DIE HANDOUTS Character Sheets & Reference DIE Beta 1.46
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DIE HANDOUTS Character Sheets & Reference DIE Beta 1.46 It’s been a while since we’ve released something publicly, because we’ve been working away on the (much messier) closed Beta and trying to arrange the material into a coherent manual for the eventual kickstarter release. Plans are for November, circa the final DIE trade. If all goes well, they’ll be a reminder link you can sign up to in the backmatter of DIE 20. I felt in the meantime it was worth releasing a take on the current character sheets for DIE CORE (i.e. the standard non-campaign DIE game). There’s a lot of minor rules tweaks, and a whole bunch of complete overhalls - the Master is most notable, but there’s significant changes in almost all the classes. These sheets have also been designed for the CORE game - which, as standard, has no ad- vancement. As such, some elements have been removed. If you want to play with the Beta’s sim- plified advancement, you can grab stuff from the earlier sheets. Also expect typos, as this is quick and dirty. We also have tweaked to the new core mechanic, which you’ll find explained on the cheat sheet. To transfer any pre-existing material to the new core mechanic you reduce all difficulties by 1. So a character with Defence of 1 would now have a Defence of 0. Anyway - a taste of where we are. Hope you enjoy. As always, feedback always welcome. Kieron Gillen 13.10.2021
THE NEO YOUR NAME: CLASS DICE: D10 Adventurers’ lust for gold makes them all thieves, which makes the STATS prejudice against rogues a little odd. They all do it. But everyone knows why people are suspicious about Neo… Assign your stats. All stats start at 2. You have 2 points to increase any stat(s) you wish. Underlined stats are ones most associated with this class. The Neo’s magical technology needs to be activated by Fair Gold every day. It disappears every dawn. If they can’t find enough then all their gifts STRENGTH DEXTERITY CONSTITUTION means nothing. They chase it. Some practically, some obsessively, most Physicality, hand-to-hand Dodging, ranged combat, Health, amount of selfishly. combat, etc. initiative, etc. damage you take, etc. Adventurers all want gold but only Neo need it. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, options as the sheet describes. willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT You start with all the following: • A Dagger (or any pointy thing which stabs) • Another Close Weapon (short sword, a second dagger or • _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _) • A Ranged Weapon (shortbow, crossbow, pistol or _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _) • Whatever You’re Wearing (Defence 0) YOUR LOOK Choose one of the following: • Black Leather, studs and chrome • White leather, bleach and catsuits • Billowing black cloak and sinister scarlet eyes • Exposed metallic exoskeleton and vat grown muscle • Your own idea: _____________________________________ _____________________________________ DEFENSIVE STATS GUARD HEALTH CORE MECHANIC REDUX Guard = Dexterity Health = Constitution • Roll a number of normal D6 equal to your statistic plus (if directed) your class dice. • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. • Each 6+ can also activate a single relevant Special. These abilities RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. DEFENCE WILLPOWER Set from Equipment Wisdom + Intelligence COMBAT • All players are called to act by the GM, with characters with higher Dexterity earlier. • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining is a hit. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE For more see Cheat Sheet or ask GM.
THE NEO IN BRIEF Collect Fair Gold to spend to activate your fancy tech equipment and then spend more to use its fancier abilities. GIFTS OF THE FAIR THE GOLD OF THE FAIR You always have an AI system and basic ability to access the Fair Field. All your gifts start the game deactivated, unable to use their special abilities. A single piece of Fair Gold is required to activate each one for the In addition, select one technomagical gift. Each is a tool which, as with rest of the day. You’ll find a slot, likely in the back of your neck, where you other stated abilities, allows you to do anything that the gift would can insert the coin. logically let you do. However, each must be activated with Fair Gold before its special abilities can be used. If you ever are able to pick a second gift, What’s “Fair Gold”? You’ll know it when you see it. Ask your AI if you get you cannot pick another ability described as Defensive. stuck. You should keep track of how many pieces of Fair Gold you possess. Maybe Gun Active you’ll be passed tokens? That’d be nifty. (Replaces Ranged Weapon from Equipment. As in, can be fired as a normal gun before being THE D10 activated.) You are in possession of an arcane gun, gifted to you from the Fair. Add the D10 to any dice pool when trying to achieve a task an active Gift Define its appearance: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ would be of use in achieving. Choose one of the below. When activated, you gain this special ability on its attacks. FAIR FIELD Explosive (Special: apply individual hit — not whole attack — to another target in the vicinity.) Homing As a core part of your enhancements, you’re able to access the magical (Special: this individual hit — not the whole attack — bypasses Guard.) Fair Field which connects many technological magics in the world of Die. AI-Aided Targeting You are able to interact with and subvert it. Imagine being a hacker in a (Never has any disadvantages on a hit roll.) fantasy world. Look for places where you can interact with the arcane technology. Active Energy Blade The dice pool is based on your Intelligence - note that as this is not a (Replaces close combat weapon from Equipment. As in, can be used as a normal blade before being Gift, you do not include your D10. If you succeed against the difficulty, activated.) you bypass the problem. The dice pool has a Special: subvert the system You have a searing energy blade, Luke Skywalker. You may use Dexterity for its dice pool instead of Strength. according to your will for one action. Define its appearance: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ For example, the Neo faces a Fallen – a being which they can interact with Choose one of the below. When activated, you gain this special ability on its attacks. via the Fair Field. The GM sets a difficulty of 2 to try and hack it. The Neo rolls three successes, one of which is a 6. The Fallen freezes and, with the Intangible 6, the player activates the Special, causing the Fallen to turn on its allies. (Special: this individual hit — not the whole attack — bypasses Guard.) Searing (Special: if hit wounds, ignites target causing 1 Wound per round until extinguished.) Once more, do feel free to ask your AI questions. Neurosleep (Special: target is hit by a sedative. If number of times they are hit by a sedative ever equals their constitution, they fall into a natural sleep.) OVERCHARGE All the Fair Gifts are capable of higher performance if fueled with extra Stealth Field Active gold. This is called Overcharge. A gift must be activated before it can be You can become virtually invisible at will. You will not be noticed unless someone is actively overcharged. searching for you, and possibly not even then. You’re basically the Predator. Say what you wish your equipment to do. The GM will set a cost in gold to When activated: It’s hard to hit someone you can’t see. Gain +1 defence. It is Defensive. achieve the task. On average, a single gold is enough to change one of the limitations. Teleporter Active For example, using the Teleporter to teleport the whole group a short distance would be one gold. Using the teleporter to transport yourself a You can make short scale teleport jumps – 1-5m. These can be chained. Yes, you’re Nightcrawler from the X-Men. long distance would be one gold. When activated: If you wish to proceed with the task, you spend the gold, and roll your D10. It’s hard to hit someone you can’t see. Gain +1 defence. It is Defensive. If it’s Odd, it works perfectly. If it’s Even, it mostly works... but something goes amiss. Pet Active You have an awesome cybernetic pet. Tell us about it: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ When summoned, It is also autonomous and capable of following instructions. Its defence value is the same as yours. If it suffers a wound, it dematerialises and reappears beside you. The wounds are transferred to the Neo. It can assist you in any task it could normally assist in. Also, choose one of the below. Your pet is… Distracting (If it assists you in an attack, the attack gains Special: if this hit removes guard, it removes 2 guard.) A Tracker (If given a sample of a target, the pet can lead you to it.) Alert (You will be alerted to any ambush, and so never start a combat with less than full guard.)
