Introduction

For centuries, the powers of Earth, Hell, Heaven and Faerie have existed in an uneasy truce. The great powers of the Tetrad forbade their ranks from striking at each other directly, bringing about a long and tension-fraught cold war.

The hybrid mortal descendants of the Angels, Demons, Titans and Sidhe, however, were never bound by any such pact, and as such have been cats-paws for the Great Powers since the dawn of history. However, no faction of the four has ever gained ascendance, and the petty maneuverings of their human pawns has never done much but maintain a wary status quo.

Recently, though, there have been stirrings. Rumors of a new realm, controlled by none of the four Great Powers, seemingly there for the taking, but also, rumors of a small but growing fifth faction who claim responsibility for the creation of this new realm.

These upstarts, the alphas, hold no magics of their own, and claim no heritage among Demons, Angels, Sidhe, or Titans. Yet the powers they wield by dint of their strange science and uncanny inventions set them as equals to the Hybrid children of the Tetrad powers. And some say their new realm, Cyberspace, is already populating itself with powerful beings that can vie with Seraphim and Nightmares alike. Whether they are uploaded human constructs or powerful Artificial Intelligences is a matter of some debate, but all five factions must reckon with a balance of power that could tip in any direction at any time.

Welcome to Quincunx, a tabletop role-playing game of power, consequences, and humanity. Players take on the roles of magically powered Hybrids or eccentric alpha inventors and scientists, vying for a place in a strange and dangerous world that is very much like our own… unless you look just under the surface.