>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, gameplay is structured around investigating mysteries orchestrated by nefarious Harbingers. Clues come in the form of Keys, which may be tangible or esoteric. This move lets Kirby feed on aspects of Keys, marking a Condition in exchange for the Keeper honestly answering two questions the player chooses from a list. Note that these questions rely on body horror that may not align with Kirby’s anatomy, and should be tweaked or interpreted metaphorically as needed.</p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 2: <strong>Gaze Into My Heart’s Abyss</strong></p>
<p class="sqsrte-large">When players attempt to bond with another character in <em>Apocalypse Keys</em>, they activate the basic move <strong>Reveal Your Heart</strong>. However, <strong>Reveal Your Heart</strong> includes the possibility of interruption, failure, and rejection. <strong>Gaze Into My Heart’s Abyss</strong> allows Kirby to open up about the toll his hunger takes on him when he <strong>Reveals His Heart</strong>. If he does, he gains mechanical benefits even on a failure.</p>
<p class=""><br></p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">DIVISION is a shadowy organization with ancient roots that fields teams of Omens against Harbingers of the Apocalypse. Therefore, DIVISION moves are written to reflect how Omens are able to access the resources of this organization. To better reflect Kirby’s abilities and resources, however, we’ll be making some alterations to the moves <strong>Partly Cursed Weapon</strong> and <strong>Dream Future Review Protocol</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>Partly Cursed Weapon</strong></p>
<p class="sqsrte-large">Normally, this move represents bonding with a sentient semi-cursed weapon, with mechanical effects resulting from your relationship with the weapon. We’re going to rename it <strong>Animal Friend</strong> to reflect Kirby joining forces with one of his Animal Friends. This also requires rewriting allusions to “weapon” to the appropriate Animal Friend. In addition, rather than the weapon’s curse getting stronger in the third option, Kirby may gain Darkness Tokens if he and the Animal Friend come into conflict or betray each other’s trust.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 2: <strong>Dream Future Review Protocol</strong></p>
<p class="sqsrte-large">Ordinarily, this move reflects an Omen having prophetic dreams. In the Kirby franchise, however, dreams and nightmares can be tangible entities. So rather than this move involving prophetic dreams and nightmares, actual dream-related entities approach Kirby. Depending on the results of the move, a dream may arrive with a warning, a nightmare may reveal more than it means to about its schemes, or Kirby may stumble on the aftermath of a nightmare who is still on the loose.</p>
<p class=""><br></p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">The Hungry isn’t the only one who can transform. Kirby’s copying skills can be fleshed out by The Found’s <strong>A Man of a Thousand Faces</strong>, which adds opportunities for disguise and infiltration. Meanwhile, <strong>Come On, Tough Guy</strong> gives Kirby a reason to taunt boss monsters despite his otherwise good-natured personality.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Found: <strong>A Man of a Thousand Faces</strong></p>
<p class="sqsrte-large">This move is written with telepathy in mind, and while it’s reasonable he has access to his target’s memories, it should be revised to indicate Kirby physically transforming to imitate the forms of people he’s consumed. For example, the option for disastrous success that involves marking Ruin should be changed to “Something about this transformation stokes your craving for the power beyond doom’s door.”</p>
<p class="sqsrte-large">Overall, this move opens up opportunities for disguise and infiltration, as well as for interesting roleplaying scenarios when he impersonates other characters.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Summoned: <strong>Come On, Tough Guy</strong></p>
<p class="sqsrte-large">With this move, when Kirby faces “a colossal and otherworldly opponent,” he may taunt them to keep their focus on him. On a success, even a disastrous one, he gains benefits for doing so. Note that on a failure, The Summoned would normally face consequences from their prophecy, but for Kirby, the consequences should come from his overwhelming hunger.</p>
<p class=""><br></p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">Since Omens gain Darkness Tokens when they indulge in unhealthy behaviors or wallow in negative emotions, the new way Kirby will get them is when he acts rashly, refusing to take the time to listen.</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">The Hungry may choose the power of darkness “Transfiguration Through Pain,” which we’ll be renaming “Mouthful Mode.” This will give Kirby his ability to inhale large objects and stretch himself over them, allowing him to use their abilities.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">Changing your playbook is a big deal in <em>Apocalypse Keys</em>, since you lose access to your playbook’s unique abilities in exchange for gaining the features and powers of a different playbook. In other words, Kirby’s powers and abilities would no longer be so heavily tied to his hunger.</p>
<p class="sqsrte-large">That said, the next best playbook for Kirby is probably either The Last or The Fallen. If he took The Last, he would discover that he is effectively the last of his kind, and have to bear the weight of that legacy. In the case of The Fallen, he would find out that he was once a god, and could rise to be one again. A case could also be made for The Summoned, if one is willing to invent a dark prophecy for Kirby to be bound by. Given that I argued that Kirby is a baby eldritch abomination, I’ll be choosing The Fallen for this build.</p>
<h4>Sequence of Playbook Advances</h4>
<p class="sqsrte-large">Based on how Kirby has developed and could grow, here’s the order I’d take the Advances in:</p>
<ol>
<li class="sqsrte-large">Move from The Summoned: <strong>Come On, Tough Guy</strong>
</li>
<li class="sqsrte-large">Move from The Found: <strong>A Man of a Thousand Faces</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>The Better to Eat You With, My Dear</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Acting rashly</li>
<li class="sqsrte-large">DIVISION Move: <strong>Dream Future Review Protocol</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>Partly Cursed Weapon</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: Transfiguration Through Pain</li>
<li class="sqsrte-large">Playbook Move: <strong>Gaze Into My Heart’s Abyss</strong>
</li>
<li class="sqsrte-large">Change Your Playbook: The Fallen</li>
</ol>
<p class="sqsrte-large">Even before he gained the ability to consume and copy opponents, Kirby kicked butt. <strong>Come On, Tough Guy</strong> helps him face down bosses, and also tallies with his tendency for taunts and sarcasm in the earlier games. Once he gains his copy abilities, <strong>A Man of a Thousand Faces</strong> represents his ability to resemble the people he copies, while <strong>The Better to Eat You With, My Dear</strong> reflects him using his copy abilities to solve puzzles and circumnavigate obstacles.</p>
<p class="sqsrte-large">As for why Kirby gains Darkness Tokens when he acts rashly, it’s because of a certain incident in which Kirby’s decisive action actually ends up releasing Nightmare into Dream Land. This event also paves the way for <strong>Dream Future Review Protocol</strong>, which we’ve reinterpreted as Kirby interacting with actual dreams and nightmares who may help or hinder him.</p>
<p class="sqsrte-large"><strong>Partly Cursed Weapon</strong>—which we renamed to <strong>Animal Friends</strong>—and “Transfiguration Through Pain”—which we reworked into Mouthful Mode—both represent applications of Kirby’s abilities that appear relatively late in the franchise. As Kirby becomes more aware of the extent of both his abilities and his hunger, <strong>Gaze Into My Heart’s Abyss</strong> gives him the opportunity to work through his feelings with friends and allies. Finally, this self-awareness paves the way for the realization that he is, in fact, an eldritch abomination, at which point he switches from being The Hungry to being The Fallen.</p>
<h2>Congratulations, You've Built Kirby!</h2>
<p class="sqsrte-large">Thanks for reading this far! If you’re hungry for more, check out the previous entries about <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> of DC Comics fame, <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em>, <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> of <em>Avatar: The Last Airbender</em>, and <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> of <em>Doctor Who</em>. Also, please let me know if you have thoughts about the build, how it goes if you play as Kirby, or there are any desktop-compatible Kirby games I should try since I’ve never actually gotten to play a Kirby game. Also, shout-out to the <a href="https://tvtropes.org/pmwiki/pmwiki.php/Franchise/Kirby" rel="noopener" target="_blank">Kirby TV Tropes page</a>, without which this blog entry wouldn’t have been nearly as accurate.</p>
<p class="sqsrte-large">Entry #6 comes out next Friday. Stay tuned for that, as well as for the release of my original <em>Apocalypse Keys</em> mystery “<a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">Sweet Dreams</a>” on March 14!</p>
<p class="">Return to the beginning of the article</p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> level-ups unlocked by gaining Ruin or experience points (XP). Ruin brings Omens closer to transforming into Harbingers of the Apocalypse, while XP fosters their growth.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> An in-game resource that represents relationships among characters, providing mechanical benefits such as the ability to modify the result of dice rolls.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> The moment in which a character buckles under strain, usually with dramatic consequences. The Breaking Point occurs once an Omen has marked all available Conditions.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> an emotional state that represents how Omens respond to the strain they’re under in lieu of hit points (HP). Marking all Conditions causes an Omen to hit their Breaking Point.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> a resource gained by leaning into the Omens’ worst instincts. Darkness Tokens allow players to manipulate the dice, increasing the odds of both success and disastrous success.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Disastrous Success:</strong> If players roll too high, the resulting disastrous success means they face negative consequences as a result of leaning too far into the darkness. This may involve collateral damage or other complications.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> the mysterious organization that employs Omens, providing them with the intel and resources needed to face Harbingers of the Apocalypse.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Experience Points (XP):</strong> a mechanical tracker of Omens’ character growth. XP can be gained through moves, through roleplay, and by reflecting on their choices at the end of each session. Gaining 8 XP unlocks an Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> powerful entities that seek destruction or rewriting of reality on a planetary or even universal scale.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>the term used for gamemasters of <em>Apocalypse Keys</em>, in line with other Powered by the Apocalypse systems.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Key:</strong> a type of clue in <em>Apocalypse Keys</em> that serves as the mechanical basis for solving the mystery. Keys can be tangible objects, or they may be more esoteric.</p>
<p class="sqsrte-large"><br></p>
<p class="sqsrte-large"><strong>Move: </strong>a move is an ability with clearly defined activation conditions and results. It may either happen automatically or require the players to roll two six-sided dice to determine success or failure.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> The unit of plot for <em>Apocalypse Keys</em>. Story arcs revolve around investigating a Harbinger’s machinations, with a mystery consisting of the session(s) it takes to unravel and respond to the scheme.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> this is the term for player characters, and is typically abbreviated to Omen. In-universe, it refers to entities not seeking the end of the world who have power on par with a Harbinger’s.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> Playbooks include thematically consistent prompts and abilities that serve as the basis of character creation. There are seven total playbooks in <em>Apocalypse Keys</em>.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>Omens have superpowers tied to their inner darkness, that are therefore referred to as powers of darkness.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> a mechanical tracker of Omens’ downward spiral into becoming Harbingers. Accruing 5 Ruin unlocks an irreversible Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> One of nine abilities Omens gain when they accrue 5 Ruin. These abilities tend to accelerate them down the path toward becoming a Harbinger, and unlocking a Ruin Advance is accompanied by the player narrating a cutscene of their character as a future Harbinger.</p>
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          Aug 12, 2026
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            Actual Play of Unburied from Corporate Crash Course [Repost]
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<p><strong>Note: </strong>this was originally posted on the Calenmir's RPGs blog on February 15, 2025.</p>
<p><span>Hello, everyone! I’m delighted to announce that Corporate Crash Course will be livestreaming an Actual Play of <a href="https://calenmirsrpgs.com/products/unburied" data-turbo="false">Unburied</a>, our post-apocalyptic horror TTRPG about surviving despite unkillable undead, on Wednesday, February 19th at 8 pm EST. Tune in via their </span><a href="https://www.twitch.tv/corporatecrashcourse" rel="noopener" target="_blank">Twitch</a><span>, and keep an eye on their </span><a href="https://www.youtube.com/@CorporateCrashCourse" rel="noopener" target="_blank">YouTube</a><span> channel for the replay.</span></p>
<p><span><img alt="Unburied. You Can Die. The Undead Can't. Product of Calenmir's RPGs. A porcelain doll with a broken face stares forward menacingly. In the background is a ruined city and two shambling silhouettes against the orange-red sky." height="953" src="https://imgproxy.fourthwall.dev/C25acuOjPByQhp5-xvh88EgRefdL_fcYCgirPmzTbDM/w:890/el:0/q:90/sm:1/enc/ZWExNGQ0OGQyZTJj/NzRkYpVYjWFKGb24/S4wDs68q8xdtK7db/14pOrmA6xXtrywMd/5p6F0vfvzjkgJ0DI/4mFfSUuxQwKkMBIp/TrZO5qrQTXGsRBEs/OoDsKeSNuIGmy4pV/eK4glqw1SFdIaMGD/h5_dq5sP7_joThEk/YXUEwBsRX2E.webp" width="736" onerror="this.style.display='none'"></span></p>
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          Aug 12, 2026
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            How to Build The Doctor in Apocalypse Keys [Repost]
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<p class="sqsrte-large"><strong>Note:</strong> This article was originally posted on the Calenmir's RPGs blog on February 14, 2025. Reconstructing in-article navigation and links to other articles in the series is a work in progress; thank you for your patience.</p>
<p><span><img alt="How to Build The Doctor from Doctor Who in Apocalypse Keys. Part 4 of a blog series from Calenmir's RPGs [yellow knight]." height="1545" src="https://imgproxy.fourthwall.dev/QbRLvOW077KmyxX1iUuDPK4TC9sYjqqELsQO4ZB1rRg/w:890/el:0/q:90/sm:1/enc/YmFjMjVkMGI5ZWUz/NjIzY2lj3RZctyqs/pw72TOgWfqnEVxQK/AubDi8FeVutbAkI3/270DmII_Rr0c-xs1/8Q2TcBtXi7PSFyIQ/PB6KddQSJHjQq2tK/b8fI5yJYbbPoZCnu/jFVoqgoPKAFEuPKh/EZV6LWGnd7F-Bq8j/x_3iM8vhGak.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">This is the fourth entry in a seven-part series demonstrating how to make a character using each of the available playbooks in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, written by Rae Nedjadi and published by Evil Hat Games. Player characters in <em>Apocalypse Keys</em> are Omen-class monsters, beings who have the power to save the world from destruction, and therefore could themselves be corrupted into Harbingers of the Apocalypse.</p>
<p class="sqsrte-large">Since one of the themes of <em>Apocalypse Keys</em> is unfettered freedom, character creation allows players to choose from many options, all of which are customizable. Unfortunately, to many new players this feels overwhelming rather than liberating, and they often forgo the character creation process in favor of the provided premade character options.</p>
<p class="sqsrte-large">To help onboard new players, this series uses well-known fictional characters as example characters, including how to level them up using <em>Apocalypse Key’s</em> system of Advancement.</p>
<p class="sqsrte-large">In the first three blogs, we focused on <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> (The Shade), <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em> (The Found), and <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> of <em>Avatar: The Last Airbender </em>(The Last). In this entry, I’ll resist the temptation to go with Manny the Mammoth from <em>Ice Age</em> and instead use The Doctor from <em>Doctor Who</em>.</p>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in the </em><em>site shop</em><em>!</em></p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build The Doctor in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why The Doctor Qualifies As an Omen-Class Monster</p>
</li>
<ul>
<li>
<p class="sqsrte-large">1) You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">2) He’s The Doctor</p>
</li>
</ul>
<li>
<p class="sqsrte-large">How to Build The Doctor</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Last</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Advances</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built The Doctor!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<h2>Why The Doctor Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">The actual process of character creation begins in the section How to Build The Doctor, but first, I’ll be providing my rationale for why he qualifies as an Omen-class monster. This case will likely be the most straightforward of the blog series, for two reasons:</p>
<ol>
<li class="sqsrte-large">You Can Reflavor Gameplay Elements in Apocalypse Keys</li>
<li class="sqsrte-large">He’s The Doctor</li>
</ol>
<h3>1) You Can Reflavor Gameplay Elements in Apocalypse Keys</h3>
<p class="sqsrte-large">To facilitate player freedom during character creation and Advancement, <em>Apocalypse Keys</em> specifically allows players to change the flavor of gameplay elements, as demonstrated by this excerpt regarding playbooks:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">Players can also “…tweak the prompts as you like—each prompt is a starting point.” One such prompt is the character’s powers of darkness, which are superpowers the characters can always use however they like. Or as the rules spell out:</p>
<blockquote>
<p class="sqsrte-large"><em>How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s </em><strong><em>machines powered by soul magic</em></strong><em> may be automatons or small steampunk devices. The Last’s </em><strong><em>time distortion</em></strong><em> may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Furthermore, when discussing taking moves from other playbooks as an Advance, the rules state:</p>
<blockquote>
<p class="sqsrte-large"><em>If a move from another playbook sounds like fun but relates to the central themes of that playbook, you may rewrite the premise or reword triggers to better suit your own character. If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the </em><strong><em>dimensional phasing</em></strong><em> of the Last or the </em><strong><em>cosmic energy</em></strong><em> of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, it’s well within the spirit of the rules to reinterpret the moves of your starting playbook to reflect the themes and background of your character, including when that character is The Doctor.</p>
<h3>2) He's The Doctor</h3>
<p class="sqsrte-large">In addition to being an adventurous hero, The Doctor is the most feared being in his universe. On a regular basis, he’s the one choosing whether a planet is saved or destroyed, whether wars are won or lost, and whether entire civilizations must radically change their way of life. For the most part, the only ones who can hold him accountable are his companions: ones he chooses whether or not to bring, and also chooses whether or not to listen to.</p>
<p class="sqsrte-large">He is ancient. He is powerful. He has killed.</p>
<p class="sqsrte-large">At the same time: He likes funny hats. He often runs from danger. And he’s saved countless lives.</p>