THE DICTATOR YOUR NAME: CLASS DICE: D4 You read a sad story. You cry. Do you think that’s sinister, as if someone STATS has taken over your emotions? Of course not. That’s just what art is. Anyone who’s ever met a Dictator would disagree. Assign your stats. All stats start at 2. You have 2 points to increase any stat(s) you wish. Underlined stats are ones most associated with this class. By performing, they alter other people’s emotional states. Dictators play people like a musician plays a harp. They can pluck the strings. They can DEXTERITY STRENGTH CONSTITUTION snap them. Physicality, hand-to-hand Dodging, ranged combat, Health, amount of combat, etc. initiative, etc. damage you take, etc. In D&D terms, they are like Bards, if everyone was fucking petrified of bards. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, options as the sheet describes. willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT You start with the following: • The Dictator’s Clothes (Defence 0) In addition, choose one of the following options: • A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.) • A Dagger and a Ranged Weapon (bow, pistol) including ammunition • Magical Death Touch (May use Dexterity instead of Strength for its dice pool. This weapon is concealed and cannot be disarmed.) YOUR LOOK Choose one of the following: • Austere, severe angular outfits • Flamboyant, straight out of a stage show • Spectacular eveningwear • Your own idea: _____________________________________ _____________________________________ DEFENSIVE STATS GUARD HEALTH CORE MECHANIC REDUX Guard = Dexterity Health = Constitution • Roll a number of normal D6 equal to your statistic plus (if directed) your class dice. • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. • Each 6+ can also activate a single relevant Special. These abilities RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. DEFENCE WILLPOWER Set from Equipment Wisdom + Intelligence COMBAT • All players are called to act by the GM, with characters with higher Dexterity earlier. • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining is a hit. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE For more see Cheat Sheet or ask GM.
THE DICTATOR IN BRIEF Select one emotion and then think of clever and/or horrific ways to inflict them on people. BUILDING YOUR EMOTIONAL PALETTE This is a character class that has questions of consent buried right in the 1 ________________________________________ heart of it. You’re the character class who is most likely to prompt an X card, especially if you start to use your emotional control abilities on an 2 ________________________________________ unwilling player (assuming a thing is even possible in your game). Read the room. 3 ________________________________________ Every artist has their favourite themes. Look at the Emotion Wheel below. 4 ________________________________________ Choose one of the spokes. Write your choice to the right (each spoke’s core emotion is shown underlined, and that’s what you should write below): (The Wheel of Emotions was created by Professor Robert Plutchik in 1980. This Wheel is from Wikipedia’s entry on the Wheel of Emotions, which is public domain. Hurrah for Wikipedia! We’ll be working on our own version before release.)
