Tibbius is a game designer who thinks that games are a collaborative art between the designer and the players.

After the Serpent is based on the 24XX SRD by Jason Tocci, and on 24 BLUE by Diego Barreto, CC-BY.

The unliving walk among the living in the city of clockwork and alchemy that was built around Empty Street.
Native Quesoleans mingle with forestal Jugalians, desert-walking Berudines, and the colonizing Onderbans.
There are rules for survival.

Rules

PLAY: The game moderator (GM) describes the world. Players describe their characters' goals and actions. The GM advises when an action is:- impossible (try something else),
- requires extra steps (before you can deactivate the steampowered tiger, you have to trap it),
- demands a cost (if you do, the blade will break),
- safe (you accomplish the goal), or
- presents an avoidable risk (you could be cut, maybe killed).
Players may revise their goals or actions in response to the GM's advice. Players roll ONLY to avoid risks.ROLLING: When rolling dice to avoid a risk, use the highest die to find the result.(5+) Fully achieve the goal.
(3-4) Mixed result.
(1-2) Suffer the full risk.
On (3-4), a player may choose to achieve their goal and suffer the full risk, or they may negotiate a lesser risk that is proportionate to their character's lesser progress toward the goal.DICE: As the main die, roll a d6 by default; but:
- If your character's occupation or culture is relevant, roll the die (d8, d10, or d12) for that instead of d6.
- If something hinders your character, roll a d4 instead of d6.
You may roll an extra d6 if your character's trait, any of their escapades, or preparation - or an ally - could help to mitigate the risk.

At most, you might roll two dice:
(a default d6, an occupation die, a culture die, or a hindered d4)
+ a d6 help die.

THE ORACLE: A player may test their character's luck by asking a YES/NO question and rolling d6. Odds are YES, evens are NO. (1-3) the answer is BAD (lower numbers are worse); (3-4) the GM invents a surprising detail; (4-6) the answer is GOOD (higher numbers are better).HARM: Injuries sometimes need medical attention, and take time to heal. If you suffer a stab wound, you may need surgery to repair an internal bleed. If you suffer a fracture, you may need someone to set the bone. If killed, make a new character to be introduced ASAP. Favor inclusion over realism.DEFENSE: Unless the GM advises otherwise, you may choose to have an item of gear break or be lost, instead of your character suffering injury.OPPONENTS: The GM does not roll dice. Instead, they play opponents based on
- motive (the unliving wants to be left alone, the brigand wants your money);
- risks (the unliving might have a concealed pistol, the brigand has a flashing rapier);
- obstacles (the unliving does not feel pain or fear, the brigand is a master of the rapier).
RISKS AND COSTS: When presenting risks, the GM should consider the opponent or situation, then:
- not pre-plan solutions to problems;
- inform players of the worst possible outcome;
- sometimes offer, but never insist upon, death as a risk;
- on a 3-4 result, allow a player to negotiate a lesser risk for progress toward their goal; and
- escalate the situation after each roll.
INFORMATION: The GM should be generous with relevant detail, and spice up the background scenery as well. Remember to push details that would be obvious to people of the characters' cultures and occupations.SHARED STORY: The GM should offer rulings to cover gaps in rules. It is ok to have a brief pause to agree on a ruling. The GM should lead the group in setting boundaries on the story you will tell, and should suggest and accept suggestions when to cut scene, pause, or rewind/redo scenes for pacing and safety.

Characters

GENERATION: Each character starts with a culture (Onderban, Quesolean, Berudine, Jugalian, or unliving) and an occupation chosen from the following lists. A character's occupation could be one of those listed for their culture, or chosen from any other culture. Their occupation determines their starting gear.Assign d8 to one of the occupation or the culture, and d10 to the other, depending which is more important to your character. Occupation grants professional skills and contacts; culture informs how your character relates to others of the same upbringing.

Each character also starts with a trait and one to three escapades. A trait could be any interesting characteristic that is not a skill; escapades can be chosen or rolled from the following lists.

GROWTH: At the end of an episode, characters have downtime, during which they may grow. A character may learn a new occupation that starts with less wealth than they have at the start of the downtime. They may increase an occupation die by one step (up to d12). Or they may increase their wealth one level (e.g., shinies to brights).

Escapades 1-2

1.1
1.2
...
3.5 Best friend slain in affair of honor – Do you carry a grudge? Have you trained obsessively to avenge your fallen buddy?
...
4.3 Broke the pankratist’s jaw with your weak hand – You’re as tough as your reputation, your name and appearance are known among rough-mannered folk, and you can back up a hard look with hard blows.
...
6.6

Escapades 3-4

1.1
1.2 Galloping a fierce mare over the fields – The equestrian arts are reserved to the barons and the wealthiest merchants. Stables are licensed by the Captain of Industry now, so you may be familiar with the tortuous procedures of the Bustle Street Office.
...
3.5 Made out with the prettiest lad or lass in town – Folk find you attractive and charming.
...
6.6

Escapades 5-6

1.1
1.2
...
3.6 Soloist’s understudy at the Royal Dancing School - The RDS stands on the Magnificent Mile, izki of the Palace, amid a lawn of pink and green needly succulents and scrawny twisted thorn trees that sometimes flower brilliant white. The building is pale mud brick, tall, with many high windows. At the middle, a high portico leads to a cavernous entrance. Inside are practice rooms surrounding a hall where spectators look down from their benches toward a circular performance floor. The Queen of the City and her ancestors before her have been patrons of the ancient school. Its graduates are well-regarded and frequently find prestigious positions unrelated to dancing.
...
6.6