<p class="sqsrte-large">The Doctor could be the bane of all life, but that’s not what he wants. He’s a force for good because he chooses to be, and has come precariously close to becoming something darker and more devastating by choosing otherwise—just like any other Omen-class monster.</p>
<h2>How to Build The Doctor</h2>
<p class="sqsrte-large">There are five steps for making a character in <em>Apocalypse Keys</em>:</p>
<ol>
<li class="sqsrte-large">Choose playbook</li>
<li class="sqsrte-large">Fill out prompts</li>
<li class="sqsrte-large">Select playbook moves</li>
<li class="sqsrte-large">Introduce your Omen</li>
<li class="sqsrte-large">Create starting Bonds</li>
</ol>
<p class="sqsrte-large">Since steps 4 and 5 are meant to be completed in-session, this guide is only for steps 1 through 3. In addition, the system for Advancement, including recommended Advances for The Doctor, will be covered in a subsequent section.</p>
<p class="sqsrte-large"><em>For the full text of playbook, Ruin, and DIVISION moves, please refer to the official rules.</em></p>
<h3>Playbook: The Last</h3>
<p class="sqsrte-large">In the recent revival of <em>Doctor Who</em>, The Doctor carries the weight of being the last Time Lord, having lost his planet to the ravages of war. This makes him an excellent fit for The Last, a playbook for Omens who are the last of their kind, burdened by unfathomable grief even as they are empowered by their people’s legacy.</p>
<p class="sqsrte-large">This playbook includes the starting move <strong>Ashes to Ashes</strong>, which allows The Last to call on the wisdom of their people. On a success, players can choose to gain information, temporary power, Darkness Tokens—an in-game currency to manipulate the dice, and therefore fate—or to deepen their connection to another character. All these options work quite well for The Doctor, who constantly defies the odds, often exhibits strange abilities, and is a veritable encyclopedia of knowledge, wisdom, and memories. The move, however, is not without risks: a disastrous success can cause tragedy to repeat itself, while an outright failure demands “fire and retribution.” These, too, plague The Doctor whenever his best efforts fall short.</p>
<p class="sqsrte-large">Note that this move isn’t the only source of Darkness Tokens: all playbooks have built-in ways to gain this crucial resource. This is because Darkness Tokens represent Omens tapping into their inner darkness to enhance their power. Therefore, spending Darkness Tokens increases the odds of rolling too high and getting a disastrous success, while hoarding Darkness Tokens can trigger <strong>Torn Between</strong>, a move that forces Omens to choose between their humanity and the darkness that fuels them.</p>
<p class="sqsrte-large">When you play The Last, you can get Darkness Tokens by leaning into your loss and grief, such as when you:</p>
<ul>
<li>
<p class="sqsrte-large">Feel lonely or rejected</p>
</li>
<li>
<p class="sqsrte-large">React with doubt or confusion</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to tell [you] of their past</p>
</li>
<li>
<p class="sqsrte-large">Ask someone to doubt their future</p>
</li>
<li>
<p class="sqsrte-large">Embody a Condition that affects [you]</p>
</li>
</ul>
<p class="sqsrte-large">Conditions, in this case, are emotional states reflecting the stress characters are under, serving as the closest equivalent to a hit point system in <em>Apocalypse Keys</em>. When you mark one of these Conditions, you get Darkness Tokens for roleplaying it. The Last can mark the following conditions:</p>
<ul>
<li>
<p class="sqsrte-large">Cornered</p>
</li>
<li>
<p class="sqsrte-large">Distant</p>
</li>
<li>
<p class="sqsrte-large">Merciless</p>
</li>
<li>
<p class="sqsrte-large">Despairing </p>
</li>
</ul>
<p class="sqsrte-large">Marking all your Conditions triggers your Breaking Point, which generally has thematic consequences for your character and anyone close to them. In the case of The Last, this involves giving in to anger at what you’ve lost, perpetuating a cycle of pain and vengeance.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">Some of the questions for character creation are standard across all playbooks, including Omens’ names, appearances, and origins. The Last also has the prompt “What Tragedy Destroyed Your People?” The show has established answers to all these questions with regards to The Doctor, so there’s no need to reinvent the wheel. As for the section on powers of darkness, the closest ones to the established abilities of The Doctor are “Time Distortion” and “Dimensional Phasing”, which neatly enable his escapades across time and space.</p>
<p class="sqsrte-large">Meanwhile, “What Does the Darkness Demand of You?” is also included in all playbooks as a way to establish the nature of Omens’ inner darkness. Possible answers vary across playbooks, however, and the closest answers for The Doctor are “to resurrect my people at the expense of humanity” and “to betray those I love.”</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">When you make a character, you choose two moves. One must be from your playbook. The second may either be one of your playbook’s Ruin moves, which provides utility at the cost of accelerating your transformation into a Harbinger, or one of the DIVISION moves, which flesh out the shadowy organization the Omens work for.</p>
<p class="sqsrte-large">For The Doctor, I recommend the playbook move <strong>Tragedy’s Long Shadow</strong> and the Ruin move <strong>Tragedy Will Not Claim Another</strong>.</p>
<h4>Playbook Move: <strong>Tragedy’s Long Shadow</strong>
</h4>
<p class="sqsrte-large">When The Doctor is in a situation that reminds him of the fall of Gallifrey, he can attempt to discern the best way to prevent history from repeating itself. On a success, he relies on his trusted companions for help and support, but on a disastrous success, he’s forced to tackle the situation alone. On a failure, the situation is worse than he imagined.</p>
<h4>DIVISION Move: <strong>Tragedy Will Not Claim Another</strong>
</h4>
<p class="sqsrte-large">I recommended this move as an Advance for both <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> and <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a>, but in the case of The Doctor, it’s indispensable. When someone he cares about is in danger, he can ignore the “usual limits of time, distance, or plausibility” to appear in the scene to help them, deepening his relationship with them. Spending extra Ruin increases his ability to help them.</p>
<h2>Advances</h2>
<p class="sqsrte-large">With these recommendations, you’re ready for your first session as The Doctor. If you continue past your first session, you’ll gain Ruin and XP, allowing you to gain additional abilities in the form of Advances. This section covers possible Ruin Advances and playbook Advances that are good fits for The Doctor, including how to order them in a narratively satisfying way.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">Ruin Advances represent Omens drawing closer to their potential fate as a Harbinger of the Apocalypse. When you gain 5 Ruin, you narrate a cutscene of your Omen as a future Harbinger, then select one of nine non-repeatable options:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Gain another Ruin move from your playbook</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Gain a Ruin move from a playbook other than yours</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Mark a Condition and forfeit the ability to clear it</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Gain a new Condition that cannot be cleared</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Become a Harbinger and lose control of your character</li>
</ul>
<p class="sqsrte-large">Below, I’ll delineate which Ruin Advances are closest to <em>Doctor Who’s</em> depiction of The Doctor when he goes too far.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">This option can be taken twice, allowing you to gain two Ruin moves from The Last. All three remaining moves represent tantalizing possibilities for The Doctor, but the two that require the least adjustments are <strong>I Carry the Hope of My People</strong> and <strong>Reaching Beyond Time and Space</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>I Carry the Hope of My People</strong></p>
<p class="sqsrte-large">When The Doctor embodies what it means to be a Time Lord, no matter the consequences to himself or others, he may gain Ruin to access additional power, either temporarily or permanently, at the cost of changing his form. Barring regenerations, The Doctor’s form stays fairly constant, so it may help to interpret this change metaphorically, such as a change to his mindset or to his reputation.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>Reaching Beyond Time and Space</strong></p>
<p class="sqsrte-large">This move lets The Doctor call on fallen allies for aid, in defiance of the laws of the universe. This move can be used up to six times, though only once per ally: it comes with a list of prompts for possible allies, but when appropriate, substitute a deceased character from <em>Doctor Who </em>canon instead. When the ally’s time is up, The Doctor must gain another Ruin to ensure their soul finds peace, or else they’ll become a Harbinger, potentially returning as a future villain.</p>
<p class=""><br></p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">For The Doctor, there are plenty of options, but the two I most prefer are both from The Fallen: <strong>Tremble Before Me</strong> and <strong>My Beloved Nemesis</strong>. This is perhaps fitting since, in at least one moment The Doctor nearly lost his way, he likened himself to a god of time and space.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Fallen: <strong>Tremble Before Me</strong></p>
<p class="sqsrte-large">Though the flavor for this move references speaking in the true voice of a god, we can instead use this to represent The Doctor calling upon his fearsome reputation. When he attempts to enforce his will socially or emotionally via the basic move <strong>Unleash the Dark</strong>, he can gain Ruin to automatically succeed with additional benefits.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Fallen: <strong>My Beloved Nemesis</strong></p>
<p class="sqsrte-large">The flavor of this move includes prompts for designing a godly nemesis, but we’ll be using it to represent The Master. With this move, The Doctor may gain Ruin to trigger a flashback with mechanical benefits, or to trigger a temporary alliance with The Master against all odds. Both options deepen his relationship with The Master.</p>
<p class=""><br></p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">As a Powered by the Apocalypse system, instead of tracking physical damage, <em>Apocalypse Keys</em> has Conditions to represent the emotional toll of adversity and crisis. When there are no Conditions left to mark, Omens hit their Breaking Point, which generally has dramatic consequences. Marking a Condition permanently means it can’t be cleared, making it easier to reach this point. In addition, it provides an easy way to generate Darkness Tokens, representing the Omen fueling themselves via their worst traits.</p>
<p class="sqsrte-large">For The Doctor, the two Conditions that make the most sense to mark permanently are Merciless and Despairing, representing him losing his patience and his belief in others’ goodness.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">Ruin Conditions are added to your list of Conditions and are permanently marked. All Omens choose from the same list:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">To avoid overlap with permanent Conditions, two good options for The Doctor are Guilty and Reckless, representing the weight of past failings and his tendency to throw himself into danger, respectively.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">When this Advance is taken, The Doctor transforms into a Harbinger of the Apocalypse, and you no longer control him. This Advance is generally taken last, assuming you don’t retire your character ahead of time.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">Taking Ruin Advances in the following order creates a corruption arc for The Doctor:</p>
<ol>
<li class="sqsrte-large">Ruin Condition: Reckless</li>
<li class="sqsrte-large">Ruin Move from The Fallen: <strong>Tremble Before Me</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Fallen: <strong>My Beloved Nemesis</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>I Carry the Hope of My People</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Guilty</li>
<li class="sqsrte-large">Ruin Move: <strong>Reaching Beyond Time and Space</strong>
</li>
<li class="sqsrte-large">Permanent Condition: Despairing</li>
<li class="sqsrte-large">Permanent Condition: Merciless</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">Though it might not offer the most mechanical benefits, taking Reckless as a Ruin Condition fits well with The Doctor’s tendency to throw himself into adventure to distract himself from his grief, which is present from his introduction in the New Who. Next up, take <strong>Tremble Before Me</strong> so The Doctor can wield his reputation as a weapon even as he tries to talk, rather than fight, his way out of situations.</p>
<p class="sqsrte-large"><strong>My Beloved Nemesis</strong> opens up the can of worms that is The Master, and also makes The Doctor reflect on his role in carrying on the legacy of the Time Lords. These insecurities open the way to <strong>I Carry the Hope of My People</strong>, in which The Doctor goes far beyond the limits of morality to fulfill his role. Due to his excesses, he gains the Ruin Condition Guilty, and turns to companions and allies to keep himself in check. But out of compassion, pride, or desperation, he meddles in time further than he should, using his time-traveling TARDIS to gain allies who, according to the natural order, ought to be dead. As he continues to spiral, he gives in to despair and becomes merciless, eventually transforming into a Harbinger of the Apocalypse.*</p>
<p class="sqsrte-large"><em>*Or you can retire the character if you get too close to taking this Advance.</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large"><em>Apocalypse Keys</em> lets players gain experience points (XP) via select moves, roleplaying, and introspection. Upon gaining 8 XP, players get to choose from one of nine non-repeatable Advances:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> choose another playbook move.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> take a DIVISION move.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> select a move from a different playbook.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> gain a new trigger condition for getting Darkness Tokens.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Get a new power of darkness, AKA superpower.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Switch to one of the other playbooks.</li>
</ul>
<p class="sqsrte-large">Playbook Advances reflect character growth and provide additional tools for solving problems. This section includes my picks for The Doctor, as well as what order to take them in.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">Moves for The Last tend to explore themes of legacy, grief, and connection. Two such moves that fit The Doctor well are <strong>A Flickering Hope</strong> and <strong>You Are All I Have Left.</strong></p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 1: <strong>A Flickering Hope</strong></p>
<p class="sqsrte-large">As mentioned in the writeup of <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a>, this move lets The Last begin each session by recounting a memory of their people. Then the player rolls to determine whether this memory grants mechanical benefits or foreshadows potential complications. Note that while failures allude to losing the memory, this could be interpreted metaphorically.</p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 2: <strong>You Are All I Have Left</strong></p>
<p class="sqsrte-large">This move dictates that The Last has an echo of their lost people who remains by their side, allowing them to benefit from a relationship with that echo. In the case of The Doctor, that echo is the TARDIS—though of course he has the TARDIS before taking this move, he can’t benefit from his relationship with it beforehand.</p>
<p class=""><br></p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, Omens are ordinarily employed by DIVISION, an organization with ancient roots and a mission of safeguarding the world from Harbingers. DIVISION moves ordinarily represent Omens relying on this organization’s connections and resources, but in the case of The Doctor, we’ll be reflavoring the moves to represent the resources and allies he’s gained through his travels. While multiple DIVISION moves could fit with some tweaks, the two best ones are <strong>The Forbidden Archives</strong> and <strong>Orphanage Visit</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>The Forbidden Archives</strong></p>
<p class="sqsrte-large">This move represents having stolen dangerous tomes from a forbidden library, which is exactly the sort of thing The Doctor would do. On a success, the book provides much-needed help, but on a disastrous success, the book has the opportunity to run rampant. On a failure, something else uses it as a portal to enter the scene.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 2: <strong>Orphanage Visit</strong></p>
<p class="sqsrte-large">Though this move could represent visiting a literal orphanage, as was the case with the Batman build, it could also represent The Doctor taking the time to be with someone in a bad situation, or who is lost, lonely, and abandoned. In addition to opening up interesting roleplaying opportunities, this move offers opportunities to erase Ruin or to gain bonds with non-player characters (NPCs).</p>
<p class=""><br></p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">The Doctor is excellent at analyzing a situation to improvise a solution, which aligns with the move <strong>Soul Like a Steel Trap</strong> from The Shade. He also has a habit of twisting timelines to his advantage, which can represented by reflavoring <strong>Together We Are Destiny</strong> from The Summoned.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Shade: <strong>Soul Like a Steel Trap</strong></p>
<p class="sqsrte-large">This move, which was also featured in the article about Batman, allows the Omen who takes it to study a tense situation and devise a plan, even as complications develop in the event of a disastrous success. On a failure, The Doctor instead falls into a trap.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Summoned: <strong>Together We Are Destiny</strong></p>
<p class="sqsrte-large">This move repeatedly refers to the prophecy The Summoned is bound by, but to make it fit The Doctor, change such allusions to instead reflect an unaltered timeline. With that change, this move now reflect The Doctor joining his companions in defying the odds to attempt to rewrite future history, then rolling the dice to determine success or failure.</p>
<p class=""><br></p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">While gaining Darkness Tokens is important for manipulating the odds, the triggers for gaining them tend to be unhealthy, self-destructive behaviors. For The Doctor, we’ll add the condition “neglect or reject one of my companions.”</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">Of the options not yet taken, “An Ancient Weapon of Destruction” seems like the most fitting thing for The Doctor to gain access to.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">If you change your playbook, you lose the unique abilities of The Last, including the starting move <strong>Ashes to Ashes</strong>, in exchange for gaining the unique abilities of a new playbook. Since Ruin Advances can never be undone, any that no longer make sense are switched out for more logical ones. In other words, this is a drastic change with a big impact on your character, and shouldn’t be taken likely.</p>
<p class="sqsrte-large">Of the other playbooks, the one that makes the most sense for The Doctor is The Shade, considering the push and pull between his ability to regenerate and the way this process shifts his identity. It also resonates with themes of grief and the weight of history, softening the transition to a new playbook.</p>
<h4>Sequence of Playbook Advances</h4>
<p class="sqsrte-large">Here’s the order of Advances I think are most consistent with The Doctor’s depiction in <em>Doctor Who</em>:</p>
<ol>
<li class="sqsrte-large">Move from The Shade: <strong>Soul Like a Steel Trap</strong>
</li>
<li class="sqsrte-large">Move from the Summoned: <strong>Together We Are Destiny</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>The Forbidden Archives</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>A Flickering Hope</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>You Are All I Have Left</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Neglect or Reject Companions</li>