THE VOICE EMOTIONAL SCALE When you control emotions, you merely speak commands aloud. But The final number of successes is intensity. It’s rated on this scale. You may something gives you away and people know exactly what you are. What is note the Emotion Knight player also uses this scale. it? 1 You feel it enough to influence you. Strange facial scars appear (possible to whisper, visibly obvious) 2 You feel it intensely. It’s hard to do anything not related to it. Demonic, loud voice (impossible to whisper, not visibly obvious) 3 Feeling it as intensely as most people ever feel it, except in extremis. Active compulsions. Strange smells emerge from your mouth (not visible, scent lingers) 4 If we’re talking love, more than you love your partner. Something else: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ 5 All consuming obsession. Often the further reaches of madness. 6+ Supernaturally intense emotions beyond anything in reality. PERFORMING WITH YOUR D4 In terms of predictable effects, each level of effect will give a disadvantage on doing something against the Dictator’s influence. At level 3 and above, If you want to try and influence another character, you roll a charisma dice it’s likely they’ll be resisting compulsions to obey (Wisdom dice pool, level pool adding your D4 (see next section). Note the results solemnly, and of emotion, halves, rounded up). ceremonially pass the D4 to the affected player. Their character is now being influenced by your abilities. If the level exceeds a target’s willpower, they can be removed from combat permently, if you wish. Most people will have a Willpower of 4. A character If you want to use your powers on someone else, you must first reclaim the with high Willpower will not be entirely overcome unless you match or D4. You can do this instantly, and doing so ends that previous compulsion. exceed their Willpower in successes, but they will certainly be influenced by the emotion. The stronger the emotion, the bigger the effect. The Dictator is left to think of clever uses of all these emotions – the useful formula is choosing an emotion and a target. In terms of effect, anything beyond 6 is very much in the GM’s control. Expect fireworks. Like all creators, while you can aim to have a certain For example, “Fear” and “me” could lead to someone running away from effect on an audience, the audience will respond in their own way. you. Or it could lead to their heart exploding in sheer terror. Go read the Emotion Scale section opposite and see what you’re getting into. A LITTLE EMOTIONAL NUDGE To create a compound emotion – as in, an emotion that lies between two of the spokes – you must possess and use the two emotions beside them. If a Dictator has possession of their D4, and is in a situation where any So, to actually make someone fall in love, you must have Joy and Trust subtle emotional manipulation may give them an edge, they may roll the emotions. As a starting Dictator has a single emotion, this will not be D4 as part of their dice pool. The D4, rather than counting as a dice, can be initially possible. used to increase any one dice in the dice pool by the amount the D4 rolls. It’s cute to put the D4 on top of the Dice you’re boosting, like a little hat. These emotions, while magically created, are real. While the target is likely aware that you have done this to them, it doesn’t make the emotion any There’s not much cute about your character, so enjoy it while it lasts. less real. Be aware that while the effect may be negative, it need not be. THE EMOTION CONTROL DICE POOL The Dictator is incredibly powerful. That’s the problem. While other characters struggle to gain enough successes, the Dictator’s problem is ensuring their powers actually do what they want them to do. While your Emotional Control is a Charisma dice pool, it is NOT calculated like normal. The number on the D4 is the number of successes. Each other success you roll in the dice pool allows you to modify that, with each success allowing you to increase or decrease by one. You don’t need to use all your successes. CRITICAL FAILURE If you roll a critical failure, you are unable to to remove this emotional state. It’s permanent. You’ve broken someone. Oh dear. Note - the D4 is ignored when calculating whether something is a critical fail or not.
THE FOOL YOUR NAME: CLASS DICE: D6 Always look on the bright side of life. STATS Always look on the bright side of life. Assign your stats. All stats start at 2. You have 2 points to increase any Always look on the bright side of life. stat(s) you wish. Underlined stats are ones most associated with this class. Always look on the bright side of life. And if I don’t things will be worse. STRENGTH DEXTERITY CONSTITUTION Fools rush in... and their friends have to deal with the consequences. Physicality, hand-to-hand Dodging, ranged combat, Health, amount of combat, etc. initiative, etc. damage you take, etc. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select options as the sheet describes. WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT Whatever you wish to wear, it always counts as Defence 1. In addition, choose two of the following options: • A fine and noble Longsword (Advantage when talking with regal sorts and those impressed by regal sorts.) • A Rapier (Use Dexterity instead of Strength for its dice pool. Special: recover one Guard.) • A Cutlass (Advantage when talking to with Underworld sorts and impressionable romantic sorts.) • Martial Arts (May use Dexterity instead of Strength while fighting with no weapons.) • A Pistol or other Ranged Weapon • Concealed Throwing Weapons (knives, throwing stars) YOUR LOOK This can either be the same or different from “Your Style” over the page… Choose one of the following: • Light fabrics, exposed skin, a big grin • Black leather, a deck of cards and fast fingers • A long cloak balanced between elegantly-wasted and scruffy • Your own idea: _______________________________________ CORE MECHANIC REDUX _______________________________________ • Roll a number of normal D6 equal to your statistic plus (if directed) your class dice. DEFENSIVE STATS • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. GUARD HEALTH Guard = Dexterity Health = Constitution • Each 6+ can also activate a single relevant Special. These abilities are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. COMBAT • All players are called to act by the GM, with characters with higher Dexterity earlier. RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining DEFENCE WILLPOWER is a hit. Set from Equipment Wisdom + Intelligence For more see Cheat Sheet or ask GM. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE
THE FOOL IN BRIEF Act in a cavalier fashion to get access to your special powers, or give away access to your powers temporarily to get out of any trouble. FLUKES MAKE THEM LAUGH Choose one side of your D6. Draw a circle on it. If you roll the circle, as If you do something the that entertains the group or is particularly foolish, well as the usual effects of the number underneath, some fluke of luck will the GM may tell you to add a circle to your dice. This could be either the happen to your benefit. player or the character. Clearly, as this is based upon the GM, you are best to use your judgement. Being annoying isn’t entertaining. If, when rolling a dice pool with your D6 in, and you roll the circle, describe what the fluke is. Example flukes: a foe is buried beneath a pile of SCHOOL’S OUT something unfortunate. Somebody reveals something they really shouldn’t. An unlikely event causes a welcome distraction. Hey, look around the table! I’m willing to bet all those other nerds are still doing their homework. The Fool involves a few less choices, so you may The GM then gets to modify it. Speaking broadly, the more advantageous still have some thumb-fiddling time. On the rest of the page are some you make it, the more a GM will modify it. exercises for getting into a suitably Foolish state of mind. If you’re already firmly connected with your inner fool, feel free to chill, or have a little Then, delete the circles bar one. Also, add a cross to another side. snooze. If you don’t roll the circle, add another circle over another number. WHAT DO YOU LOVE? If the cross turns up, something unfortunate will happen either to you or (more likely) the people around you. You then delete all crosses. Write a mark out of ten for each of the following, depending on how much you like them: If there’s no space on your dice to add another symbol, don’t. __ white chocolate If your D6 is not good for drawing on, you can use the diagram to the right __ WandaVision to record which sides have symbols on. __ Bimini Bon Boulash __ Line of Duty THE FOOL’S D6 __ the last days of cherry blossom season in Animal Crossing __ the fact that Easter eggs are always hollow If your D6 is in your possession, it is added to a dice pool any time when __ asparagus the character is acting in a foolish, daring or cavalier fashion. In any __ cats purring dice pool which includes the Fool’s D6, you gain access to the following __ Jell-O Special... __ Twin Peaks __ Eraserhead Special: roll another D6 and add it to the present dice pool. __ Wild at Heart __ the works of David Lynch in general __ ginger tea IF ALL ELSE FAILS __ the Police Squad theme music If you’re in a dire situation you wish to escape, hand your GM your D6. You (and possibly your friends) will get out of the situation via a piece of unfeasibly good luck. 3 The GM may return your D6 at any point, to create an entirely unfair event on a similar or lower scale of awfulness. If at any point before then you deliberately cause a plan to fail in a spectacular or amusing fashion, retrieve the D6 from the GM. 2 6 5 YOUR STYLE Fools are, above all things, fools – charming or otherwise. However, as much as any other class, they also have their own approach and skills, and can appear to be something more like a traditional adventurer than the 4 rest of the party. What style of fool are you? Swashbuckler (Example Archetype: Han Solo, Errol Flynn) Choose another option from your equipment list and look the part. 1 A Trickster Wizard (Example Archetype: Rincewind, John Constantine) Can cast cantrip-styled minor magical spells (Max difficulty of 0). See what you can talk the GM into. A Rogue (Grey Mouser. Garret from Thief.) Add the Concealed Throwing Weapons and thieves tools to your equipment.
