Incunabuli is an Adventure Gothic role-playing game.
You are cutters: Tomb raiders; fringers, punks, and desperadoes employed by the vicious banks of a Gilded Age world run dry of gold—save the riches of antiquity. Crack the tombs. Discover your broken world’s haunting history. Steal three millennia of guilty secrets.
It’s the most important job in the world—and the most deadly. Get good at it. Grow weird and powerful. Go mad. Survive.
The game rules are an original d12 system. The world is told through short fiction, dictionary entries, and encyclopedic lore passages; it’s science fiction and survival horror, not fantasy.
satisfying advancement
levelup every session. Spend hard-earned XP to gain potency and staying power. You’ll embody the pathetic aesthetic at the start, but you will become a hardened desperado—should you live.
Enjoy a career as brief as an afternoon or long as 100+ sessions. Create a unique cutter with deep build potential, free from classes.
Approachability
Read 2 pages and play—if you’re a player. If you’re the Bookkeeper, the game is yours: Shape what you want from it and teach it.
The rules are medium-crunchy, brief, and easy to reference. They live in this free web-book, usable on any device (even phones.)
chance and consequence
Rely on your cutter’s skills and your skill as a player. The d12 skill system simulates limited, consequential actions; everything else—like social interactions—is up to you and the Bookkeeper.
Odds are truly bounded. Rules leave room for rulings. “Swinginess” decreases as you levelup. OSR philosophies are maintained.
verisimilitude
Weigh the stakes of a situation with reason before rules. Outcomes for skill rolls and violence are carefully considered to reward common sense, tactics, and caution.
tactics
Get an edge. Maintain cohesion. Call the shots. Dispense lethal blows. Feel the reward of the pikeline in a dungeon corridor and the thrill of the risky quickdraw. Don’t want so much detail? Rip it out.
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The Incunabuli setting is called the Coast.
It’s a tiny world frayed by ancient hubris. Broken by a cataclysmic error committed by a Humanity so fatted on conceit and hyperachievement that they confidently broke a cardinal rule in reality’s book of laws.
Picture a paper map of Eurasia. Place it over several other, different maps. These maps are parallel to the original, extant in separate planes. Different worlds. Adjacent, yet inaccessible. Then, light the edges of the top map on fire.

It ignites. Shrinking and curling. The borders are consumed. Everything without is lost: Every continent, every planet, every stretch of the universe. Purely annihilated. A lonely coastline remains, the sole contents of a broken reality.
Extinguished and viewed from above, we still see Eurasia. However, it’s a patched-together, holey continent shot through with different universes, all suddenly accessible to each other via their charred edges and through-holes.
This burning, the Interstiction of Worlds, reduced the universe, containing the world once called Nôren, down to just a single coastline. Now, the Coast is a superposition between worlds awash with the influence of adjacent others. Between the worlds of monsters, of wicked souls, of endless snow, of a thousand trackless shores.
Of course, few Coastal people know this. They just know the forest is full of ælves and spriggans, their fishmonger is swaddled in silk, and their cobbler is small and covered in hair.
The Coast is defined by humanity’s survival against the encroaching unnatural, and its inexorable draw to a past best forgotten.

What about technology and Magic?
The Coast is post-Industrial Enlightenment. It resembles the late 19th century, with a few alterations.
Fossil fuels aren’t plentiful in the ground, but kerosene is plentiful in the bulbous heads of great cachalots from another world. Coastal homes and the streets of cities are lit by immense networks of streetlamps lit by the burning of monstrous whales.
Gunpowder is scarce, but odite is plentiful, and odite alloy makes gunsprings: Powerful ballistic flechette guns.
Real magic—or better put: sorcery—is myth and mystery to average folk. They have mysticism and soothsaying of their own, but none of it amounts to much. Their religion, on the other hand, is very real.
Real sorcery is the domain of the aristosphere, of cutters, and of the stranger classes of neosorcerer who yet lurk in hidden places. A practitioner of these arts might well be called a scientist, for the power of so-called “magic” is largely a biomechanical product. It is derived from ancient tomes of lore, and from tombs, the leavings of towering empires of bygone sorcery, which teach magicians to swap the bones of their hands for magic knucklebones, and to command great energies using the dire potency of mechanism and chemistry.
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What is Adventure Gothic?
Adventure Gothic is the milieu of cutters: Weird desperados, thrust from society’s enclave of normalcy into the horrible, the strange, and the supernatural. It is:
- the fear in trespassing sealed complexes and forbidden forests. Fear of what haunts them, and of how your trespass will change you.
- the grotesquerie of grisly wounds, ghastly monsters, and deranged colleagues faced in aberrant places—and in yourself.
- the liminality of forgotten places and ill deeds done therein, perhaps irredeemable, committed at the behest of ruthless capitalists.
- the moral compromise required to transgress for these masters, who care only for gold and fell occulta, and to breach mores in pursuit of your own wicked goals.
- the haunting past in all its decadence, its ornate depravity, and its buried, guilty mysteries. Too horrid for the light of day, but too seductive to destroy or to leave buried.
- and it is the specter of mortality omnipresent in piled bones and carved icons of exalted death, reminding you that every foray into insane realms may be the last—before the black skeleton within you earns its turn at life.
Adventure Gothic defines the lives of cutters and the setting themes they’re engaged in. They are fringers, punks, and weirdos. They are exposed to obscure, occult, and existential threats that most folk will never conceive of and be changed by wounds, trauma, and otherworldly and sorcerous exposures. This sets them apart: Other (normal) characters may have no point of reference for them at all.