<li class="sqsrte-large">DIVISION Move: <strong>Orphanage Visit</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: An Ancient Weapon of Destruction</li>
<li class="sqsrte-large">Change Your Playbook: The Shade</li>
</ol>
<p class="sqsrte-large">The Doctor is very good at getting into trouble, which means he’s gotten good at spotting it. Therefore, <strong>Soul Like a Steel Trap</strong> is the first move to take. With the help of his companions, he takes things one step further, defying the odds and the flow of time via <strong>Together We Are Destiny</strong>. As they continue adventuring together, The Doctor references and gains all sorts of forbidden knowledge via <strong>The Forbidden Archives</strong>, even as he opens up more about his past via <strong>A Flickering Hope</strong>.</p>
<p class="sqsrte-large">However, these memories are a double-edged sword, causing him to withdraw and seek solace from what remains of Gallifrey via <strong>You Are All I Have Left</strong>. Unfortunately, the closeness he’d established means that it hurts his companions even more when he pushes them away, so he begins gaining Darkness Tokens when he does so. However, as his companions hold him accountable, he makes more of an effort to reach out to people via the move <strong>Orphanage Visit</strong>.</p>
<p class="sqsrte-large">Then, in a series of complicated events, he gains access to an ancient weapon of destruction he doesn’t dare use. Between this and revelations about what really happened to Gallifrey, he relinquishes his status as The Last, instead becoming The Shade due to his complicated relationship with death.</p>
<h2>Congratulations, You've Built The Doctor!</h2>
<p class="sqsrte-large">Thanks for reading, and please let me know how it goes if you try this build, or if you think there are other moves or Advances that would fit The Doctor better. In the meantime, remember to read the previous blogs about <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>, <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a>, and <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a>, and stay tuned for next Friday, when the fifth blog in the series will be released.</p>
<p class="">Return to the beginning of the article</p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> new abilities gained after accumulating enough Ruin or experience points (XP). Advances gained via Ruin represent development into a Harbinger, while Advances gained via XP represent character growth.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> A mechanical representation of the emotional connections between characters that doubles as an in-game resource. The most common use for Bonds is to increase or decrease the results of a roll.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> When a character marks all their Conditions, they hit their Breaking Point and cannot handle the strain they’re under. Each playbook has a different prompt for appropriately dramatic consequences.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> rather than tracking damage, characters mark emotional states called Conditions in response to the various stresses they are under.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> this resource, which is primarily used to increase the odds of rolling a success, represents Omens drawing on their inner darkness for power. Each playbook has unique roleplaying triggers for gaining Darkness Tokens.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Disastrous Success:</strong> When players roll a result above a certain threshold, their success comes with complications or collateral damage. This is referred to as a disastrous success.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> a mysterious and ancient organization that employs Omens for the purpose of preventing the apocalypse.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Experience Points (XP):</strong> via roleplaying, introspection, and select moves, Omens can gain experience points (XP). Once players accumulate 8 XP, they unlock an Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> a powerful entity who seeks to cause an apocalypse, usually for their own benefit.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>the person who facilitates a game of Apocalypse Keys.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Move: </strong>abilities with clearly defined triggers and outcomes. Basic moves are always available to all players. During character creation and Advancement, players may choose from moves defined in their playbook, Ruin moves that accelerate their development into a Harbinger, or DIVISION moves that establish their role within the organization.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> An investigation that may span one or more sessions of <em>Apocalypse Keys</em> that typically culminates in a confrontation with a Harbinger.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> player characters, who are monsters with enough power to reshape the world. Abbreviated as “Omen”.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> a thematically unified set of prompts, abilities, and moves that players use to build their characters. There are seven playbooks to choose from.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>an at-will superpower wielded by Omens.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> the mechanical representation of an Omen’s progress toward becoming a Harbinger. Accruing 5 Ruin unlocks an irreversible Ruin Advance, which is accompanied by a cutscene of the Omen as a future Harbinger.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> Accruing 5 Ruin causes the Omen to gain a new ability that reflects their growing darkness, and is accompanied by a cutscene of the Omen as a future Harbinger.</p>
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          Aug 12, 2026
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            How to Build Avatar Aang in Apocalypse Keys [Repost]
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<p class="sqsrte-large"><strong>Note:</strong> This article was originally posted on the Calenmir's RPGs blog on February 7, 2025. Rebuilding the links to the rest of the articles in the series, as well as within-article navigation, is a work in progress. Thank you for your patience.</p>
<p><span><img alt="How to Build Aang in Apocalypse Keys. Nickelodeon Avatar The Last Airbender [trademark]. Part 3 of a blog series from Calenmir's RPGs [yellow knight logo]." height="1545" src="https://imgproxy.fourthwall.dev/YE18m4fr0o_MKPzMez03i8miGXEaHa3IfrPTmSrArpo/w:890/el:0/q:90/sm:1/enc/Y2IyNTVkY2M1Njhi/YzE3NelAmf6Dkdn7/rO4NjjBdTIMhdCM1/o-YwmEdPL2cF-JVv/J051YeDBMNEcbGz0/-VV38PDfPEyDs-3Z/iWmj7fVV1ounQaVl/_wa48t2bh2slcDmx/yZ0UjQR4KwTYp7Qc/vos2EYfgu0d77jk4/vX7ZBX7qdko.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">This is the third entry in a seven-part series demonstrating custom character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, written by Rae Nedjadi and published by Evil Hat Games. <em>Apocalypse Keys</em> is about ridiculously overpowered Omen-class monsters working to prevent the end of the world without themselves becoming a Harbinger-class monster who brings about the apocalypse. This means Omens must balance the inner darkness that fuels their power against all the things and people connecting them to their humanity.</p>
<p class="sqsrte-large">Because <em>Apocalypse Keys</em> is a game exploring what it means to be a monster capable of reshaping the world—and because there are so many ways to be a monster—the character creation system is flexible, with many options to choose from. Unfortunately, this abundance of options tends to overwhelm new players, who then settle for one of the four premade Omens rather than fleshing out their original ideas.</p>
<p class="sqsrte-large">To help players get familiar with character creation in <em>Apocalypse Keys</em>, this series will demonstrate how to build well-known fictional characters using each of the seven playbooks, as well as how to choose Advances when it’s time to level up.</p>
<p class="sqsrte-large">Previous entries included step-by-step guides for building <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> (The Shade playbook) and <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em> (The Found playbook). In this entry, we’ll illustrate builds based on The Surge playbook using Avatar Aang from the animated series <em>Avatar: The Last Airbender</em>.</p>
<h3><em>A Note About Safety</em></h3>
<p class="sqsrte-large">In horror games, safety is paramount, and one common safety issue is child endangerment. In the timeline of <em>Avatar: The Last Airbender</em>, Avatar Aang is, for all intents and purposes, 12 years old. If you want to play as Avatar Aang, double-check that your fellow players and your Keeper are okay with a pre-teen character. If they’re not, consider playing an older version of Aang, or else choose a different character.</p>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the </a></em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>site shop</em></a><em>!</em></p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build Avatar Aang in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why Aang Qualifies As an Omen-Class Monster</p>
</li>
<ul>
<li>
<p class="sqsrte-large">1) You Can Reflavor Gameplay Elements in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">2) Avatar Aang Is Monstrously Powerful</p>
</li>
</ul>
<li>
<p class="sqsrte-large">How to Build Avatar Aang</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Surge</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Advances</p>
</li>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built Avatar Aang!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<h2>Why Aang Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">If you’re more interested in building Aang than hearing my justifications for why he qualifies as an Omen-class monster, go ahead and skip to How to Build Avatar Aang. For everyone wondering why I’m building a child pacifist in a game about monsters capable of ending the world, there are two critical reaons:</p>
<ol>
<li class="sqsrte-large">You Can Reflavor Gameplay Elements in Apocalypse Keys</li>
<li class="sqsrte-large">Avatar Aang Is Monstrously Powerful</li>
</ol>
<h3>1) You Can Reflavor Gameplay Elements in Apocalypse Keys</h3>
<p class="sqsrte-large">As long as the mechanics remain the same, <em>Apocalypse Keys</em> both allows and encourages recontextualizing gameplay elements to better fit the specifics of your characters. For example, the section on playbooks states:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">Players can also “…tweak the prompts as you like—each prompt is a starting point.” Notably, the prompts section includes powers of darkness, which are effectively superpowers that Omens can always use. This isn’t just me taking advantage of a loophole, either:</p>
<blockquote>
<p class="sqsrte-large"><em>How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s </em><strong><em>machines powered by soul magic</em></strong><em> may be automatons or small steampunk devices. The Last’s </em><strong><em>time distortion</em></strong><em> may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Most intriguingly, since options for character Advances include taking moves from other playbooks, the rules explicitly state that:</p>
<blockquote>
<p class="sqsrte-large"><em>If a move from another playbook sounds like fun but relates to the central themes of that playbook, you may rewrite the premise or reword triggers to better suit your own character. If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the </em><strong><em>dimensional phasing</em></strong><em> of the Last or the </em><strong><em>cosmic energy</em></strong><em> of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, it’s not much of a stretch to rework moves from your starting playbook to better reflect your character concept—for example, to better match the lore of <em>Avatar: The Last Airbender.</em></p>
<h3>2) Avatar Aang Is Monstrously Powerful</h3>
<p class="sqsrte-large"><a href="https://magpiegames.com/collections/avatar-legends-the-roleplaying-game" rel="noopener" target="_blank"><em>Avatar Legends: The Roleplaying Game</em></a> forbids playing as the Avatar, partly because the Avatar is too powerful to incorporate into the game balance. It’s not just that the Avatar is capable of bending all four elements when everyone else is lucky if they can control one—Avatars, like Omen-class monsters, are capable of unleashing power to reshape their world. A literal example occurred when Avatar Kyoshi, in response to an invading army, detached a peninsula from the mainland to create Kyoshi Island.</p>
<p class="sqsrte-large">Avatar Aang is no exception. Among other feats, before he even fully mastered the elements, in order to protect a village, he directly intervened against a volcanic eruption. While he did have help, his friends’ reactions make it abundantly clear that the plan wouldn’t have worked without Aang’s immense raw power. And that was without tapping into the Avatar State.</p>
<p class="sqsrte-large">The Avatar State allows the current Avatar to call on the strength and abilities of every prior Avatar. In other words, they become even more powerful than they normally are. In the case of Avatar Aang, who has yet to master the Avatar State, it also means losing control of himself, then lashing out on instinct. Such displays are often accompanied by devastation and collateral damage—much like when Omen-class monsters fail to keep their own powers in check.</p>
<p class="sqsrte-large">Avatar Aang chooses to be kind, patient, and as nonviolent as circumstances allow. At the same time, the power he wields sets him apart from everyone around him, and that power meets and exceeds the threshold needed to be considered an Omen-class monster.</p>
<h2>How to Build Avatar Aang</h2>
<p class="sqsrte-large">To build a character in <em>Apocalypse Keys</em>, you must complete five steps:</p>
<ol>
<li class="sqsrte-large">Choose a playbook</li>
<li class="sqsrte-large">Fill out character prompts</li>
<li class="sqsrte-large">Choose additional playbook moves</li>
<li class="sqsrte-large">Introduce your character</li>
<li class="sqsrte-large">Create starting Bonds</li>
</ol>
<p class="sqsrte-large">Steps 4 and 5 require cooperating with fellow players, so this guide only covers steps 1 through 3. Advances, which are the equivalent of leveling up in <em>Apocalypse Keys</em>, will be covered in the section after character creation.</p>
<p class="sqsrte-large"><em>Note: for the full text of playbook, Ruin, and DIVISION moves, please refer to the official rules.</em></p>
<h3>Playbook: The Surge</h3>
<p class="sqsrte-large">All Omens are powerful, but in terms of raw power, no playbook can outperform The Surge. This power, however, is too much for any one person to control, forcing them to turn to others for support. In the case of Avatar Aang, the devastatingly powerful Avatar State is beyond his conscious control, and often, he only returns to normal through his friends’ intervention.</p>
<p class="sqsrte-large">Part of how playbooks establish such distinctive identities is through is through their starting moves. While most playbooks have a single starting move, The Surge has two: <strong>My Hands Around Your Heart</strong> and <strong>The Heart’s Eclipse</strong>.</p>
<p class="sqsrte-large"><strong>My Hands Around Your Heart</strong> allows The Surge to choose a fellow player at the start of each session to be their “Heart.” This move allows The Surge and The Heart to mark Conditions in order to either deepen their relationship or progress the mystery together. In addition, when The Surge hits their Breaking Point by marking all their Conditions, The Heart may choose to pay a cost to intervene, or to stand aside and clear all their Conditions.</p>
<p class="sqsrte-large"><strong>The Heart’s Eclipse</strong> allows The Surge to turn a failure into a success by causing massive collateral damage. In addition, they can choose whether to let their emotions overwhelm in the process of securing a disastrous success, or whether to allow an ally to intervene and pay the price to achieve a true success.</p>
<p class="sqsrte-large">In other words, these starting moves emphasize the destructive power of The Surge, as well as its negative impact on the very people they rely on to stay in control of themselves.</p>
<p class="sqsrte-large">Another way playbooks define their identity is by how they get Darkness Tokens. Darkness Tokens represent the characters tapping into their inner darkness to improve their odds of success. Increasing the odds of success, however, also increases the odds of a <em>disastrous</em> success. Getting too many Darkness Tokens is also a bad idea, since this can trigger the emotionally charged and potentially disadvantageous move <strong>Torn Between</strong>.</p>
<p class="sqsrte-large">To reflect the nature of their unsurpassed power, The Surge gets Darkness Tokens when they:</p>
<ul>
<li class="sqsrte-large">Feel overwhelmed or numb</li>
<li class="sqsrte-large">Give into [their] power and let it erase [their] will</li>
<li class="sqsrte-large">Ask someone to use [their] power as they see fit</li>
<li class="sqsrte-large">Ask someone to punish [them] for [their] power</li>
<li class="sqsrte-large">Embody a Condition that affects them</li>
</ul>
<p class="sqsrte-large">Side note: Conditions are the closest equivalent <em>Apocalypse Keys</em> has to a hit point system, and represent the emotions and stress Omens accumulate in the course of their missions. Therefore, if an Omen has a Condition marked, they can gain Darkness Tokens from roleplaying that condition. The options for The Surge include:</p>
<ul>
<li class="sqsrte-large">Reactive</li>
<li class="sqsrte-large">Vicious</li>
<li class="sqsrte-large">Obsessed</li>
<li class="sqsrte-large">Despairing</li>
</ul>
<p class="sqsrte-large">When an Omen has marked all their conditions, they hit their Breaking Point. Each Breaking Point is unique, but generally involves negative consequences to the Omen and to anyone around them as they can no longer bear the strain they’re under. In the case of the Surge, the Omen loses control of their power, causing immense collateral damage.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">Prompts are used to flesh out a character, and for The Surge, this includes their appearance, the origin of their powers, and the kind of collateral damage they leave in their wake. Avatar Aang already has established answers to these questions, so there’s no need to cover them in depth. As for his powers of darkness, Elemental Control is an obvious first choice. It is also the only choice, since unlike the other playbooks, The Surge begins with only one power of darkness.</p>
<p class="sqsrte-large"> In <em>Apocalypse Keys</em>, “What Does the Darkness Demand of You?” is used to establish Omens’ more self-destructive impulses. For Avatar Aang, we’ll take the premade choices “to destroy everything around me for the slightest trespass” and “to never fall in love.”</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">During character creation, all Omens choose one playbook move. They also get either one of the Ruin moves from their playbook, or one of the DIVISION moves that are available to all Omens—DIVISION, by the way, is the shadowy organization to which Omens belong.</p>
<p class="sqsrte-large">I recommend choosing the playbook move <strong>My Darkness Is Never Leashed</strong> and the DIVISION move <strong>The Peacemaker</strong>.</p>
<h4>Playbook Move: <strong>My Darkness Is Never Leashed</strong>
</h4>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, the basic move <strong>Unleash the Dark</strong> is activated whenever Omens attempt to enforce their will on others, such as through violence. The Surge’s move <strong>My Darkness Is Never Leashed</strong> allows Aang to choose an additional benefit even on a failure, reflecting the gulf of power between the Avatar and everyone around him.</p>
<h4>DIVISION Move: <strong>Ghostly Agent</strong>
</h4>
<p class="sqsrte-large">The move <strong>Ghostly Agent</strong> normally represents the Omen forming a relationship with the ghost of a former agent of DIVISION. In this case, we’ll be using it to represent Aang’s ability to commune with his past lives. In addition to changing instances of “ghostly agent” to “past Avatars,” allusions to “the veil” should be changed to “The Spirit World” as needed.</p>
<h2>Advances</h2>
<p class="sqsrte-large">At this point, you have everything you need to start playing as Avatar Aang. But as you play the game, you’ll gain Ruin and XP, both of which allow you to choose additional traits and abilities called Advances. This section includes information on the two types of Advances, plus which ones are the best fit for Avatar Aang.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">All Omens have the potential to become Harbingers of the Apocalypse, and Ruin Advances bring that potential closer to fruition. Once you accrue 5 Ruin, unlocking a Ruin Advance, you narrate a cutscene of your Omen as a future Harbinger. Then you choose from the following list:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Choose one of the Ruin moves of your playbook, gaining additional abilities that cost Ruin to use</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Take a Ruin move from a different playbook</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Commit to a permanent emotional vulnerability, making it easier to gain Darkness Tokens and to hit your Breaking Point</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Get an extra Condition that is permanently marked, giving you another way to gain Darkness Tokens</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Your Omen becomes a Harbinger, and you lose control of them</li>