THE _ _ _ _ _ _ KNIGHT YOUR NAME: CLASS DICE: D8 These eight orders of Knights are the world’s greatest warriors, each STATS devoted to a single emotion. Whether it be joy, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons. Assign your stats. All stats start at 2. You have 2 points to increase any stat(s) you wish. Underlined stats are ones most associated with this class. When consumed by their sacred sensation, they are incomparable warriors, capable of miraculous feats. Nothing can stand against their DEXTERITY STRENGTH CONSTITUTION blades – armies, mountains, even ideas. They can defeat anything. Physicality, hand-to-hand Dodging, ranged combat, Health, amount of combat, etc. initiative, etc. damage you take, etc. Except the passion which drives them. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select options as the sheet describes. WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT You start with: Your Arcane weapon (see next page). Your Defence is 1. Why are you so resilient to harm? Pick one. You’ve got a danger sense You’re incredibly resistent to pain You have the finest armour Your own idea: _______________________________________ YOUR LOOK Choose one of the following: • Worn leather, a long cloak and a scowl • Gladiator gear, all skin, spikes and black leather • Covered head to foot, with a full helm showing only your eyes • Your own idea: _______________________________________ DEFENSIVE STATS CORE MECHANIC REDUX • Roll a number of normal D6 equal to your statistic plus (if GUARD HEALTH Guard = Dexterity Health = Constitution directed) your class dice. • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. • Each 6+ can also activate a single relevant Special. These abilities are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH COMBAT DEFENCE WILLPOWER • All players are called to act by the GM, with characters with Set from Equipment Wisdom + Intelligence higher Dexterity earlier. • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining is a hit. For more see Cheat Sheet or ask GM. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE
THE EMOTION KNIGHT IN BRIEF If you’re experiencing your iconic emotion, you gain powers. Spend some of that emotion to fuel other powers. Use up all the emotion in a single burst to do really awesome stuff. YOUR SACRED EMOTION THE EMOTIONAL SCALE Your powers are driven by you feeling an emotion. Look at the Emotion Look at the Emotional Scale on the third page. Place your D8 at zero. Wheel on the third page. Depending how intensely your character is feeling this emotion, the D8 will move up or down the scale. Select the word that best fits your emotion (from the main coloured spokes only). It can be the one most related to your Persona, or the one you think A level one is feeling an emotion strongly. A level two is feeling it intensely. is most interesting to explore. Talk to your GM if you want to know more A level three is likely as strong as any individual has ever felt that emotion about what “interesting” may mean. in their life. Level four is physically dehabilitating. Now write that emotion into the blank space at the top of p1, to denote The further up the scale it is, the more intensely a character feels this, what the type of Knight you will be. and the more difficult it will be to do something unconnected to this emotion. You will suffer a number of disadvantages equal to the level of the Now you’ve picked, fill in the other blanks on the third sheet. All three of emotion when doing something contrary to it. Conversely, you gain a single these words are aspects of your Sacred Emotion. advantage when acting in accodance with it. At level 3 or above, the GM can also suggest relevant compulsions which you can either submit to, or If you are unsure what emotion to pick, “Rage” is a simple one to play. resist with a wisdom dice pool (The difficulty to resist is half the level of the emotion, rounding up). THE ARCANE WEAPON To stress: the emotion is generated from events in the fiction. For example, if you are a Terror Knight surprised by a monster, you are likely to be All the Emotion Knight’s special abilities are channeled via their arcane scared, which means your D8 will move up the scale. weapon. All arcane weapons, whatever their form, are sentient and can communicate with its owner (both audibly or with short range telepathy) You are not immune to your emotion. When you experience willpower level and share a bond with its owner. It is also able to sense strong sources of you will be overwhelmed by it. its emotion in its vicinity. EMOTIONALLY ENGAGED Your weapon is... (choose one of the following): When your d8 is above zero on the Emotional Scale, you gain advantage Sword on any attack the weapon makes. Your Stance is also activated. Your Hammer Emotional Stance is... (choose one): Trident Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ Bodyguard (If someone is attacked closeby, you can choose to be attacked instead.) Ranged Attack (You can attack with your magical weapon at a range equivalent to a Bow.) Riposte (Any opponent whose attack fails to hit you gives you a free attack back at them.) Your weapon’s main attribute is... (choose one): Feel free to describe how these abilities manifest. Brutal (Special: if this hit removes a Health from your opponent, remove two Health instead.) VENTING Fast (Special: if this hit removes a Guard from your opponent, remove two Guard instead of one.) If you are emotionally engaged, you can vent to move your D8 one step Incredibly Elegant (Uses Dexterity instead of Strength for its dice down the emotional scale, to activate one of the following venting abilities. pool. Special: recover two Guard.) Pick one ability. Your weapon’s personality is... (choose one): Decapitation Strike (This attack bypasses Guard. This attack can only target one individual.) Aggressive Combat Frenzy (Apply the results of this attack to all enemies within 2m of the Knight’s position.) Sarcastic Duel (Choose one opponent. They cannot attack anyone else until you choose.) Cutsie Your idea: _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ CREATIVE VIOLENCE If a player has two or more of an emotion they can expend it all to achieve an incredible feat. They pick up the D8 and hold it towards the centre of the table. Describe what you’re trying to do. You can defeat anything which fits one of the nouns on your current level, or below. (So for example, if you are level 3 you can defeat an army.) You are encouraged to interpret “defeat” poetically. This ability is about creative violence. Then roll the D8. If you roll your emotion level or beneath, you - or someone close to you - suffers that number of wounds in achieving your goal. If these wounds do not disable someone, the GM may add an additional narrative complication to your act of Creative Violence. Replace the dice at the zero point on the scale.
THE EMOTION WHEEL THE KNIGHT’S EMOTIONAL SCALE Once you have chosen the core emotion for your Knight (as described on page 2), now Level 6+: Inhuman fill in the following: You can defeat: a god, hope, yourself. Great: ______________ (The closest to the center) Level 5: Consumed Medium: _____________ You can defeat: a (The middle one in the spoke) country, a religion. Minor: _____________ (The furthest from the center) Level 4: Lost You can defeat: a city, despair, someone you truly love. Level 3: _____________ You could defeat: an army, a mountain range, a town. Level 2: _____________ You could defeat: a mob, a blockage, a village, a weakness. Level 1: _____________ Greater and lesser abilities available. Gain advantage on attacks with your weapon. Level 0: Nothing (The Wheel of Emotions was created by Professor Robert Plutchik in 1980. This Wheel is from Wikipedia’s entry on the Wheel of Emotions, which is public domain. Hurrah for Wikipedia! We’ll be working on our own version before release.)
THE GODBINDER YOUR NAME: CLASS DICE: D12 You don’t believe in gods. STATS I mean, they exist. Obviously. You owe the Fire God for that time he burned Assign your stats. All stats start at 2. You have 2 points to increase any that fortress, and you’ve got that favour from the God of the Wild when you stat(s) you wish. Underlined stats are ones most associated with this class. saved her rainforest… but believe? That’s a strong word. STRENGTH DEXTERITY CONSTITUTION Really, no, you don’t really believe in gods. You believe in tools. Useful tools. Physicality, hand-to-hand Dodging, ranged combat, Health, amount of combat, etc. initiative, etc. damage you take, etc. The Godbinder is the D&D Cleric as demonologist. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select options as the sheet describes. WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT Choose one of the following: Holy Warrior: Two-handed Hammer (Special: if a hit wounds, it does 2 against metal armoured opponents), heavy protection (Defence 1) Most Holy: Quarterstaff (Special: recover 1 Guard), robes or loincloth (Defence 0) Not Holy At All: Worn leather gear (Defence 0) – Dagger or Knuckledusters, Cigarettes or Pipe, Playing Cards, Advantage to sleight of hand tricks YOUR LOOK Choose one of the following: • Heavy-metal holy crusader, likely looking for trouble • Beatific holy person, looking for peace, probably • Wild tattoos, frenzied eyes, likely looking for drugs • Urbane street magician, likely looking for the gold in your pocket • Your own idea: _______________________________________ _______________________________________ DEFENSIVE STATS CORE MECHANIC REDUX • Roll a number of normal D6 equal to your statistic plus (if GUARD HEALTH directed) your class dice. Guard = Dexterity Health = Constitution • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. • Each 6+ can also activate a single relevant Special. These abilities are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH COMBAT DEFENCE WILLPOWER • All players are called to act by the GM, with characters with Set from Equipment Wisdom + Intelligence higher Dexterity earlier. • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining is a hit. For more see Cheat Sheet or ask GM. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE
THE GODBINDER IN BRIEF Cast Scriptures which act like normal D&D-y spells, or actively barter with your gods for anything you want… at a cost. CONTRACT WITH GOD SCRIPTURE To begin with, choose one of the gods below. This is the god you have a Godbinders gain access to spells called Scriptures. Unless the god relationship with. they’ve picked is entirely against any of the of the three concepts below, all Godbinders get these three basic scriptures for free, in addition to any Each level comes with an associated, additional, improved Scripture. scriptures from your god. The can be any noun related to the god. Handy. Scripture is described to the right. For example, with “The God of The Wild” you could fire thorn-blasts and God Debt could detect wildlife. You’ll note that scripture is relatively limited in its _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , THE GOD OF LIGHT flexibility. For anything else a god could do, see Miracles. The classic god of healing and protection. Caring need not mean kind though... Blast (Does an attack at a target in medium range.) Healing light: Can heal a character within a short distance a single health. Special: extra Health healed. Special: disadvantage to anyone attacking the target for rest of the Heal (Can heal a character within a short distance. Max 1 Health healed.) encounter. Special: advantage to any attack made against creatures of darkness for rest of Detect the encounter. God Debt Casting Scripture has a difficulty of 0. You will roll your Wisdom dice pool _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , THE GOD OF THE WILD to do so, including your D12. (The D12 is added to your dice pool any time a The personification of the wilderness - animals, plantlife and all things druidic. miracle is influencing you. So if a scripture has turned you into a bear, you Furious Briars: Summons area of aggressive plant life which attacks all enemies in close area can include your D12 in your dice pool for bear tasks. If you create a magic to caster. Remains for rest of the encounter. Special: immobilize target. Requires a strength sword, you get to add the D12 to your attacks too.) test to break free. Attack can do a max of 1 damage per success. Briars remain for rest of the encounter.The Godbinder can move freely through the area. If the D12 turns up a 1 when casting, the scripture also costs a single debt. God Debt _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , THE FIRE GOD GOD DEBT A god of immolation, combat, passion, destruction and peraps invention Fire blast: Blast of flame to medium range. Special: ignite opponent, doing 1 Hit per For each god, a Godbinder can acquire up to five God Debt. They can also round until extinguished. Special: hits extra nearby target - can only be selected once per roll. be in credit to a god for up to five God Debt. It’s good for a god to owe you. God Debt _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , THE GOD OF FATE Each point of God Debt can be called in by the god, who can choose to call The emodiment of destiny. Perhaps solemn. Perhaps far more mischevious... in the debt at any time. The god will request an action and, if the player Prophecy: You get visions of the future than can help those around you. Note how many refuses, the