</ul>
<p class="sqsrte-large">In other words, each Ruin Advance represents a step down the path of Aang being corrupted into a Dark Avatar. The following are my recommendations for which moves best fit that arc.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">You can take this option twice. Though they will require a bit of reflavoring, there are two Ruin moves for The Surge that involve forming potentially unhealthy relationships to share the burdens of power and fate with: <strong>Alpha and Omega</strong> and <strong>This Is the Blood of My Covenant</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>Alpha and Omega</strong></p>
<p class="sqsrte-large">When you take this move, you choose a character—either an NPC or a fellow Omen—who is bound to you by fate. The move states that “[t]he two of you are connected always, sharing emotions, thoughts, and unable to stay away from each other for very long,” which we will be interpreting metaphorically rather than literally. Furthermore, by marking Ruin, you can have this character appear next to you even if it would create a plot hole, or you can gain Bonds—a resource that represents emotional connection—in exchange for describing how your shared fate is brought closer to Ruin.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>This Is the Blood of My Covenant</strong></p>
<p class="sqsrte-large">This move lets you select a willing Omen as your “Chosen,” representing your mutual devotion and determination to prevent each other from falling to Ruin. Unlike most Ruin moves, it has one option that does not require you to gain Ruin: you may tell your Chosen how they matter more to you than anyone else, then destroy Bonds to clear your Chosen’s Conditions. The second option allows you to transfer Ruin from your Chosen to yourself. The third option—which involves permanently giving them a new power of darkness—does require Ruin, and also some mild reflavoring. In this case, it represents Aang teaching them a rare and dangerous bending technique, or using spiritbending to grant them the ability to control an element.</p>
<p class=""><br></p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">Given Aang’s status as the last of the Air Nomads, it was tempting to look exclusively to the Last for Ruin moves. While <strong>Tragedy Will Not Claim Another </strong>is an incredibly fitting Ruin move for Aang, the rest don’t fit quite as well. Of the other playbooks, the two most relevant moves are <strong>None Stand Before Me </strong>from The Summoned and<strong> Death Always Leads to Life </strong>from The Shade. While the latter offers intriguing narrative possibilities, it would require considerably more reflavoring than the former, so my second recommendation is <strong>None Stand Before Me</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Last: <strong>Tragedy Will Not Claim Another</strong></p>
<p class="sqsrte-large">As mentioned in the article on <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a>, if you gain Ruin, this move allows you to defy the laws of nature and plausibility to come to your allies’ aid, as well as to gain a Bond with them. Spending additional Ruin improves your ability to provide assistance.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move from The Summoned: <strong>None Stand Before Me</strong></p>
<p class="sqsrte-large">After you take this move, you can always spend Ruin to kill a vulnerable NPC. Yes, really. The amount of Ruin you spend determines whether this will come back to haunt you, or whether they are destroyed beyond the possibility of resurrection. This option is a good fit not because Aang has a particular tendency to kill people, but because he invariably could if he wanted to.</p>
<p class=""><br></p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large"><em>Apocalypse Keys</em>, like most Powered by the Apocalypse systems, eschews hit points in favor of Conditions that represent the emotional toll of adversity and crisis. When there are no Conditions left to mark, Omens hit their Breaking Point, which generally has dramatic, negative consequences for themselves and for anyone else in the vicinity. The Surge’s predictably involves an “obscene amount of collateral damage.”</p>
<p class="sqsrte-large">Marking a permanent Condition lets you designate a Condition that is always marked and can no longer be cleared. Aside from making it easier to hit your Breaking Point, it also increases your ability to generate Darkness Tokens, for good and for ill.</p>
<p class="sqsrte-large">This Ruin Advance can be taken twice, and the available Conditions for Aang to permanently mark are Reactive, Vicious, Obsessed, and Despairing. Of these four, the most fitting are Despairing and Obsessed, as demonstrated by his behavior when he was separated from his animal companion Appa.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">This is another Ruin Advance that can be taken twice. Ruin Conditions don’t count toward hitting your Breaking Point, but otherwise function the same as permanent Conditions. The Ruin Conditions Omens have access to are:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">Haunted is a good choice for Aang, as are Fragile, Guilty, and Reckless, while Paranoid and Possessive could be good choices depending on the situation. I personally would choose Haunted and Guilty, as Aang expresses those emotions more consistently than the rest of the ones on the list.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">This Ruin Advance is always the last, assuming you don’t retire your character before taking it. Once you become a Harbinger, you must retire Aang, who is now a Dark Avatar fully devoted to bringing about an apocalypse.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">For Avatar Aang, the following sequence makes sense for a Dark Avatar arc:</p>
<ol>
<li class="sqsrte-large">Ruin Move from The Last: <strong>Tragedy Will Not Claim Another</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Haunted</li>
<li class="sqsrte-large">Ruin Condition: Guilty</li>
<li class="sqsrte-large">Ruin Move: <strong>Alpha and Omega</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>This Is the Blood of My Covenant</strong>
</li>
<li class="sqsrte-large">Permanent Condition: Obsessed</li>
<li class="sqsrte-large">Permanent Condition: Despairing</li>
<li class="sqsrte-large">Ruin Move from The Summoned: <strong>None Stand Before Me</strong>
</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large"><strong>Tragedy Will Not Claim Another</strong> is a high priority, since it allows Aang to come to his friends’ aid no matter the odds, just like in the show. Next, the Ruin Conditions Haunted and Guilty represent the emotional weight of having run away from his destiny, of surviving a genocide, and of trying to fulfill his role as the Avatar. As a result, he grows increasingly dependent on his friends, expressed through the moves <strong>Alpha and Omega</strong> and <strong>This Is the Blood of My Covenant</strong>.</p>
<p class="sqsrte-large">When not even their support is enough, Aang becomes increasingly obsessed with his duties and his heritage, even as he despairs of ever being enough. Meanwhile, his pacifism is increasingly put to the test. The ease with which he could break his tenets is represented by the Ruin move <strong>None Stand Before Me</strong>. When he can no longer bear the combined burden of his power and his destiny, he breaks, becoming both a Dark Avatar and a Harbinger of the Apocalypse.*</p>
<p class="sqsrte-large"><em>*Alternately, you can retire your character before you take the final Advance. Work with your Keeper to ensure this doesn’t happen in the heat of the moment if you’d rather not have Aang become a Harbinger.</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, there are end-of-session recap questions that can grant experience points (XP). XP can also be gained through certain in-game moves. When an Omen accumulates 8 XP, they unlock one of the following Advances:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> choose one of the other available moves in your playbook.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> choose one of the DIVISION moves.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> choose a move from another playbook.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> define a new way to gain Darkness Tokens via roleplaying.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Gain another one of your playbook’s powers of darkness.</li>
</ul>
<p class="sqsrte-large"><strong>Change your playbook:</strong> Stop using your current playbook and start using a different one, changing out previous moves, powers of darkness, and abilities as needed.</p>
<p class="sqsrte-large">In other words, the playbook Advances reflect Aang’s personal growth on his journey to become a full-fledged Avatar. The next section includes my recommendations for which Advances best mirror the character development he underwent in <em>Avatar: The Last Airbender</em>.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">Moves for the Surge tend to explore themes of barely restrained power and of seeking solace through personal relationships. Two such moves that fit Avatar Aang are <strong>I Am Your Destruction</strong> and <strong>Like a Moth to the Flame</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 1: <strong>I Am Your Destruction</strong></p>
<p class="sqsrte-large">This move allows the player to let their power run wild, causing widespread collateral damage. In exchange, they obtain additional power, information, the safety of someone important, or a tactical advantage.</p>
<p class=""><br></p>
<p class="sqsrte-large">Playbook move 2: <strong>Like a Moth to the Flame</strong></p>
<p class="sqsrte-large">The basic move <strong>Reveal Your Heart</strong> serves as a way for Omens to forge or deepen emotional connections. With <strong>Like a Moth to the Flame</strong>, Avatar Aang may also express how much of a danger he poses to the other person, and depending on the direction the conversation takes, he or the other person may gain an additional Bond—or Aang may gain a Bond with What the Darkness Demands of You, representing his relationship with his own inner darkness.</p>
<p class=""><br></p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">DIVISION is the shadowy organization that employs the Omens, so DIVISION moves normally reflect how players fit into the bigger picture. We, however, will be reflavoring two such moves to reflect the abilities and duties of the Avatar: <strong>Fae Liaison </strong>and <strong>The Peacemaker</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>Fae Liaison</strong></p>
<p class="sqsrte-large">For most Omens, this move would indicate a connection to a Fae Court. Avatar Aang, however, is connected to the Spirit World, so we’ll be renaming it to <strong>Seek Out the Spirits</strong>. Any allusions to fae magic, fae courts, or being chosen by fae magic or courts should be changed to reflect the Avatar’s status as the bridge between the physical world and the Spirit World. The actual mechanics of the move remain unchanged: Aang may offer the spirit a favor before rolling to determine the outcome, with bigger favors improving the odds of successfully securing the spirit’s intervention.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 2: <strong>The Peacemaker</strong></p>
<p class="sqsrte-large">As readers of the blog about <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> may remember, <strong>The Peacemaker</strong> is a move that ordinarily makes the Omen a mediator between DIVISION and some other faction. As the Avatar, however, Aang has a general duty of seeking peace and resolving conflicts. Therefore, Avatar Aang may use this move on behalf of factions other than DIVISION, or even use this move on DIVISION at the behest of another faction. When Aang uses this move on behalf of a faction other than DIVISION, that faction is the one compromised in the event of a disastrous success.</p>
<p class=""><br></p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">When it comes to choosing moves from other playbooks, it can be difficult to narrow down the possibilities, and this is very true of Avatar Aang: there are two Summoned moves, one Shade move, and three Last moves that would fit him well with minimal reflavoring. Ruling out moves previously featured in this series leaves four moves: <strong>Everything for You, My Love </strong>from The Summoned,<strong> I’m the Expert Here! </strong>from The Shade,<strong> A Flickering Hope </strong>from The Last, and<strong> You Are All I Have Left </strong>from The Last. Of these, the two that are the most thematically appropriate, least in need of reflavoring, and most distinct from Aang’s other moves and Advances are <strong>I’m the Expert Here!</strong> and <strong>A Flickering Hope</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Shade: <strong>I’m the Expert Here!</strong></p>
<p class="sqsrte-large">To better reflect Aang’s personality, we’ll rename this one <strong>The Avatar’s Wisdom</strong>. When someone spends a Bond with Aang, they can ask him for advice, gaining one of three mechanical benefits if they follow it.</p>
<p class=""><br></p>
<p class="sqsrte-large">From The Last: <strong>A Flickering Hope</strong></p>
<p class="sqsrte-large">As the last living Air Nomad, Aang frequently reflects on what he lost, and also shares what he can of his culture with the people around him. This move provides an opportunity for Aang to reminisce at the start of each session, with mechanical benefits on a success and complications or dark omens on a disastrous success. The move as written indicates that on a failure the memory is threatened by the Harbinger, but this could be interpreted as a metaphorical threat, such as the Fire Nation converting a sacred Air Temple into a weapons workshop.</p>
<p class=""><br></p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">Darkness Tokens are a resource for dice manipulation that are tied to Omens’ inner darkness. In other words, Omens get Darkness Tokens when they indulge their worst impulses or act out in unhealthy ways. Therefore, when this Advance is taken, Aang will get Darkness Tokens when he pushes his friends away, refusing to accept their support.</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">Since Aang already has Elemental Control, the next best option is to take Cosmic Energies as a representation of his spiritual abilities.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">Changing your playbook means losing access to your starting move, as well as any playbook moves, powers, or Advances that no longer make sense for your character. The exception is Ruin Advances, which are instead switched out for more appropriate options. That said, there is a very obvious playbook for Aang to switch to: The Last. As he masters the elements, including the Avatar State, Aang no longer struggles with power beyond his control. Instead, it is the fate of the Air Nomads that weighs heaviest on him, forcing him to balance the world he lost against the world that still needs him.</p>
<h4>Sequence of Playbook Advances</h4>
<p class="sqsrte-large">Avatar Aang’s journey of mastering the elements can be represented by taking Advances in the following order:</p>
<ol>
<li class="sqsrte-large">Playbook Move: <strong>I Am Your Destruction</strong>
</li>
<li class="sqsrte-large">Move from The Last: <strong>A Flickering Hope</strong>
</li>
<li class="sqsrte-large">Playbook move: <strong>Like a Moth to the Flame</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>Peacemaker</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: Cosmic Energies</li>
<li class="sqsrte-large">DIVISION Move: <strong>Fae Liaison</strong>
</li>
<li class="sqsrte-large">Move from the Shade: <strong>I’m the Expert Here!</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Push friends away</li>
<li class="sqsrte-large">Change Your Playbook: The Last</li>
</ol>
<p class="sqsrte-large">In <em>Avatar: The Last Airbender</em>, Aang is introduced after having run away from his duties as the Avatar, and has minimal control over anything other than airbending. The move <strong>I Am Your Destruction</strong> represents the devastation resulting from this lack of control, particularly when it comes to the Avatar State. Soon after, he learns about the genocide of the Air Nomads. This event has a profound effect on him, represented by the move <strong>A Flickering Hope</strong>. He reluctantly embraces his role as the Avatar, with the moves <strong>Like a Moth to the Flame</strong> and <strong>Peacemaker</strong> representing his reservations and his best efforts to fulfill his duties, respectively.</p>
<p class="sqsrte-large">As Aang grows as an Avatar, he learns about his connection to the Spirit World and its residents. Therefore, he gains a relevant power of darkness—Cosmic Energies—and the move <strong>Fae Liaison</strong>, which we reflavored to <strong>Seek Out the Spirits</strong>.</p>
<p class="sqsrte-large">Due to his growth and his exploits, others begin to recognize Aang as the Avatar and seek his advice accordingly. <strong>I’m the Expert Here!</strong>—which we renamed <strong>The Avatar’s Wisdom</strong>—represents how Avatar Aang guides his friends and allies with understanding and compassion beyond his years. Even so, his insecurities persist, and often manifest in pushing his friends away since the Avatar “should” be able to accomplish certain things unaided. This corresponds to gaining a new method for gaining Darkness Tokens.</p>
<p class="sqsrte-large">Upon mastering the elements and accepting the Avatar State as part of himself, Avatar Aang is no longer an example of The Surge, so he switches playbooks to The Last—an event that roughly corresponds with the finale of <em>Avatar: The Last Airbender.</em></p>
<h2>Congratulations, You've Built Avatar Aang!</h2>
<p class="sqsrte-large">Thank you for reading. Please reach out if you try this build, have alternate ideas for which moves and Advances are best for Aang, or think I really should have written this post about Shigeo "Mob" Kageyama of <em>Mob Psycho 100 </em>fame.</p>
<p class="sqsrte-large">The next blog in the series comes out next Friday. In the meantime, check out how to build <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> as The Shade, or how to build <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> of <em>Spy X Family</em> as The Found.</p>