player will suffer 1 Wound for every point of God Debt. successes you roll. The casting has (Special: add an extra success). You can spend each of these successes to add a single advantage or disadvantage to any roll in the encounter. When you do so, describe the fate you saw and how your sudden action tried to avert it. God Debt can also be removed if the player acts in a manner according Casting again in an encounter removes all remaining successes. to the god’s desires. A godbinder may be proactive and suggest things to their gods. You should keep track of which gods you have Debts to in the _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , GOD OF THE UNDERWORLD box provided to the right of their names. Some death gods are loving. Some are hateful. All have a place for us all. The Skeletons: Summon as many awesomely stop-motion skeletons or similar bone- constructs as you roll successes. They have all stats 2, but no Guard, and Defence 0.. They MIRACLES will follow your orders, but have no specific sentience of their own. Casting the spell again will destroy all Skeletons from a previous casting At any point, you may hold your D12 to talk to one of the gods. You can then God Debt request a Miracle. The GM, speaking as the god, if they are willing to do it, _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ _ , THE ELDRITCH GOD Gods beyond our imaginations, wrapping their cold tentacles around existence. will give you a cost. After any haggling, you decide whether to accept or Almost certainly wants you dead. Be careful. not. If you agree, the miracle happens. Sacrificial Blade: Summon an unholy blade of eldritch design. If you choose to suffer a hit before you roll, you gain an extra advantage on the attack. Attack has Special: if this hit kills a Costs tend to be one of three things… living target, remove one debt to the god. 1. Taking on God Debt. 2. Making you perform a specific task for them. 3. Owing them a favour. Miracles can be anything a specific god could conceivably do, with the payment demanded proportionate to the difficulty. Taking an existing scripture and amping it up in some way is likely a single debt - for example, causing a flaming blast to turn into a room-filling fireball. BREAKING PROMISES If you have promised to do something for a Miracle and you choose not to do it, the spurned god immediately acquires God Debt according to the scale of the Miracle broken (as ascertained by the GM). A god may hold onto the debt, or immediately use it to harm the Godbinder.
THE MASTER YOUR NAME: CLASS DICE: D20 Who rules? STATS The Master is the magic user as a reality manipulator. Sometimes you Assign your stats. All stats start at 2. You have 2 points to increase any change the laws of physics. Sometimes you change the laws of the game. stat(s) you wish. Underlined stats are ones most associated with this Sometimes you change the laws of fiction. class. The Rules rule, and you rule the Rules. STRENGTH DEXTERITY CONSTITUTION And you never, ever cheat. Physicality, hand-to-hand Dodging, ranged combat, Health, amount of Ever. combat, etc. initiative, etc. damage you take, etc. Stop looking at me like that. DON’T READ THIS BIT ALOUD. Hey, Player. You can make choices as the player or persona or both. No matter what, please select options as the sheet describes. WISDOM INTELLIGENCE CHARISMA Understanding, miracles, Education, perception, Personal skills, willpower, etc spells, willpower, etc attractiveness, etc. EQUIPMENT No matter what you’re wearing, it has Defence 0. Choose one of the following: Quarterstaff (Special: recover 1 Guard) An elegant handgun (Special: if a hit wounds, it does 2 against unarmoured opponents) A Huge Tome (Advantage on tasks involving research, heavy enough to be an improvised club) YOUR LOOK Choose one of the following: Wizard Robes straight out of a 1980s kids fantasy cartoon Killer Suits straight out of a 1980s Corporate Badguy Fetishwear straight out of a 1990s Vampire LARP Your own idea: _______________________________________ DEFENSIVE STATS CORE MECHANIC REDUX • Roll a number of normal D6 equal to your statistic plus (if directed) your class dice. GUARD HEALTH Guard = Dexterity Health = Constitution • Each 4+ is a success. • Subtract a number of successes equal to the difficulty of a task. • If any successes remain, you succeed. • Each 6+ can also activate a single relevant Special. These abilities are marked on your sheet with a bold Special. Each target can only be targeted by any given Special once in any roll. RESETS AT START OF COMBAT LOSE GUARD BEFORE HEALTH COMBAT • All players are called to act by the GM, with characters with DEFENCE WILLPOWER Set from Equipment Wisdom + Intelligence higher Dexterity earlier. • In your turn you can take an action and/or move. • When you roll an attack (as above), each success remaining is a hit. For more see Cheat Sheet or ask GM. DIFFICULTY TO BE HIT EMOTIONAL RESILIENCE
THE MASTER IN BRIEF Arrange your Rules to make your own spells, and if not, cheat to get what you want… and hope you don’t get caught. MASTERY YOUR RULES You have Mastery. If a Master has Mastery they have an advantage when Select three Rules from the options below or talk to your Master about other casting spells via their Rules or on later actions related to the spell (e.g. If Rules. With each selection you get to define what these Rules look like in you enchant a weapon, you would get to add the Mastery Dice to pools as the narrative. So if you choose Damage (Duration) you can describe it as well as any effect the spell itself would have). “Fire” and its narrative effect would be to set things alight etc. You can choose the same Rule multiple times, and change its its description. For If lost, Mastery returns at the start of each session. example, Damage (Duration) could be “Toxic sludge” or “Poison” and so on. In the case of Enhance and Hinder, you have to choose a specific thing to PLAYING BY THE RULES affect when selecting it. This can be a stat (Strength, Wisdom, etc) a type of action (ranged attacks, personal interaction, etc). By connecting magical Rules together, you can manufacture your own magical spell. E.g., if a Master has “Range” and “Fire Damage” they can combine them into a ranged attack. If they also have “Area” they could Range: The effect is able to reach as far as a thrown weapon. combine all three into something, like the classic D&D Fireball - as in, a ball of fire which can be thrown and explodes to fill a space. Use your imagination Area: Affect all within arms reach. and chat to the GM. Duration: Last