<p class="">Return to the beginning of the article</p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> additional abilities that can be gained by accruing XP or Ruin. XP can be acquired through moves or by answering end-of-session questions about your Omen’s recent activities, and it takes 8 XP to unlock an Advance. Ruin, which can be gained in several ways, instead unlocks Ruin Advances, which only cost 5 Ruin.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> This resource typically represents emotional connections between characters, though Bonds can also represent more esoteric relationships, including the one between an Omen and What the Darkness Demands of Them. Bonds can be spent to modify rolls or to activate certain moves.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> A character who has marked all possible Conditions hits their limit, which is called their Breaking Point. Each playbook has a unique Breaking Point that ties back to their themes, but typically have negative consequences for the Omen and their allies.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> an emotional state resulting from stress, trauma, or crisis. This is the game’s closest equivalent to hit points, and marking all conditions results in characters hitting their Breaking Point. Omens may gain Darkness Tokens by roleplaying marked Conditions.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> a resource players gain from roleplaying thematic triggers defined in their playbook. They can be used for dice manipulation, but having too many can also trigger the move <strong>Torn Between</strong>, an emotionally charged move with mechanically suboptimal choices.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Disastrous Success:</strong> Some moves require players to roll the dice to determine success or failure. If they roll too high, they fail to restrain their darker nature, resulting in negative consequences alongside whatever they wanted to achieve. This is called a disastrous success.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> the shadowy organization that Omens work for.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Experience Points (XP):</strong> a resource representing Omens’ character growth. XP can be gained through certain moves or by answering end-of-session questions about the Omen’s recent activities, and accruing 8 XP unlocks one of nine Advances.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> a powerful monster whose goal is to reshape, shatter, or end the world, either deliberately or as a means to an end.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>the gamemaster of <em>Apocalypse Keys</em> is referred to as the Keeper of the Doors, or Keeper for short.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Move: </strong>preset abilities with specific triggers and outcomes. Players may choose to activate them, or they may be activated by the Omens’ choices. Starting moves are unique to each playbook, playbook moves reinforce the themes of that playbook, Ruin moves accelerate Omens’ transformation into Harbingers, and DIVISION moves represent the resources and scope of the organization the Omens work for.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> a story arc in <em>Apocalypse Keys</em>, which is centered around an investigation into a Harbinger’s apocalyptic plot. It may span one or more sessions.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> any monster powerful enough to evolve into a Harbinger. Player characters are always Omen-class monsters—Omens for short.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> the basis of character creation in <em>Apocalypse Keys</em>. Each one has a set of prompts, powers, and moves with a unifying theme, including a unique starting move that other Omens can’t gain access to.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>superpowers Omens can always use, whether for trivial purposes or in conjunction with a move.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> a resource representing an Omen’s progress toward becoming a Harbinger. Gaining 5 Ruin unlocks an irreversible Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> when an Omen accrues 5 Ruin, they gain one of nine non-repeatable Ruin Advances. These Ruin Advances may grant new powers, moves, or benefits, but also represent progress toward becoming a Harbinger of the Apocalypse. Ruin Advances are always accompanied by a cutscene of the Omen as a future Harbinger.</p>
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          Aug 12, 2026
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            How to Build Anya Forger in Apocalypse Keys [Repost]
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<p class="sqsrte-large"><strong>Note: </strong>This article was originally posted on the Calenmir's RPGs blog on January 31, 2025. Rebuilding its internal links and the links to other articles is a work in progress; thank you for your patience.</p>
<p><span><img alt="How to Build Anya Forger of Spy X Family in Apocalypse Keys. Part 2 of a blog series from Calenmir's RPGs." height="1545" src="https://imgproxy.fourthwall.dev/BWXzqpGx8zH6DTvMxrEZuTS-aFDKSaZm4XrXuxew1FE/w:890/el:0/q:90/sm:1/enc/MjZlYTdlZTA1MDdm/NmI5NBucTO6M-BbY/6kwX1pB38C56crxn/nLOfdUD0knGZJlh_/gM7uke3G5d0CMmhZ/gjMU8IpEMIvA3mmb/oTT1Mt08nLeBRujA/3uZnuty6-zhiLy3X/2kGlQIwi3mHaqApp/7j0zupscz-iGulrd/RGcPvX-_LLI.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large">This is the second entry in a seven-part series which demonstrates custom character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, an Evil Hat horror-superhero game by Rae Nedjadi where you play as superpowered monsters fighting to stop the apocalypse. However, because you’re an Omen-class monster, if you give your darker impulses free rein, you could become one of the very Harbingers of the Apocalypse that you oppose. Therefore, Omens must walk a fine line between unleashing their monstrous natures and clinging to their humanity with the help of their fellow Omens.</p>
<p class="sqsrte-large">Omens have the power to freely reshape the world, with potentially cataclysmic consequences. One way this is expressed mechanically is via <em>Apocalypse Key’s</em> flexible character creation system. The downside of this system is that new players can easily get overwhelmed by all the options they’re presented with. Therefore, many decide to play as one of the four premade Omens rather than come up with their own.</p>
<p class="sqsrte-large">This series is intended to demystify the process of original character creation in <em>Apocalypse Keys</em>. Each entry will focus on a different playbook, using a figure from pop culture to illustrate the step-by-step process for transforming a concept into a fleshed-out Omen.</p>
<p class="sqsrte-large">We started with <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> to illustrate The Shade. Next up: The Found, featuring Anya Forger from <em>Spy X Family</em>.</p>
<p class="">Part 1: <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the </a></em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>site shop</em></a><em>!</em></p>
<h3><em>A Note About Safety</em></h3>
<p class="sqsrte-large">Safety is especially important for horror games such as Apocalypse Keys, and child endangerment is commonly an issue for Keepers and players. If you want to play as Anya, make sure to have a conversation about whether the canonical Anya Forger, who is at most six years old, is a good fit for your campaign. If not, consider using this guide as inspiration for a version of Anya who has reached adulthood.</p>
<p class="sqsrte-large">In addition, the build in question will include options for mind reading and mind manipulation, so make sure to establish your table’s boundaries prior to play.</p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build Anya Forger in Apocalypse Keys</p>
</li>
</ul>
<ul>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why Anya Qualifies As an Omen-Class Monster</p>
<ul>
<li>
<p class="sqsrte-large">1) Apocalypse Keys Explicitly Allows Gameplay Elements to be Reflavored</p>
</li>
<li>
<p class="sqsrte-large">2) War Is a Kind of Apocalypse</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">How to Build Anya Forger</p>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Found</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">Advances</p>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built Anya Forger!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<h2>Why Anya Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">Feel free to skip to How to Build Anya Forger if you’re not interested in my explanation of why Anya Forger qualifies as an Omen-class monster. However, I rest my case on two arguments:</p>
<ol>
<li class="sqsrte-large">
<em>Apocalypse Keys</em> Explicitly Allows Gameplay Elements to be Reflavored</li>
<li class="sqsrte-large">War is a Kind of Apocalypse</li>
</ol>
<h3>1) Apocalypse Keys Explicitly Allows Gameplay Elements to Be Reflavored</h3>
<p class="sqsrte-large">Recontextualizing the flavor moves and powers is explicitly allowed by the rules of <em>Apocalypse Keys</em>. Players are allowed and even encouraged to reshape narrative-level elements to better fit their character concepts as long as the core mechanics stay the same. For example, here’s an excerpt from the section on choosing playbooks:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">In addition, during character creation, players “…can tweak the prompts as you like—each prompt is a starting point.” Note that Powers of Darkness – superpowers Omens can use at-will and in combination with playbook moves – are a type of prompt.</p>
<blockquote>
<p class="sqsrte-large"><em>Your Powers of Darkness: How you manifest your will, confront the apocalypse, and fight back the Harbingers. How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s machines powered by soul magic may be automatons or small steampunk inspired devices. The Last’s time distortion may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Finally, in the section on character Advancement options such as “Take a New Playbook Move” and “Take a Move from Another Playbook,” it’s stated that players can alter aspects of moves to better conform with their vision of their character. For example, taking a move from the playbook The Fallen does not mean your character is now an ex-god, and any part of the move that would indicate as much can be reworked accordingly.</p>
<blockquote>
<p class="sqsrte-large"><em>Take a Move from Another Playbook</em></p>
<p class="sqsrte-large"><em>You can choose most moves from another playbook, except for each playbook’s starting move. For example, no one else can be as telepathic as the Found, and only the Fallen can so easily create new worshippers.</em></p>
<p class="sqsrte-large"><em>If a move from another playbook sounds like fun but relates to the central themes of that playbook, you may rewrite the premise or reword triggers to better suit your own character.</em></p>
<p class="sqsrte-large"><em>If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the dimensional phasing of the Last or the cosmic energy of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, it stands to reason there is leeway in what kind of apocalypse Omens seek to prevent and Harbingers attempt to bring about, which brings us to Anya’s mission of securing world peace.</p>
<h3>2) War Is a Kind of Apocalypse</h3>
<p class="sqsrte-large">In <em>Spy X Family</em>, every member of the Forger family wants to prevent a war between the countries of Ostania and Westalis. Because Anya is a child, she’s motivated primarily by wanting to keep her family together, and doesn’t fully grasp what averting war entails—her internal monologue refers to it as “world peace” despite being a matter between two countries, and she seems to conceptualize it as a state where everyone is happy and gets what they want. Nevertheless, the cost of failure is unforgiving.</p>
<p class="sqsrte-large">Flashbacks to a previous conflict show cities reduced to rubble. Supplies are scarce. At least one character is, in the present time, still motivated by a close brush with starvation. Other characters are forever changed by what they saw, what they did, and the people they lost in the war. For them, their world ended, only to be replaced by a strange new one called “peace.”</p>
<p class="sqsrte-large">It is a fragile peace, haunted by the specter of another war. One narrowly-averted scenario began with the death of Anya’s father and went downhill from there. For exactly this reason, many factions in the setting will go to extreme lengths to prevent a war—it is the villains who wish to instigate and profit from armed conflict.</p>
<p class="sqsrte-large">In this sense, Anya is a very real contributor to the fight against the apocalypse, and with telepathy as strong as her, she very much qualifies as an Omen-class monster. Conversely, there are many factors that could push her to become the setting’s equivalent of a Harbinger: her father is a spy, her mother is an assassin, she constantly involves herself with the clashes of powerful organizations, and she’s haunted by whatever experiments were done to her. Any one of these things could send her down a dark path where she decides that her interests are better served by war than by the effort and sacrifice necessary to maintain the peace.</p>
<p class="sqsrte-large">By this logic, I maintain that Anya’s parents are also Omen-class monsters: Loid is The Shade while Yor is The Summoned. However, I’ll have to let someone else rise to the challenge of making their character sheets, because today we’re focusing on Anya Forger.</p>
<h2>How to Build Anya Forger</h2>
<p class="sqsrte-large">There are five steps for building a character in <em>Apocalypse Keys</em>:</p>
<ol>
<li class="sqsrte-large">Choose a playbook</li>
<li class="sqsrte-large">Fill out character prompts</li>
<li class="sqsrte-large">Choose additional playbook moves</li>
<li class="sqsrte-large">Introduce your character</li>
<li class="sqsrte-large">Create starting Bonds</li>
</ol>
<p class="sqsrte-large">Because steps 4 and 5 require cooperating with fellow players, those won’t be covered in this guide. There is, however, a section about choosing new abilities for Anya as you unlock them during gameplay.</p>
<p class="sqsrte-large"><em>Note: the full text of playbook, Ruin, and DIVISION moves will not be included due to space constraints.</em></p>
<h2>Playbook: The Found</h2>
<p class="sqsrte-large">Many of the <em>Apocalypse Keys</em> playbooks are clearly inspired by characters from the <em>Hellboy</em> franchise (which Rae Nedjadi cited as an influence). This becomes something of a problem when it comes to The Found: while the rest of the playbooks are flexible archetypes, I couldn’t think of any character aside from Abe Sapien who could fit the basic concept of “amnesiac telepath who was found at a mysterious location.”</p>
<p class="sqsrte-large">Any character, that is, except for Anya Forger of <em>Spy X Family</em>.</p>
<p class="sqsrte-large">Though the orphanage Loid Forger adopted her from is more mundane than some of the locations suggested by the starting prompts, it fills the needed purpose of having Anya enter the story at a place divorced from her origin. Furthermore, Loid and his informant are unable to dig up meaningful information regarding her life prior to the orphanage. Meanwhile, Anya has strong psychic abilities derived from experimentation, and doesn’t seem to have memories from before her time as a test subject. All of this is well within the scope of the playbook for The Found, and also makes Anya a better fit for this playbook than for any of the other <em>Apocalypse Keys</em> playbooks.</p>
<p class="sqsrte-large">Beyond determining the character’s archetype, playbooks in Apocalypse Keys have three important mechanical aspects: they determine what playbook moves players have access to (including a unique starting move), they define triggers for gaining Darkness Tokens, and they include a list of Conditions that can affect the character. Playbook moves will be covered in a later section, so first, let’s consider Darkness Tokens.</p>
<p class="sqsrte-large">Darkness Tokens are a resource that lets you manipulate dice probability. Before you make a roll, you can declare you will add Darkness Tokens to your result, increasing your odds of success. Characters gain Darkness Tokens based on their roleplaying; The Found in particular gains Darkness Tokens when they:</p>
<ul>
<li class="sqsrte-large">Feel frustrated or scared</li>
<li class="sqsrte-large">React with uncertainty or cowardice</li>
<li class="sqsrte-large">Ask someone to listen to their wisdom</li>
<li class="sqsrte-large">Ask someone to open their emotions to them</li>
<li class="sqsrte-large">Embody a Condition that affects them</li>
</ul>
<p class="sqsrte-large">As for Conditions, they are <em>Apocalypse Key’s</em> alternative to a hit point system, reflecting the emotional states characters can enter when they are under various forms of stress. The Found may be affected by the Conditions:</p>
<ul>
<li class="sqsrte-large">Unreachable</li>
<li class="sqsrte-large">Defensive</li>
<li class="sqsrte-large">Introspective</li>
<li class="sqsrte-large">Obsessed</li>
</ul>
<p class="sqsrte-large">All these actions and emotions are in-character for Anya, particularly when she’s contending with a crisis, which further affirms that this playbook is a good fit for her.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">Anya already has a name, look, and origin, so we don’t need to create new answers to these prompts. We’ll replace “DIVISION” in “What Has Replaced Most of Your Memories from Before DIVISION?” with “Becoming a Forger,” and the answer to that is “a deep fear of abandonment.”</p>
<p class="sqsrte-large">“Your Powers of Darkness” represents the powers Anya can use as she pleases; the two that best represent the scope of her ability to read the minds of people and animals are “Telepathy and Mind Blasts” and “Creature Affinity.”</p>
<p class="sqsrte-large"> “What Does the Darkness Demand of You?” typically represents the circumstances or inner darkness that pulls Omens toward becoming Harbingers. In Anya’s case, we can afford some leeway: “to meet my cruel maker” can represent her fear of being returned to the lab, which often drives her more questionable decisions. For the second choice, “to hurt those who care for me” reflects how the Forgers’ secrets introduce uncertainty and fragility into their found family.</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">The Found comes with the starting move <strong>You Can’t Hide Your Heart from Me</strong>, which lets them delve deeper into the thoughts and emotions of the people around them. However, disastrous successes and failures have negative effects for The Found and for the person they’re targeting, respectively.</p>
<p class="sqsrte-large">The playbook justifies negative effects in the form of The Found’s mind bleeding into that of the person they’re reading; however, to better reflect the nature of Anya’s powers in <em>Spy X Family</em> canon, this can be reflavored. In the case of a disastrous success, Anya is distracted or overwhelmed by the mind she attempts to read, which results in negative consequences. In the event of a failure, Anya discovers that her target is in imminent danger and must pay a price to rescue them from their fate.</p>
<p class="sqsrte-large">In addition to the starting move, you can choose one playbook move and either one DIVISION move or one Ruin move from The Found’s playbook. Note that DIVISION is the shadowy organization Omens work for, and DIVISION moves typically represent tapping into their resources. Meanwhile, Ruin moves provide Omens with power at the cost of bringing them closer to becoming a Harbinger.</p>
<p class="sqsrte-large">I recommend choosing the playbook move <strong>You Are Not Alone</strong> and the DIVISION move <strong>The Peacemaker</strong>.</p>
<h4>Playbook Move: <strong>You Are Not Alone</strong>
</h4>
<p class="sqsrte-large">This move lets Anya reach out to her fellow Omens when they’re in distress, reflecting her tendency to comfort people she cares about.</p>
<h4>DIVISION Move: <strong>The Peacemaker</strong>
</h4>
<p class="sqsrte-large">Ordinarily, <strong>The Peacemaker</strong> represents the player’s ability to sustain an alliance between DIVISION and a different faction of the <em>Apocalypse Keys</em> lore. However, Anya Forger is already surrounded by political intrigue among several major factions, including the spy organization WISE, the secret police of Ostania, and the shadowy group of assassins known as the Garden. Furthermore, keeping her family together requires Anya to work alongside and counter to these organizations without them realizing she knows their secrets.</p>
<p class="sqsrte-large">Therefore, this move will represent Anya’s efforts to balance her interests against the factions her family members belong to or are at odds with, which requires the following changes:</p>
<ul>
<li class="sqsrte-large">Rather than promising the faction a favor, in order to influence the faction, Anya must decide how much risk of exposing her powers she’ll accept on a scale from 1 to 3.</li>
<li class="sqsrte-large">On a disastrous success, the faction does not necessarily know Anya is an Omen, let alone want her to awaken as a Harbinger; they may simply be working at cross-purposes with her. In addition, any negative effects are incurred by Anya and her family instead of by DIVISION.</li>
</ul>
<h2>Advances</h2>
<p class="sqsrte-large">Congratulations! You now have everything you need to unleash Anya Forger upon your party. But in <em>Apocalypse Keys</em>, you can continue to unlock abilities via roleplaying.</p>
<p class="sqsrte-large">During and after each session, you’ll have chances to accumulate Ruin (which brings you closer to becoming a world-ending Harbinger) and gain XP (which lets you grow as an Omen-class monster). When you get enough Ruin or XP, you unlock a corresponding Advance. The following sections outlines what these Advances are and which options make the most sense for Anya Forger.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">Ruin Advances represent an irrevocable step toward becoming a Harbinger of the Apocalypse, including unlocking a cutscene of your character as a future Harbinger. The available Ruin Advances include:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Take a Ruin move from your playbook, gaining powers that give you more Ruin whenever you use them</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Take a Ruin move from a different playbook, gaining powers that give you more Ruin when you use them</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Become permanently emotionally compromised, affecting how readily how gain Darkness Tokens and hit your Breaking Point</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Become more emotionally volatile, giving you more opportunities to accrue Darkness Tokens</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> You lose control of your character, who is now a Harbinger who seeks to end the world</li>
</ul>