about the length of an encounter. You roll using your Intelligence pool. Damage - Duration: Damages target. (Special: ignite opponent, doing 1 The rule does specifically what the rule does. If you want to do more than Hit per round until extinguished.) what the rules does - more range, greater area, etc - see rules lawyering. Description: ____________________________________________ RULES LAWYERING Damage - Curse: Damages target. (Special: target suffers a disadvantage on next action.) If your chosen Rules are insufficient to create the effect you want, you Description: ____________________________________________ need to calculate risk. go through each rule and ask... Heal: Target heals 1 Health. (Special: heals an additional Health) • Do you even have this rule? If not, add 5. Description: ____________________________________________ • If this effect slightly more than the standard rule? If so, add 1. • Is this effect massively more than the standard rule? If so, add 5. Enhance (_________ ): Adds advantage on the defined task/stat. • No single spell can have more than 20 risk. Description: ____________________________________________ You then add the D20 to the dice pool, and roll it. If the D20 is your risk or Hinder (_________ ): Adds disadvantage on the defined task/stat. less, your rules lawyering is caught. You lose Mastery. If you have already Description: ____________________________________________ lost Mastery, you attract the powers that be for punishment. See Hardcore Cheating overleaf. ______ Movement: Gifts movement in either velocity or direction. E.g., making you move quicker (Velocity), or levitate (Direction). Note: the spell still takes effect. The D20 does not contribute successes to Description: ____________________________________________ the pool - it only determines if your Rules Lawyering is caught. Selectivity: Allows you to remove yourself from the effects of a spell. For example, a Master wants to throw fill a room with a blast of cold to attack an army of fire imps. They have the ranged and area rules, but ________ : ____________________________________________ not a cold blast. The room is close by, so no rules lawyering required on range. A room is bigger than arms reach, but not massively more, so ______ __: ____________________________________________ 1 is added to the risk. However, as they do not have cold damage, 5 is added to the risk. The total risk is 6.
HARDCORE CHEATING SIMULATIONIST MASTER As well as your basic abilities gained from the manipulaton of Rules, you You specialise in altering the physics of the world. Not Cheating. No way. have an additional, separate source of powers. Cheating. Highly unlikely events happen. Choose one of the three areas of Cheating for your Master to specialise E.g. A storm hits a coastal town. in. You can try to cheat in any of the ways described, or ways akin to Possible punishment: Lose Mastery, community service. them - do use your imagination. Each cheat has a description of a typical punishment if you are caught. Extremely unlikely events happen. E.g. A tidal wave hits a coastal town. It is possible some extremely ambitious cheats will be so complicated as to Possible punishment: 1-2 Wounds, ongoing curses until task completed. require significant in-game preparation, likely involving quests. None of the things on the list below are of this type. Break fundamental laws of physics. E.g. A tidal wave hits an inland town. To cheat, describe what you want to achieve, and the GM will tell you its Possible punishment: Death. likely punishment. If you wish to continue, take two containers (a hand would be standard) and hide your D20 in one of them. Someone else picks a container. If they DIE MASTER miss the D20, you get away with it and the effect happens. If they find it, the powers that be notice you. Erk. If you have Mastery over the area you are in, you gain access to the following cheats. To stress: unless you are being played by the GM, you are Prepare to beg for your life, make excuses or justify yourself quickly. Good extremely unlikely to have Mastery of the area you are in. luck. At the start of each session, gain Cheat Tokens equivalent to the number Warning: whether a Cheat is caught or not, if a cheat has an ongoing effect of other players in the game. So if there are four players in the game, you and the Powers That Be become aware of the cheat, then they can and will get three. act. Each Cheat Token can be used to perform a cheat without risking being caught. GAMIST MASTER You gain access to the following cheats… You specialise in tweaking game mechanics in more favourable directions. No, not cheating. Prevent any single event that has just happened. Uniquely, this can be done as an instant response to an action that’s happened (I.e. if you are Change a minor Rule for the duration of a combat. killed, you can undo the event). E.g. GM-controlled characters act before player-controlled characters on Possible punishment: Compulsory instant death, no exceptions. equal initiative. Possible punishment: Lose Mastery, community service. Offer temptation. You may create something significant from nothing that a player explicitly wants. Change a major Rule for the game for the duration of the combat Possible punishment: Compulsory instant death, no exceptions. E.g. You can regain Mastery at a time other than the start of a session. Possible punishment: 1-2 Wounds, ongoing curses until task completed. Escape. If not in the final encounter of the game, the Master can escape in some manner of personalised teleportation. Overturn or create a temporary exception to a major existing Rule in an Possible Punishment: 1-2 Wounds. Archetype. E.g. Dictators cannot use their voice. Possible punishment: Death. NARRATIVIST MASTER You specialise in bending story out of shape. Definitely not cheating. Summon an established character into narrative. e.g. The famous thief you heard of arrives to the scene. Possible punishment: Lose Mastery, community service. Establish a new fact about someone in the existing narrative. e.g. The famous thief you heard of arrives to the scene… and loves helping out dimension-skipping adventurers. Possible punishment: 1-2 Wounds, ongoing curses until task completed. Introduce a whole new character of your own design. e.g. “Hey - there’s this awesome thief in this world, and they love helping out dimension-skipping adventurers. And they’ve turned up!” Possible punishment: Death.
DIE GAMESMASTER SHEETS Print out all the following to run the game. Players, you’d be best not to read the following.