<p class="sqsrte-large">I’ll go over each of these Ruin Advances in more detail, including which Ruin Advances are the best fit for Anya’s potential corruption arc.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">There are two checkboxes for the option to take a new Ruin move, which means you can take a total of two Ruin moves from the playbook The Found. Notably, the available Ruin moves for the Found are not an exact match for the powers Anya exhibits. Therefore, the first one we choose will reflect powers she might develop as a result of falling further into darkness: <strong>Where Do You End, Where Do I Begin?</strong> The second, <strong>Crowned by Dream, Exalted by Nightmare</strong>, will require reflavoring.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>Where Do You End, Where Do I Begin?</strong></p>
<p class="sqsrte-large">This move allows The Found to alter the emotions and desires of another character. While Anya does dabble in manipulation based on her knowledge of people’s emotions, this would represent her gaining the ability to directly control those emotions.</p>
<p class="sqsrte-large">Note that in addition to the usual cost of gaining Ruin, Anya will also feel what the chosen character is feeling until she chooses to release her hold on them.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 2: <strong>Crowned by Dream, Exalted by Nightmare</strong></p>
<p class="sqsrte-large">This move normally represents the ability to forge dreams into weapons, which is not a power Anya exhibits. However, she is being trained in self-defense by Yor Forger (a master assassin), and is frequently privy to the tactics and tools of Loid Forger (a master spy). Therefore, we’ll be renaming this move to <strong>The Forger Family Business</strong> and making the following changes:</p>
<ul>
<li class="sqsrte-large">This move represents Anya weaponizing the knowledge, training, and resources of her family members or their respective professional networks.</li>
<li class="sqsrte-large">Rather than creating a physical weapon, she uses an existing one or is able to effectively weaponize an ordinary object in her environment.</li>
<li class="sqsrte-large">Rather than creating an emotional weapon, she wields telepathy, deception, and manipulation to devastating effect.</li>
<li class="sqsrte-large">Rather than creating a weapon of darkness out of dreams, she is able to locate or create such a weapon on short notice (or had one prepared ahead of time).</li>
<li class="sqsrte-large">Rather than creating a weapon out of nightmares, Anya is able to persuade, manipulate, or force a dangerous Harbinger to follow her lead… for a time.</li>
</ul>
<p class=""> </p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">There are a lot more options when choosing from six playbooks rather than one, but most of them are tied closely either to the lore of Apocalypse Keys or to the individual powers of that playbook. Even so, I was able to find four Ruin Moves that would fit Anya’s character with little to no reflavoring. Therefore, I’ll give honorable mentions to The Last’s <strong>Tragedy Will Not Claim Another</strong> and The Fallen’s <strong>Tremble Before Me</strong>, but the two I think are the best for Anya are <strong>The Prodigal Child Will Return</strong> from The Summoned and <strong>You Can’t Escape the Truth</strong> from The Shade.</p>
<p class=""> </p>
<p class="sqsrte-large">Ruin Move from The Summoned: <strong>The Prodigal Child Will Return</strong></p>
<p class="sqsrte-large">The Summoned is a playbook that invokes a complicated family history, and <strong>The Prodigal Child Will Return</strong> ordinarily represents them turning to their villainous parent or creator for aid. Anya has great parents in the form of Loid and Yor; however, the same cannot be said of the scientists who experimented on her. Therefore, we will be renaming this move to <strong>Our Test Subject Has Returned</strong>, because it will represent Anya turning to these scientists for aid. Rather than helping her out of love, however, they will help her in exchange for the chance to gather additional data on her abilities.</p>
<p class=""> </p>
<p class="sqsrte-large">Ruin Move from The Shade: <strong>You Can’t Escape the Truth</strong></p>
<p class="sqsrte-large">This move, which was also featured in the article about <a href="https://calenmirsrpgs.com/supporters/posts/258196" rel="noopener" target="_blank">building Batman</a>, lets Anya reveal a dark secret to gain the upper hand. In Anya’s case, it is most likely one she learned via telepathy, but doesn’t have to be.</p>
<p class=""> </p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">Because <em>Apocalypse Keys</em> is a Powered by the Apocalypse system, instead of an HP system combat-focused games like D&amp;D use, players have a list of Conditions. These Conditions are emotional states representing character’s reactions to stressful, dangerous circumstances. When all Conditions are marked, characters hit their Breaking Point, resulting in immediate negative consequences for the character and the people around them.</p>
<p class="sqsrte-large">Taking this Ruin Advance lets players choose a Condition to permanently mark, meaning it can’t be cleared by normal means. Since players get Darkness Tokens by roleplaying marked Conditions, the benefit of a permanently marked Condition is additional resources for dice manipulation.</p>
<p class="sqsrte-large">The Found can mark the following Conditions: Unreachable, Defensive, Introspective, and Obsessed. Anya can often be defensive and frequently becomes obsessed with things that interest her, so the Defensive and Obsessed Conditions are most likely the best choices for her.</p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">Aside from not affecting characters hitting their Breaking Point, Ruin Conditions function identically to permanent Conditions: they can’t be cleared, and players can get Darkness Tokens for embodying them in roleplay. The Ruin Conditions players can gain are:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">Many of these Conditions are suitable for Anya: she can be cruel to her enemies; she’s fragile when it comes to insults, rejection, or abandonment; her past haunts her; she’s paranoid about abandonment and about being found by the researchers who experimented on her; and she’s often reckless in her attempts to help her parents with their missions. But since this option can only be taken twice, the two Ruin Conditions I think are the best fit are Paranoid and Reckless.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">Leave this one for last, or retire your character before taking this Advance. Not only does Anya become a Harbinger of the Apocalypse who seeks the end of the world, you lose control of your character and will need to create a new one.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">I recommend the following Ruin progression for Anya:</p>
<ol>
<li class="sqsrte-large">Ruin Move from The Shade: <strong>You Can’t Escape the Truth</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Reckless</li>
<li class="sqsrte-large">Ruin Move: <strong>Crowned by Dream, Exalted by Nightmare</strong>
</li>
<li class="sqsrte-large">Permanent Condition: Defensive</li>
<li class="sqsrte-large">Ruin Condition: Paranoid</li>
<li class="sqsrte-large">Permanent Condition: Obsessed</li>
<li class="sqsrte-large">Ruin Move: <strong>Where Do You End, Where Do I Begin?</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Summoned: <strong>The Prodigal Child Will Return</strong>
</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">The first Ruin Advance in this sequence is <strong>You Can’t Escape the Truth</strong>, which overlaps with Anya’s established ability to use people’s secrets against them. Then she becomes increasingly reckless as she inserts herself into her father’s spying missions and her mother’s assassination jobs. In the process, she picks up the tools of their trade, culminating in the acquisition of <strong>Crowned by Dream, Exalted by Nightmare</strong> (which we reflavored to <strong>The Forger Family Business</strong>).</p>
<p class="sqsrte-large">This, however, is not great for her emotional state, as she becomes increasingly defensive, paranoid, and obsessed. Therefore, she pushes the limits of her telepathy and morality, unlocking the ability to control other people’s emotions in the form of the Ruin move <strong>Where Do You End, Where Do I Begin?</strong> Then, either out of desperation or out of a desire for more power, she turns to the scientists who once experimented on her (Ruin Move from The Summoned: <strong>The Prodigal Child Will Return</strong>). From there, Anya gives in to her inner darkness, becoming a Harbinger of the Apocalypse.*</p>
<p class="sqsrte-large"><em>*Unless you retire the character before taking the final Advance, which is always an option!</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, players can earn experience points (XP) through gameplay and by answering end-of-session questions about their impulses, emotions, and actions. Getting XP allows players to unlock additional abilities via Advances. The available Advances include:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> choose another move from your playbook, giving you a new way to solve problems.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> choose a move from the list of DIVISION moves, giving you additional resources to call on.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> gain a move from a different playbook, giving you powers outside your initial archetype.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> add a new trigger for gaining Darkness Tokens, a resource that lets you increase the probability of success.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Get a new power of darkness from your playbook, increasing your capabilities.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Switch to a different playbook.</li>
</ul>
<p class="sqsrte-large">These Advances represent Anya’s character growth, as well as her ability to learn new skills and access new resources. Below, I’ll discuss which Advances to take and the most logical order to take them in.</p>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">The Found’s moves tend to explore not just their telepathic powers, but also contrasting themes of relationships and independence. For these two Advances, we’ll be focusing on the latter with the moves <strong>The Truth Above All Else</strong> and <strong>It Was Just Me for a Long Time</strong>.</p>
<p class=""> </p>
<p class="sqsrte-large">Playbook move 1: <strong>The Truth Above All Else</strong></p>
<p class="sqsrte-large">As some readers may remember from the blog about <a href="https://calenmirsrpgs.com/supporters/posts/258196" rel="noopener" target="_blank">Batman</a>, <strong>The Truth Above All Else</strong> allows players to improve their odds of success when two conditions are met:</p>
<ol>
<li class="sqsrte-large">They investigate the Mystery by themselves</li>
<li class="sqsrte-large">They invite danger</li>
</ol>
<p class="sqsrte-large">In other words, this is a great move to represent Anya’s tendency to run headfirst into trouble to help out her family, yet miraculously come out unscathed.</p>
<p class=""> </p>
<p class="sqsrte-large">Playbook move 2: <strong>It Was Just Me for a Long Time</strong></p>
<p class="sqsrte-large">As much as Anya values her family, she also frequently spends time by herself, including in introspection and in pursuit of her interests. This move rewards time spent alone, granting a resource (Bonds) that most commonly comes from deepening relationships with other people.</p>
<p class=""> </p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">In <em>Apocalypse Keys</em>, all Omens work for DIVISION. Therefore, DIVISION moves are intended to flesh out the structure and resources of this shadowy organization. While this may still be the case in your campaign, these moves can also be used to represent the factions surrounding Anya, such as the spy organization WISE. Alternately, it might represent newfound allies such as Bond, the dog who can see the future. Therefore, the two DIVISION moves we’ll be taking for Anya are <strong>Psychic Invokers</strong> and <strong>Subcontractor</strong>.</p>
<p class=""> </p>
<p class="sqsrte-large">DIVISION move 1: <strong>Psychic Invokers</strong></p>
<p class="sqsrte-large">Ordinarily, the move <strong>Psychic Invokers</strong> represents interactions with DIVISION’s on-staff psychics to gain insight into the future. However, we will be reworking this move to better represent Anya’s relationship with her dog Bond:</p>
<p class="sqsrte-large"> </p>
<ul>
<li class="sqsrte-large">This move represents Anya reading Bond’s mind to see one of his visions of the future, with psychic vulnerability determining the clarity of the vision.</li>
<li class="sqsrte-large">Rather than a disastrous success representing Anya’s inner Harbinger hijacking the connection, it instead represents a particularly ominous vision.</li>
<li class="sqsrte-large">On a failure, rather than the connection being hijacked, the vision is misleading, distracting, or otherwise unhelpful (e.g. Anya realizes Loid is making Hamburg steak for dinner and therefore forgets to study for an important test). The Keeper may also choose to introduce additional consequences when appropriate.</li>
</ul>
<p class=""> </p>
<p class="sqsrte-large">DIVISION move 2: <strong>Subcontractor</strong></p>
<p class="sqsrte-large">Anyone who read my guide to building Batman in <em>Apocalypse Keys</em> might remember this move, which lets you call in an ally. The move normally represents a DIVISION subcontractor, but we’ll be reflavoring this one to <strong>Friend of the Family</strong>, representing the often colorful cast of characters that Anya and her family turn to in their times of need.</p>
<p class=""> </p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">When looking for moves from other playbooks, it can be helpful to prioritize playbooks with complementary themes. Other times, a seemingly unrelated playbook can have just the right move. In Anya’s case, there’s one of each.</p>
<p class="sqsrte-large">The Summoned deals heavily in themes of relationships and togetherness, and has the excellent move <strong>We’re Family Now</strong>. Meanwhile, The Fallen, a playbook that revolves around gaining worshipers and becoming a god, has the nevertheless fitting move <strong>Honeyed Tongue and Clouded Minds</strong>.</p>
<p class=""> </p>
<p class="sqsrte-large">From The Summoned: <strong>We’re Family Now</strong></p>
<p class="sqsrte-large">This move rewards relationships with Anya. Bonds are a resource that represent relationships between people and can be used to manipulate probability to increase success (among other uses). Players who spend Bonds with Anya can choose between getting an increased bonus or granting Anya an additional Bond with them.</p>
<p class=""> </p>
<p class="sqsrte-large">From The Fallen: <strong>Honeyed Tongue and Clouded Minds</strong></p>
<p class="sqsrte-large">To keep her secrets and those of her family, Anya often has to lie. This move provides benefits for such deceptions even when they would normally result in failure. There’s only one alteration necessary for this move: replace the option “They are tempted to worship me” with “They overestimate me in some way.”</p>
<p class=""> </p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">This Advance lets players create a new trigger for gaining Darkness Tokens. Keep in mind that while Darkness Tokens are a valuable resource, they typically tie back to What the Darkness Demands of You and often represent the character’s worst impulses. Since this is Anya Forger we’re talking about, I recommend gaining Darkness token “when I prioritize my personal amusement over my responsibilities.”</p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">Anya already has the powers “Telepathy and Mind Blasts” and “Creature Affinity.” Of the remaining Powers of Darkness, the one most thematically consistent with her psychic powers is “Telekinesis.” Alternately, “Ancient Weapons of Magic” could be reflavored to reflect weapons Anya has borrowed or stolen from her mother, Yor Forger.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">This Advance is not one to be taken lightly, because changing your playbook fundamentally changes how your character operates. Each playbook has its own starting move, and switching playbooks means losing access to your current starting move—in this case, The Found’s <strong>You Can’t Hide Your Heart from Me</strong>. In addition, any powers or moves no longer make sense for the character vanish (with the exception of Ruin Advances, which are switched out for other powers since the Ruin track can never reset).</p>
<p class="sqsrte-large">I’ll be blunt: the canonical Anya Forger doesn’t fit the other playbooks particularly well. Exacerbating the issue, The Found is the only playbook that includes telepathy as a Power of Darkness. Therefore, any attempt to switch playbooks must include divergences from the Anya Forger portrayed in the anime. If you want to stick to the canonical version of Anya, it might be worth retiring the character before taking the final Advance.</p>
<p class="sqsrte-large">That said, the easiest playbook to switch to would be The Last. This playbook represents being the last of one’s kind, with themes of surviving tragedy and forming connections with new people who are different from you. The switch could be justified by the discovery that there used to be other psychics like Anya, but for whatever reason, she’s the last surviving psychic. This could allow her to keep the psychic powers integral to her character while exploring new moves and powers reflective of such a legacy.</p>
<h4>Sequence of XP Advances</h4>
<p class="sqsrte-large">As you gain XP, I recommend taking Advances in the following order:</p>
<ol>
<li class="sqsrte-large">Move from The Summoned: <strong>We’re Family Now</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>The Truth Above All Else</strong>
</li>
<li class="sqsrte-large">New Way to Get Darkness Tokens: Prioritize Personal Amusement</li>
<li class="sqsrte-large">DIVISION Move: <strong>Psychic Invokers</strong>
</li>
<li class="sqsrte-large">Playbook move: <strong>It Was Just Me for a Long Time</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>Subcontractor</strong>
</li>
<li class="sqsrte-large">Move from the Summoned: <strong>Honeyed Tongue and Clouded Minds</strong>
</li>
<li class="sqsrte-large">New Power of Darkness: Telekinesis</li>
<li class="sqsrte-large">Change Your Playbook: The Last</li>
</ol>
<p class="sqsrte-large">In <em>Spy X Family</em>, Anya immediately bonds with her father Loid and quickly warms up to her mother Yor, both of whom reciprocate in their own ways as they form a not-so-fake family. Therefore, it’s a high priority to grab <strong>We’re Family Now</strong> from The Summoned playbook. Next up is Anya’s tendency to run into danger to help her family in the form of the move <strong>The Truth Above All Else</strong>. However, her drive begins to conflict with her desire to be entertained, unlocking a new way for her to get Darkness Tokens.</p>
<p class="sqsrte-large">The move <strong>Psychic Invokers</strong> represents Anya meeting and adopting her psychic dog Bond (not to be confused with Bonds, a resource representing relationships in <em>Apocalypse Keys</em>). After his adoption, Anya begins to be slightly less insecure about her position in the family, and her increasing comfort with time alone is reflected in the move <strong>It Was Just Me for a Long Time</strong>. At the same time, the events leading to his adoption made Anya realize she needs to learn more and improve her skills if she wants to continue helping her parents. This paves the way for <strong>Subcontractor</strong> and <strong>Honeyed Tongue and Clouded Minds</strong>, two moves that reflect Anya’s increasing capacity to navigate and manipulate the factions her family is entangled with.</p>
<p class="sqsrte-large">From here we begin to diverge from canon as Anya acquires telekinesis to supplement her telepathy. This leads to the eventual reveal that Anya is The Last of a group of psychics as she switches to a different playbook. Alternately, her character can be retired before the playbook switch.</p>
<h2>Congratulations, You've Built Anya Forger!</h2>
<p class="sqsrte-large">Thanks for reading to the end of this guide on how to create Anya Forger in <em>Apocalypse Keys</em>. Let me know if you agree with her potential character arcs, as well as how it goes if you get a chance to play her in a game.</p>
<p class="sqsrte-large">While you wait for the next blog in the series, feel free to check out the previous entry, in which I describe how to build <a href="https://calenmirsrpgs.com/supporters/posts/258196" data-turbo="false">Batman</a> using the playbook The Shade.</p>
<p class=""><em>Jump to the </em><em>Table of Contents</em></p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> a new ability unlocked by accumulating 8 XP via gameplay and roleplaying. Playbooks include a total of 9 non-repeatable Advances.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Bonds:</strong> A resource in <em>Apocalypse Keys</em> that represents relationships among characters, including platonic, familial, and romantic connections. They can be spent to manipulate the outcome of rolls, among other uses.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> When a character has all their Conditions marked, representing their inability to handle the stress they are under, they hit their Breaking Point. The Breaking Point consists primarily of narrative consequences specific to each Playbook, and may result in bad outcomes for the character, their allies, or anyone present in the scene.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> a Condition represents an emotional state a character enters due to stress or danger. Players can get Darkness Tokens by roleplaying marked Conditions.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> an in-game resource that players can spend to increase the total of their dice before they roll. Though this increases the odds of success, this also increases the odds of a disastrous success. In addition, having too many Darkness Tokens can trigger the move <strong>Torn Between</strong>, which typically requires either expending resources or gaining Ruin to resolve.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> a shadowy organization with vast resources for which the player characters work.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> a powerful entity that seeks to destroy, overwrite, or otherwise end the world as we know it, usually for their own benefit.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>the Keeper of the Doors is a gamemaster who facilitates gameplay for <em>Apocalypse Keys</em>. Their responsibilities include implementing safety tools, narrating the Mystery, and moderating the emergent narrative created by the players.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Move: </strong>an ability that, when triggered or activated, provides mechanical and narrative structure to gameplay in ways that potentially benefit the player. There are three types of moves: playbook moves, DIVISION moves, and Ruin moves. Playbook moves reflect the core themes of the playbook in question; DIVISION moves represent calling on the organization’s resources, and Ruin moves allow characters to embrace darkness to gain power.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Mystery:</strong> a investigation-based story arc within <em>Apocalypse Keys</em>, which may be completed over multiple sessions.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> the term for player characters, who are powerful entities that struggle to balance their worst impulses against their desire for connection and their efforts to save the world.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> a thematically consistent set of prompts and abilities used to represent a character.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>an ability that Omens always have access to and can also use in conjunction with playbook moves.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> an in-game resource that represents characters giving in to their inner darkness and coming closer to becoming a Harbinger. Gaining 5 Ruin unlocks a Ruin Advance. There are ways to erase Ruin, but Ruin Advances are irreversible.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> a new ability, trait, or development unlocked by accumulating 5 Ruin via gameplay and roleplaying that represent the character slowly becoming a Harbinger. Playbooks include a total of 9 non-repeatable and irreversible Ruin Advances. When a Ruin Advance is taken, players narrate a glimpse of their character as a future Harbinger. Gaining 5 Ruin unlocks a Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>XP: </strong>Abbreviation of experience points. Players can unlock experience points through certain in-game actions and by answering end-of-session questions. Gaining 8 XP unlocks an Advance.</p>
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          Aug 12, 2026
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            How to Build Batman in Apocalypse Keys [Repost]
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<p><strong>Note: </strong>This article was originally posted on the Calenmir's RPGs blog on December 24, 2025. That version included in-post navigation and links to the other articles; restoring that functionality on the new site is a work in progress. Thank you for your patience.</p>
<p><span><img alt="How to Build Batman in Apocalypse Keys. Part 1 of a blog series from Calenmir's RPGs. The picture features a silhouette of a bat." height="1545" src="https://imgproxy.fourthwall.dev/orMHSG1PXLbLjZ-xFLCSWphIWkRXG4EgtzKO6M8j6lY/w:890/el:0/q:90/sm:1/enc/YTdiOWQ4YzliZGQ3/MDIxY3AZFBTjzciQ/qxgTN70lBd1P4xBz/CGPI3ccm-v1vzssy/Vb8XU3bZZVZJ1SBV/XCgirCLmdBDbhkQW/t7CZgTJLVORLCmzT/F5knFcWEw3JEXizz/P5upYpIa8V6CxYV8/fD4gxJb4G_Zc9Y7B/B4Pf-C88QbM.webp" width="3227" onerror="this.style.display='none'"></span></p>
<p class="sqsrte-large"><span>The image </span><em>Lasiurus cinereus</em><span> by Andy Wilson, which was integrated into this graphic, was distributed under a CC0 1.0 Universal Public Domain Dedication.</span></p>
<p class="sqsrte-large"><span></span><br></p>
<p class="sqsrte-large">This is the first entry in a seven-part series which demonstrates custom character creation in <a href="https://evilhat.com/product/apocalypse-keys/" rel="noopener" target="_blank"><em>Apocalypse Keys</em></a>, an Evil Hat horror-superhero game by Rae Nedjadi where you play as superpowered monsters fighting to stop the apocalypse. However, you’re also an Omen-class monster, which means that if you give your darker impulses free rein, you could become one of the very Harbingers of the Apocalypse that you oppose. Therefore, Omens must walk a fine line between unleashing their monstrous natures and clinging to their humanity with the help of their fellow Omens.</p>
<p class="sqsrte-large">One of the game’s biggest strengths is freedom: Omens have the power to reshape the world, with potentially cataclysmic consequences. One way this is expressed mechanically is via <em>Apocalypse Key’s</em> flexible character creation system. The downside of this system is that new players can easily get overwhelmed by all the options they’re presented with. Therefore, many of them decide to play as one of the four premade Omens rather than to come up with their own.</p>
<p class="sqsrte-large">This series is intended to demystify the process of original character creation in <em>Apocalypse Keys</em>. Each entry will focus on a different figure from pop culture to illustrate the step-by-step process for transforming a concept into a fleshed-out Omen.</p>
<p class="sqsrte-large">We’ll begin with Batman.</p>
<p class="">Part 2: <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">Anya Forger</a> | Part 3: <a href="https://calenmirsrpgs.com/supporters/posts/258208" data-turbo="false">Avatar Aang</a> | Part 4: <a href="https://calenmirsrpgs.com/supporters/posts/258209" data-turbo="false">The Doctor</a> | Part 5: <a href="https://calenmirsrpgs.com/supporters/posts/258214" data-turbo="false">Kirby</a> | Part 6: <a href="https://calenmirsrpgs.com/supporters/posts/258219" data-turbo="false">Optimus Prime</a> | Part 7: <a href="https://calenmirsrpgs.com/supporters/posts/258279" data-turbo="false">All Might</a></p>
<p class=""><em>Want to try Apocalypse Keys yourself? My one-shot module “Sweet Dreams” is now available on </em><a href="https://calenmirs-rpgs.itch.io/sweet-dreams" rel="noopener" target="_blank"><em>Itch</em></a><em>, </em><a href="https://www.drivethrurpg.com/en/product/515273/sweet-dreams?affiliate_id=4044496" rel="noopener" target="_blank"><em>DriveThruRPG</em></a><em>, and in <a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false">the </a></em><a href="https://calenmirsrpgs.com/products/sweet-dreams-an-apocalypse-keys-mystery" data-turbo="false"><em>site shop</em></a><em>!</em></p>
<h2>Table of Contents</h2>
<ul>
<li>
<p class="sqsrte-large">How to Build Batman in Apocalypse Keys</p>
</li>
<li>
<p class="sqsrte-large">Table of Contents</p>
</li>
<li>
<p class="sqsrte-large">Why Batman Qualifies As an Omen-Class Monster</p>
<ul>
<li>
<p class="sqsrte-large">1) Apocalypse Keys Explicitly Allows Gameplay Elements to be Reflavored</p>
</li>
<li>
<p class="sqsrte-large">2) Batman Is an Omen-Class Human</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">How to Build Batman</p>
<ul>
<li>
<p class="sqsrte-large">Playbook: The Shade</p>
</li>
<li>
<p class="sqsrte-large">Character Prompts</p>
</li>
<li>
<p class="sqsrte-large">Selecting Moves</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">Advances</p>
<ul>
<li>
<p class="sqsrte-large">Ruin Advances</p>
</li>
<li>
<p class="sqsrte-large">Playbook Advances</p>
</li>
</ul>
</li>
<li>
<p class="sqsrte-large">Congratulations, You’ve Built Batman!</p>
</li>
<li>
<p class="sqsrte-large">Glossary</p>
</li>
</ul>
<h2>Why Batman Qualifies As an Omen-Class Monster</h2>
<p class="sqsrte-large">Many people would object that Batman can’t possibly be an Omen-class monster since he’s a human with no superpowers. This is a very good point, and I fully respect any Keeper who vetoes Batman. I, however, am not using Batman as an example solely due to the hallowed RPG tradition of using him to demonstrate character creation. I truly believe Batman qualifies as Omen-class for two reasons:</p>
<ol>
<li class="sqsrte-large">Apocalypse Keys explicitly allows gameplay elements to be reflavored</li>
<li class="sqsrte-large">Batman is an Omen-class human</li>
</ol>
<p class="sqsrte-large">If that’s enough to satisfy you, feel free to skip ahead to <a href="https://blog/how-to-build-batman-in-apocalypse-keys/#How-to-Build" data-turbo="false">How to Build Batman</a>. If not, I’ll explain my rationale below.</p>
<h3>1) Apocalypse Keys Explicitly Allows Gameplay Elements to Be Reflavored</h3>
<p class="sqsrte-large">Recontextualizing the flavor moves and powers is explicitly allowed by the rules of <em>Apocalypse Keys</em>. In other words, while adhering to the spirit of the game is important, players are allowed and even encouraged to reshape narrative-level elements to better fit their character concepts. For example, in the section on the seven playbooks you can choose from, the rules say:</p>
<blockquote>
<p class="sqsrte-large"><em>Playbooks focus on specific monstrous themes and unique emotional arcs rather than specific archetypes. You are encouraged to interpret your powers and origin, while exploring the themes of the playbook.</em></p>
</blockquote>
<p class="sqsrte-large">Meanwhile, the chapter on character creation notes that players “…can tweak the prompts as you like—each prompt is a starting point.” And the Powers of Darkness – defining abilities that Omens can use at-will and combine with their moves – are addressed within the prompt section.</p>
<blockquote>
<p class="sqsrte-large"><em>Your Powers of Darkness: How you manifest your will, confront the apocalypse, and fight back the Harbingers. How you choose to interpret your supernatural powers, and their possible limitations, is completely up to you. The Shade’s machines powered by soul magic may be automatons or small steampunk inspired devices. The Last’s time distortion may be used in a purely defensive fashion or may be in the form of a mysterious voice from the future.</em></p>
</blockquote>
<p class="sqsrte-large">Finally, the section explaining character Advancement options such as “Take a New Playbook Move” and “Take a Move from Another Playbook” confirm that players can change moves they take to conform with their characters’ background, themes, motivations, and chosen powers. For example, if a non-psychic character takes a move that would normally involve visions of the future, the knowledge and accompanying mechanical benefits could just as easily be attributed to time travel, to a supercomputer, or to an extensive information network.</p>
<blockquote>
<p class="sqsrte-large"><em>Take a Move from Another Playbook</em></p>
<p class="sqsrte-large"><em>You can choose most moves from another playbook, except for each playbook’s starting move. For example, no one else can be as telepathic as the Found, and only the Fallen can so easily create new worshippers.</em></p>
<p class="sqsrte-large"><em>If a move from another playbook sounds like fun but relates to the central themes of that playbook, you may rewrite the premise or reword triggers to better suit your own character.</em></p>
<p class="sqsrte-large"><em>If your character does not communicate telepathically, you may take the Found’s </em><strong><em>You Are Not Alone</em></strong><em> and change it to only work if you can speak out loud to the character you are helping. Or you may connect to a power of darkness you have instead of telepathy, such as the dimensional phasing of the Last or the cosmic energy of the Surge.</em></p>
</blockquote>
<p class="sqsrte-large">Therefore, while it might be an edge case, the rules do provide enough leeway to build an Omen-class <em>human</em> if both the player and the Keeper are in agreement.</p>
<h3>Batman Is an Omen-Class Human</h3>
<p class="sqsrte-large">While Batman might not have superpowers, he does have:</p>
<ul>
<li class="sqsrte-large">A near-infinite supply of wealth</li>
<li class="sqsrte-large">An iron will</li>
<li class="sqsrte-large">Years of education and physical training</li>
<li class="sqsrte-large">Extensive contingency plans</li>
<li class="sqsrte-large">The ability to analyze and predict the moves of key people and factions</li>
</ul>
<p class="sqsrte-large">These strengths allowed him to build up his reputation in Gotham, forge an interconnected network of informants and allies, and join ranks with powerhouses such as Superman and Wonder Woman. Furthermore, he frequently saves his city, the country, or even the world. Given these achievements, it’s no wonder The Bat is so often rumored to be a literal monster. Someone with his capabilities would fit right in among a team of Omens.</p>
<p class="sqsrte-large">It’s also necessary to consider the dark side of being Omen-class: the potential of becoming a Harbinger who strives to unleash an apocalypse, either deliberately or incidentally. The resulting struggle against inner darkness is a core theme of <em>Apocalypse Keys</em>, and it’s also one that frequently gets explored with Batman. For example, his inflexible no-killing rule often stems from Bruce’s fear that if he starts down that path, he won’t be able to stop himself.</p>
<p class="sqsrte-large">Moreover, there are plenty of alternate timelines, what-ifs, and even occasional canon events where Batman transforms into a full-fledged supervillain. Sometimes he’s transformed into a vampire and wreaks havoc on the city he once swore to protect; other times, he abandons his morals, eliminates any heroes who try to stop them, and proceeds to enforce his will on Gotham and beyond. Such scenarios provide useful templates for how Batman could become a devastating Harbinger, with or without superpowers.</p>
<h2>How to Build Batman</h2>
<p class="sqsrte-large">Building any character in <em>Apocalypse Keys</em> follows a five-step sequence:</p>
<ol>
<li class="sqsrte-large">Choose a playbook</li>
<li class="sqsrte-large">Fill out character prompts</li>
<li class="sqsrte-large">Choose additional playbook moves</li>
<li class="sqsrte-large">Introduce your character</li>
<li class="sqsrte-large">Create starting Bonds</li>
</ol>
<p class="sqsrte-large">Because steps 4 and 5 require cooperating with fellow players, this guide will only cover playbooks, prompts, and playbook moves. After that will be an optional section covering Advances, which are additional character abilities unlocked through gameplay.</p>
<p class="sqsrte-large"><em>Note: the full text of playbook, Ruin, and DIVISION moves will not be included due to space constraints.</em></p>
<h3>Playbook: The Shade</h3>
<p class="sqsrte-large">This playbook focuses on themes of death and grief from the perspective of a character who somehow survived their own death. Note that while this playbook and its moves frequently allude to Death, the rulebook states that players are free to characterize Death as “a natural force beyond human comprehension, that can still express something akin to desire[.]” This interpretation neatly aligns with versions of Batman who outlived Bruce Wayne, and who is haunted equally by the loss of his parents and the fear of losing anyone who gets too close to him.</p>
<p class="sqsrte-large">All playbooks offer the ability to gain Darkness Tokens – a resource that lets you manipulate dice probability – based on characters’ actions. The Shade’s unique triggers for gaining Darkness Tokens are:</p>
<ul>
<li class="sqsrte-large">Feeling ignored or unimportant</li>
<li class="sqsrte-large">Reacting with cold reason and logic</li>
<li class="sqsrte-large">Asking someone to follow your instructions</li>
<li class="sqsrte-large">Asking someone to ignore their heart</li>
</ul>
<p class="sqsrte-large">These mesh well with Batman’s emotional repression and need for control. These habits might benefit him in the short term, but in the long run, they tend to bring out his inner darkness.</p>
<h3>Character Prompts</h3>
<p class="sqsrte-large">As an established character, Batman already has a name, look, and origin, so we don’t need to worry about these. For “What Form Does Death Take to Speak to You?”, since this version of Death is an abstract natural force, “they wear the faces of those I failed to protect” is a good option for representing Batman’s trauma-fueled survivor’s guilt.</p>
<p class="sqsrte-large">For “Your Powers of Darkness”, amend “Let the Dead Speak” to “Let the Dead Presidents Speak” to represent the bottomless Wayne fortune, and “Shadow Magic” to “Stealth” to cover Batman’s nigh-supernatural ability to appear, disappear, and infiltrate at will.</p>
<p class="sqsrte-large">Finally, for “What Does the Darkness Demand of You?”, choose “to destroy anything resembling friendship” and “to prioritize vengeance above all else,” via “something else that would make me give up on my soul.”</p>
<h3>Selecting Moves</h3>
<p class="sqsrte-large">The Shade comes with the starting move <strong>Death Walked Here</strong>. This move is used for investigation, allowing the World’s Greatest Detective to reconstruct events and divulge important information.</p>
<p class="sqsrte-large">In addition to the starting move, you can choose one playbook move and either one DIVISION move or one Ruin move from The Shade’s playbook. Note that DIVISION is the shadowy organization Omens work for, and DIVISION moves typically represent tapping into their resources. Meanwhile, Ruin moves provide Omens with power at the cost of bringing them closer to becoming a Harbinger.</p>
<p class="sqsrte-large">I recommend choosing <strong>Soul Like a Steel Trap</strong> as the playbook move and <strong>Monster Celebrity</strong> as the DIVISION move.</p>
<h4>Playbook Move: <strong>Soul Like a Steel Trap</strong>
</h4>
<p class="sqsrte-large"><strong>Soul Like a Steel Trap</strong> provides additional bonuses for analyzing situations and planning ahead, which are Batman’s forte. However, on a failure, Batman has been outmaneuvered and is caught in a trap laid by his opponent— at least for now.</p>
<h4>DIVISION Move: <strong>Monster Celebrity</strong>
</h4>
<p class="sqsrte-large"><strong>Monster Celebrity</strong> normally represents acting as a liaison of sorts between DIVISION and human society. However, we’ll be renaming it to <strong>Rich Playboy with No Day Job</strong> to encapsulate the tension between the identities of Batman and Bruce Wayne. Whenever Batmans hides his true nature to present himself as the carefree Bruce Wayne, there are mechanical benefits – but it also opens him up to scandals and public backlash.</p>
<h2>Advances</h2>
<p class="sqsrte-large">Congratulations! You now have everything you need to introduce your character and begin establishing shared backstories. But in <em>Apocalypse Keys</em>, that’s only the beginning.</p>
<p class="sqsrte-large">As you play Apocalypse Keys, you’ll accumulate Ruin (which brings you closer to becoming a world-ending Harbinger) and XP (which lets you grow as an Omen-class monster). When you get enough of either, you unlock an Advance. The following sections what these Advances are and which options are best suited for Batman.</p>
<h3>Ruin Advances</h3>
<p class="sqsrte-large">Ruin Advances represent an irrevocable step closer to becoming a Harbinger of the Apocalypse. When you gain one, you also narrate a glimpse of your character as a Harbinger. The available Advances include:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new Ruin move (2X):</strong> Take a Ruin move from your playbook, expanding your options at the cost of accruing Ruin</li>
<li class="sqsrte-large">
<strong>Take a Ruin move from another playbook (2X):</strong> Take a Ruin move from a different playbook, expanding your options at the cost of accruing Ruin</li>
<li class="sqsrte-large">
<strong>Permanently mark a Condition (2X):</strong> Become more prone to hitting your Breaking Point and gain Darkness Tokens more easily</li>
<li class="sqsrte-large">
<strong>Gain a new Ruin Condition (2X):</strong> Become more emotionally volatile and gain Darkness Tokens more easily</li>
<li class="sqsrte-large">
<strong>Retire Your Character and Become a Harbinger of the Apocalypse:</strong> Self-explanatory.</li>
</ul>