THE FALLEN THE FALLEN IN BRIEF You are an undead monster. If you kill one of the other Personas, you become alive again. THE FALLEN FALLEN CLAWS You have died in the realm of Die. You are a monster, perhaps similar to While it may appear to be your old weaponry, it’s changed. Whether you one of the ones you’ve been fighting. You thought they were little more stab or shoot, it always works with these rules. than undead zombies. Now you know better. Many abandon the pretence, lose their weapons, and attack with claws This may give you a new insight into their nature, and perhaps yours. sprouting from their body. You are different from some of them in one key way: you are sentient, You now attack with this profile... holding onto your consciousness and your free will. Claws For now. Special: if this attack causes a Wound the target is poisoned. (Lose one Health per round until a character succeeds a Constitution test.) You still have all the abilities on your front sheet. If you provide the killing wound with your fallen claws to another Persona- You lose all your abilities on your second sheet. controlled character, you immediately come to life and regain all your abilities on your second sheet. Pass the Fallen sheet to the player you’ve just killed. They’re Fallen now. You instinctively know this to be true. You are hungry for and jealous of what your peers possess. This is the only certain way a Fallen can return to their living status. Perhaps there’s other less murderous ones? You don’t know. NOT JUST A MONSTROUS FACE Fallen are monsters, but some are interesting monsters. Your new form gives you a new ability. Choose one: Flight You are able to soar through the sky at a sprinting pace. Decide what this looks like – wings? Thrusters? Enormous blood-coated springs? You tell us. Intangibility You are able to move spectrally through objects that bar your path. This gives you no specific bonus to resist damage. What does it look like? Classic spectral? Becoming burrowing worms? You tell us. Size changing You can monstrously swell to four times your height or shrink to a tenth of your size. What does this look like? And sound like? And feel like? SECOND DEATH? You’re dead. You have no idea what happens if you die now. When you think of it, there is a certain dread. You know it’s not good.
CORE RULES Feel free to share these with players who like to know this stuff. THE CORE MECHANIC COMBAT 1. The player who controls the character decides and describes what 1. Generate Guard (If not surprised, all characters set their Guard to they’re trying to do. The GM decides which statistic covers it. maximum.) 2. The GM decides if the task is particularly difficult. If so they can set 2. Determine Initiative Order (Arrange all combatants into groups of a difficulty. Difficulty 0 is standard. Difficulty 1 is something which is those with the same Dexterity score.) unlikely for a normal human. Difficulty 2 is literally impossible for a normal human without special training. 3. The Combat Round (Starting with the group with the highest Dexterity, the GM chooses a character to take an action. Then a GM-controlled 3. Collect the number of six-sided dice equal to the relevant statistic. character (or group of characters) takes an action. Continue this This is the dice pool. Paragons will be directed by their sheet when back and forth until all players in a a group have taken an action, then and if they add their own class dice to the pool. move onto the group with the next highest Dexterity.) 4. Decide if there’s any narrative factors which would make the task 4. An action is anything that can be reasonably completed in 5-10 easier. If so, you add advantages. For every advantage, add a dice. seconds, understood cinematically. An action can normally be accompanied by moving a short distance. You can save your action 5. Decide if there’s anything which makes the task harder. If so, add for later in the round. disadvantages. For every two disadvantages, increase the difficulty by 1. If there’s an odd number of disadvantages, add The Bad Dice to 5. Repeat Steps 3 and 4 until combat is over. the dice pool. 6. Any dice which rolls 4 or higher than counts as a success. Each ATTACK roll of 6 (or higher) counts as a success, and can trigger a relevant 1. Roll relevant dice pool, as per core mechanic. For close combat, this Special the character possesses. The exception is the Bad Dice - if is usually Strength. For Ranged, this is normally Dexterity. For spells, it it’s included and rolls 4+, increase difficulty by one. varies depending on what sort of magician you are. 7. Remove a number of successes equal to the difficulty. The player may 2. The difficulty is equal to the Defence of the target. choose which successes to remove. 3. Each success is a Hit. 8. If any successes remain, they succeed. If there are more than one successes remaining, they could be especially successful. If they have no successes, they fail. If they have no successes and at least DAMAGE AND DEATH one of those dice is a 1, they critically fail - something has gone terribly amiss. • Every Hit causes a character to lose either a Guard or a Health. • Unless otherwise stated, Guard is lost before Health. 9. If successes were rolled before being removed due to difficulty, • If a Hit causes a character to lose Health it is called a Wound. it’s possible that the GM may rule it’s a mixed result, a partial, or • If a player-controlled character reaches zero health, they fall complicated success. unconscious. If they are not stabilised by some means by the end of the encounter, they die. REAL WORLD FLASHBACKS • If a GM-controlled character would ever be at zero Health, they die. • If they would be at negative health, any character dies instantly. Once a session a player may flashback toan event in the real world, to provide either insight or motivation related into a current problem. The ATTACK SPECIAL CASES player then gets an advantage on the task. • If an attack effects all individuals in an area, roll a single dice pool and apply the number successes rolled to each character in the area OPTIONAL RULES individually. Each individual’s defence will reduce those successes. (i.e. those with higher defence will suffer less hits.) However, each These can help game flow in certain situations. Not a huge deal if you special rolled can only be applied once to anyone in an area. (i.e. you forget them or don’t use them. can’t apply all the specials you roll to each character in the area) • If a spell is an attack, its dice pool serves double duty - it is both to • If a group of characters attack the same target at the same time, they see whether the spell casts and whether it hits its target. can choose to merge their actions and attack together, at the same point in the initiative order. Their dice pool is equal to the highest stat in the group, with an advantage for every extra individual. • If a character is trying to subdue or disarm a target without harming them, add a disadvantage to the dice pool. When a target’s health reaches zero, they are knocked out (or otherwise incapacitated) but do not risk dying. • If a player rolls excess successes after killing a target, they may choose to move those successes onto another viable target. They reduce the remaining successes by one to do so, and then the attack proceeds as normal (i.e. Reducing remaining successes by the defence of the target) • If a player is deliberately attacking a group of opponents simultaneously, they can add a disadvantage to the attack and then distribute their successes as they wish.
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