<p class="sqsrte-large">I’ll go over each of these categories, including the options I recommend for Batman and the order to take them in.</p>
<h4>Take a New Ruin Move</h4>
<p class="sqsrte-large">There are two checkboxes for the option to take a new Ruin move from the Shade playbook, meaning you can only take two total. Therefore, I’ve selected the two that fit Batman the best: <strong>You Can’t Escape the Truth</strong> and <strong>Death Broke Me First</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">Ruin Move 1: <strong>You Can’t Escape the Truth</strong></p>
<p class="sqsrte-large">This move lets you reveal a dark secret to gain the upper hand in a situation. Whether you do so softly or cruelly determines how much Ruin you gain.</p>
<p class=""> </p>
<p class="sqsrte-large">Ruin Move 2: <strong>Death Broke Me First</strong></p>
<p class="sqsrte-large">Regardless of whether you’re present in a scene, you can prevent an ally from hitting their Breaking Point, preventing immediate tragedy at the cost of accumulating Ruin.</p>
<p class=""> </p>
<h4>Ruin Moves from Other Playbooks</h4>
<p class="sqsrte-large">There are a lot more options when choosing from six playbooks rather than one; however, even with the freedom to recontextualize moves, not all of them make sense for Batman. The two best moves come from playbooks which delve into emotionally resonant themes: The Last, which is characterized by trauma and loss, and The Summoned, which balances violence against a yearning to belong.</p>
<p class="sqsrte-large">The two moves in question are <strong>Tragedy Will Not Claim Another</strong> (The Last) and <strong>Humanity Was a Dream</strong> (The Summoned).</p>
<p class=""> </p>
<p class="sqsrte-large">Ruin Move from The Last: <strong>Tragedy Will Not Claim Another</strong></p>
<p class="sqsrte-large">This move allows Batman to ignore limits of time, distance, and plausibility to come to the aid of someone in distress. Marking additional Ruin makes it easier for Batman pull off cinematic rescues of the people he’s let himself grow attached to.</p>
<p class=""> </p>
<p class="sqsrte-large">Ruin Move from The Summoned: <strong>Humanity Was a Dream</strong></p>
<p class="sqsrte-large">At its core, this move is about bonding over the fear of becoming a Harbinger. In addition to the mechanical benefits and tradeoffs, it can facilitate interesting roleplay moments where characters can explore anxieties, shared pasts, and hopes for the future. That said, since Batman is human, I recommend renaming it to <strong>If I Go Rogue</strong>, shifting the focus to a discussion of contingency plans.</p>
<p class=""> </p>
<h4>Mark Permanent Conditions</h4>
<p class="sqsrte-large">Because <em>Apocalypse Keys</em> is a Powered by the Apocalypse system, instead of an HP system combat-focused games like D&amp;D use, players have a list of Conditions. These Conditions are emotional states representing character’s reactions to stressful, dangerous circumstances. When all Conditions are marked, characters hit their Breaking Point, resulting in immediate negative consequences for the character and the people around them.</p>
<p class="sqsrte-large">Taking this Ruin Advance lets players choose a Condition to permanently mark, meaning it can’t be cleared by normal means. Since players get Darkness Tokens by roleplaying marked Conditions, the benefit of a permanently marked Condition is additional resources for dice manipulation.</p>
<p class="sqsrte-large">The Shade playbook comes with the Conditions Lonely, Distracted, Vicious, and Obsessed. For Batman, the most fitting choices are Lonely and Obsessed, though Vicious is also worth considering.</p>
<p class=""> </p>
<h4>Gain Ruin Conditions</h4>
<p class="sqsrte-large">Aside from not affecting characters hitting their Breaking Point, Ruin Conditions function identically to permanent Conditions: they can’t be cleared, and players can get Darkness Tokens for embodying them in roleplay. The Ruin Conditions players can gain are:</p>
<ul>
<li class="sqsrte-large">Cruel</li>
<li class="sqsrte-large">Fragile</li>
<li class="sqsrte-large">Guilty</li>
<li class="sqsrte-large">Haunted</li>
<li class="sqsrte-large">Paranoid</li>
<li class="sqsrte-large">Possessive</li>
<li class="sqsrte-large">Ruthless</li>
<li class="sqsrte-large">Reckless</li>
</ul>
<p class="sqsrte-large">Paranoid is an obvious frontrunner for Batman, though Haunted, Guilty, and Ruthless are also good options.</p>
<h4>Becoming a Harbinger</h4>
<p class="sqsrte-large">Leave this one for last – you lose control of Batman once he becomes a Harbinger, and you really don’t want to fight against Batman. To avoid this outcome, work with your Keeper to retire your character <em>before</em> Batman accrues enough Ruin Advances to turn Harbinger – otherwise, he might cross the point of no return at the worst possible moment.</p>
<h4>Sequence of Ruin Advances</h4>
<p class="sqsrte-large">For Batman, I recommend the following Ruin progression:</p>
<ol>
<li class="sqsrte-large">Ruin Move: <strong>You Can’t Escape the Truth</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Last: <strong>Tragedy Will Not Claim Another</strong>
</li>
<li class="sqsrte-large">Ruin Move: <strong>Death Broke Me First</strong>
</li>
<li class="sqsrte-large">Ruin Move from The Summoned: <strong>Humanity Was a Dream</strong>
</li>
<li class="sqsrte-large">Ruin Condition: Paranoid</li>
<li class="sqsrte-large">Ruin Condition: Haunted, Guilty, or Ruthless</li>
<li class="sqsrte-large">Permanently Mark a Condition: Lonely, Obsessed, or Vicious</li>
<li class="sqsrte-large">Permanently Mark a Condition: Lonely, Obsessed or Vicious</li>
<li class="sqsrte-large">Retire Your Character and Become a Harbinger of the Apocalypse*</li>
</ol>
<p class="sqsrte-large">This progression begins with Batman wielding the truth as a weapon, while the next three moves represent him taking increasing risks for the sake of his allies. However, as his emotional state deteriorates, he pushes those allies away until he succumbs to his worst fears, becoming a Harbinger*.</p>
<p class="sqsrte-large"><em>*Unless you retire the character before taking the final Ruin Advance, which is an option!</em></p>
<h3>Playbook Advances</h3>
<p class="sqsrte-large">As you play <em>Apocalypse Keys</em>, players earn experience points (XP) via certain moves and by answering end-of-session questions about their characters’ actions and emotions; in other words, by roleplaying. Once players get enough XP, they unlock additional abilities, or Advances. The available Advances include:</p>
<ul>
<li class="sqsrte-large">
<strong>Take a new move from your playbook (2X):</strong> gain an additional playbook move, expanding your options for solving problems.</li>
<li class="sqsrte-large">
<strong>Take a new DIVISION move (2X):</strong> gain an additional DIVISION move, increasing the resources you can call on.</li>
<li class="sqsrte-large">
<strong>Take a move from another playbook (2X):</strong> gain a playbook move from a different playbook, expanding your options for solving problems.</li>
<li class="sqsrte-large">
<strong>Describe a new way to gain Darkness Tokens:</strong> acquire a new way to gain Darkness Tokens, letting you more easily succeed on rolls.</li>
<li class="sqsrte-large">
<strong>Take a new power of darkness from your playbook:</strong> Get a new power of darkness, expanding your abilities and options.</li>
<li class="sqsrte-large">
<strong>Change your playbook:</strong> Switch to a different playbook.</li>
</ul>
<h4>Take a New Move from Your Playbook</h4>
<p class="sqsrte-large">The Shade has plenty of options that align with Batman’s personality and tactics; aside from <strong>Soul Like a Steel Trap</strong>, the ones I think fit him best are <strong>Your Reputation Precedes You</strong> and <strong>Allow Me to Offer a Theory</strong>.</p>
<p class=""> </p>
<p class="sqsrte-large">Playbook move 1: <strong>Your Reputation Precedes You</strong></p>
<p class="sqsrte-large">This move lets characters retroactively have knowledge of newly introduced characters and factions, often to their benefit. However, on a failure, they’re the ones who have prior knowledge of Batman, setting the stage for a battle of wits.</p>
<p class=""> </p>
<p class="sqsrte-large">Playbook move 2: <strong>Allow Me to Offer a Theory</strong></p>
<p class="sqsrte-large">As Batman warms up to his teammates, he can provide mechanical benefits to them by offering insight into their shared investigation. On a failure, Batman takes the consequences in place of his allies.</p>
<p class=""> </p>
<h4>Take a new DIVISION move</h4>
<p class="sqsrte-large">In Apocalypse Keys, all Omens work for DIVISION. Therefore, DIVISION moves are intended to flesh out the structure and resources of this shadowy organization. That said, Batman has plenty of resources and connections of his own that align well with the moves <strong>Orphanage Visit</strong> and <strong>Subcontractor</strong>.</p>
<p class=""><br></p>
<p class="sqsrte-large">DIVISION move 1: <strong>Orphanage Visit</strong></p>
<p class="sqsrte-large">From a narrative standpoint, Bruce Wayne often supports orphanages. From a mechanical standpoint, <strong>Orphanage Visit</strong> is one of the few ways to erase Ruin. Taken together, visiting orphanages is a way for Batman to both help the community through nonviolent means and to remind himself of what he’s fighting for.</p>
<p class=""> </p>
<p class="sqsrte-large">DIVISION move 2: <strong>Subcontractor</strong></p>
<p class="sqsrte-large">This move ordinarily involves calling in one of DIVISION’s subcontractors to help with the crisis. I recommend renaming it to <strong>The Brave and the Bold</strong> to invoke short-term team-ups with superheroes, supervillains, or other potential allies within Batman’s vast network.</p>
<p class=""> </p>
<h4>Take a Move from Another Playbook</h4>
<p class="sqsrte-large">When looking for moves from other playbooks, it can be helpful to prioritize playbooks with complementary themes. For example, The Last deals heavily with themes of trauma, loss, and grief, and its move <strong>Tragedy’s Long Shadow</strong> requires minimal reflavoring to fit Batman’s backstory. On the other hand, The Found has considerably less themes in common with The Shade, but the move <strong>The Truth Above All Else</strong> reads as if it were written for Batman.</p>
<p class=""> </p>
<p class="sqsrte-large">From The Found: <strong>The Truth Above All Else</strong></p>
<p class="sqsrte-large">When Batman investigates by himself, while inviting danger, players gain Darkness Tokens before rolling. This move perfectly encapsulates Batman’s stubborn insistence that he works alone.</p>
<p class=""> </p>
<p class="sqsrte-large">From The Last: <strong>Tragedy’s Long Shadow</strong></p>
<p class="sqsrte-large">To make this move apply to Batman, all that’s necessary is a single alteration to the first sentence: change “your people” to “your family.” The move then becomes Batman harnessing his hypervigilance to prevent what happened to his parents from happening to anyone else – but on a failure, he might not be able to prevent history from repeating itself.</p>
<p class="sqsrte-large"> </p>
<h4>Describe a New Way to Get Darkness Tokens</h4>
<p class="sqsrte-large">This Advance lets players create a new trigger for gaining Darkness Tokens. Keep in mind that while Darkness Tokens are a valuable resource, they’re typically gained by emotions or actions that tie back to What the Darkness Demands of You; for Batman, this includes pushing away his loved ones, believing he alone knows the best course of action, and pursuing his goals to the point of self-destruction. Therefore, I recommend gaining Darkness Tokens whenever Batman pursues an agenda behind his fellow Omens’ backs.</p>
<p class=""> </p>
<h4>Take a New Power of Darkness</h4>
<p class="sqsrte-large">After eliminating the Powers of Darkness we already chose, the options available to The Shade are Necromancy, Machines Powered by Soul Magic, and Supernatural Strength and Speed. I recommend reflavoring “Machines Powered by Soul Magic” to “Machines Powered by Capitalism” to reflect Batman’s nearly infinite supply of gadgets.</p>
<p class="sqsrte-large">It’s also possible to take “Supernatural Strength and Speed,” renaming it to “Upgraded Suit” to reflect a technological origin for such powers.</p>
<h4>Change Your Playbook</h4>
<p class="sqsrte-large">Changing your playbook changes how your character functions. First of all, each playbook has its own starting move, and switching playbooks means losing your current starting move (i.e. The Shade’s <strong>Death Walked Here</strong>) in favor of the new playbook’s move. In addition, if any powers or moves no longer make sense for the character, they vanish – <em>unless</em> they’re a Ruin Advance. The Ruin track can never be reset, so if a power or move was a Ruin Advance, they’re instead switched out for a different option.</p>
<p class="sqsrte-large">There aren’t many playbooks compatible with a Batman who has no powers, so players who want to stick to that version of Batman should put this Advance off as long as possible. To instead explore one of the many versions of Batman as a vampire, The Hungry is the best option.</p>
<h4>Sequence of XP Advances</h4>
<p class="sqsrte-large">As you gain XP, I recommend taking Advances in the following order:</p>
<ol>
<li class="sqsrte-large">New Power of Darkness: Machines Powered by Capitalism</li>
<li class="sqsrte-large">DIVISION Move: <strong>Orphanage Visit</strong>
</li>
<li class="sqsrte-large">Move from The Last: <strong>Tragedy’s Long Shadow</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>Your Reputation Precedes You</strong>
</li>
<li class="sqsrte-large">Playbook Move: <strong>Allow Me to Offer a Theory</strong>
</li>
<li class="sqsrte-large">DIVISION Move: <strong>Subcontractor</strong>
</li>
<li class="sqsrte-large">Move from The Found: <strong>The Truth Above All Else</strong>
</li>
<li class="sqsrte-large">Describe a New Way to Get Darkness Tokens: Go Behind Other Omens’ Backs</li>
<li class="sqsrte-large">Change Your Playbook: The Hungry</li>
</ol>
<p class="sqsrte-large">“Machines Powered by Capitalism” is a must to ensure Batman is prepared for just about any situation, as is right and proper. <strong>Orphanage Visit</strong> is the next priority since it meshes so well with Batman’s mythology while also providing a reliable way to stave off Ruin. Similarly, <strong>Tragedy’s Long Shadow</strong> both fits Batman’s narrative and provides flexible mechanical benefits, as do <strong>Your Reputation Precedes You</strong>, <strong>Allow Me to Offer a Theory</strong>, and <strong>Subcontractor</strong> to a lesser extent. Delaying the latter two moves also portray Batman slowly learning to accept help from other people.</p>
<p class="sqsrte-large">After that, Batman starts backsliding into aggressively working alone with <strong>The Truth Above All Else</strong>, with Darkness Tokens incentivizing working behind his teammates’ backs. On a mechanical level, it also makes sense to delay these Advances since their primary benefit is Darkness Tokens, which are fairly easy to acquire through other means.</p>
<p class="sqsrte-large">As mentioned above, to play Batman as Batman, put off changing playbooks for as long as possible; you might even consider retiring your character before taking this Advance. However, if you want to see things through to the end, switching to The Hungry just means you’re in one of the many timelines where Batman ends up as a vampire.</p>
<h2>Congratulations, You've Built Batman!</h2>
<p class="sqsrte-large">Thanks for reading to the end of this guide on how to create Batman in <em>Apocalypse Keys</em>. Stay tuned for future entries in this series, and in the meantime, let me know how it goes if you try playing Batman in <em>Apocalypse Keys</em>.</p>
<p class=""><em>Return to the </em><em>Table of Contents</em><em> or <a href="https://calenmirsrpgs.com/supporters/posts/258206" data-turbo="false">read the second blog</a>, which is about </em><em>Anya Forger</em></p>
<h2>Glossary</h2>
<p class="sqsrte-large"><strong>Advance:</strong> a new ability unlocked by accumulating 8 XP via gameplay and roleplaying. Playbooks include a total of 9 non-repeatable Advances.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Breaking Point:</strong> When a character has all their Conditions marked, representing their inability to handle the stress they are under, they hit their Breaking Point. The Breaking Point consists primarily of narrative consequences specific to each Playbook, and may result in bad outcomes for the character, their allies, or anyone present in the scene.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Condition:</strong> a Condition represents an emotional state a character enters due to stress or danger. Players can get Darkness Tokens by roleplaying marked Conditions.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Darkness Tokens:</strong> an in-game resource that players can spend to increase the total of their dice before they roll. Though this increases the odds of success, this also increases the odds of a disastrous success. In addition, having too many Darkness Tokens can trigger the move Torn Between, which typically requires either expending resources or gaining Ruin to resolve.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>DIVISION:</strong> a shadowy organization with vast resources for which the player characters work</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Harbinger of the Apocalypse:</strong> a powerful entity that seeks to destroy, overwrite, or otherwise end the world as we know it, usually for their own benefit</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Keeper: </strong>the Keeper of the Doors (Keeper for short) is a gamemaster who facilitates gameplay for <em>Apocalypse Keys</em>. Their responsibilities include implementing safety tools, narrating the Mystery, and moderating the emergent narrative created by the players.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Move: </strong>an ability that, when triggered or activated, provides mechanical and narrative structure to gameplay in ways that potentially benefit the player. There are three types of moves: playbook moves, DIVISION moves, and Ruin moves. Playbook moves reflect the core themes of the playbook in question; DIVISION moves represent calling on the organization’s resources, and Ruin allow characters to embrace darkness to gain power.</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Omen-Class Monster:</strong> the term for player characters, who are all powerful entities that struggle to balance their worst impulses against their desire for connection and their efforts to save the world</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Playbook:</strong> a thematically consistent set of prompts and abilities used to represent a character.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Power of Darkness: </strong>an ability that Omens always have access to and can use in conjunction with playbook moves</p>
<p class="sqsrte-large"><strong> </strong></p>
<p class="sqsrte-large"><strong>Ruin:</strong> an in-game resource that represents characters giving in to their inner darkness and coming closer to becoming a Harbinger. Gaining 5 Ruin unlocks a Ruin Advance. There are ways to erase Ruin, but Ruin Advances are irreversible.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>Ruin Advance:</strong> a new ability, trait, or development unlocked by accumulating 5 Ruin via gameplay and roleplaying that represent the character slowly becoming a Harbinger. Playbooks include a total of 9 non-repeatable and irreversible Ruin Advances. When a Ruin Advance is taken, players narrate a glimpse of their character as a future Harbinger. Gaining 5 Ruin unlocks a Ruin Advance.</p>
<p class="sqsrte-large"> </p>
<p class="sqsrte-large"><strong>XP: </strong>Abbreviation of experience points. Players can unlock experience points through certain in-game actions and by answering end-of-session questions. Gaining 8 XP unlocks an Advance.</p>
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          Aug 12, 2026
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            Last Minute Christmas Gift Sale: 50% Off Unburied [Repost]
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<p><strong>Note:</strong> this was originally posted on the Calenmir's RPGs blog on December 17, 2024.</p>
<p><span>Still need a Christmas gift, only to find it’s too late to get anything shipped before December 25? Good news: our post-apocalyptic horror game </span><em>Unburied</em><span> is available for instant download! For the week leading up to Christmas (including the day itself), </span><em>Unburied</em><span> will be 50% off in </span><a href="https://calenmirsrpgs.com/products/unburied" data-turbo="false">the shop</a><span>, on </span><a href="https://itch.io/s/141497/last-minute-christmas-gift-sale-2024" rel="noopener" target="_blank">Itch</a><span>, and on </span><a href="https://www.drivethrurpg.com/en/product/500989/unburied?affiliate_id=4044496" rel="noopener" target="_blank">DriveThruRPG</a><span> for your last-minute-shopping convenience.</span></p>
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