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+ + + + + + + + + + +
+

+ Paragon: + +

+ +
+ + + + + + + +
+
+ + + + +
+
+
+
+

THE DICTATOR

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D4

+

+ A LITTLE EMOTIONAL NUDGE
+ When you have your D4 and could get an edge from subtle emotional manipulation,
roll it as part of your dice pool and increase any other dice’s result by its value. +

+
+
+ +
+
+ +
+
+ +

You read a sad story. You cry. Do you think that’s sinister, as if someone has artificially taken over your emotions? Of course not. That’s just what art is.

+

Anyone who’s ever met a Dictator would disagree.

+

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 snap them.

+

They’re like bards, if everyone was fucking petrified of bards.

+
+
+

PLAY A DICTATOR IF YOU WANT TO...

+
    +
  • Be an artist whose performances warp others’ emotions, and even create magical effects.
  • +
  • Use your imagination and creativity to work out exactly what your awful gift can do
  • +
  • Be hated and feared for very good reasons.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK ONE
+
+

+ + + A dagger and a ranged weapon.
+ Bow, pistol or something else. +
+

+

+ + + A rapier.
+ Use Dex instead of Str for its dice pool. Special: recover one Guard. +
+

+

+ + + Magical death touch.
+ May use Dex instead of Str for its dice pool. This weapon is concealed and cannot be taken from you. +
+

+
+
+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 0) +

+ + + Austere, severe angular outfits + +

+

+ + + Flamboyant, straight out of a stage show + +

+

+ + + Spectacular eveningwear + +

+

+ + + Something else: + +

+
+
+
+
+
+
+

Dictating Emotions


+ Select Your Emotion Palette:
+

+ Choose a spoke from the wheel to be your focus: these are the emotions you manipulate. +

+

The Tell

+

+ The Voice lets you issue commands with magical force. When you control emotions, you merely speak commands aloud, but something gives you away. What is it? +

+

+ + + Strange facial scars appear (visibly obvious) + +

+

+ + + Demonic, loud voice (impossible to whisper) + +

+

+ + + Strange smells emerge from your mouth (scent lingers) + +

+

+ + + Something else: + +

+
+
+
+ + + + + + + + + +
+
+
+
+
+

The Performance

+

+ To use The Voice, pick the emotion(s) and roll a Cha dice pool plus your D4. Lose 1 success for each target past the first. The D4 shows the effect’s Intensity, and each successes lets you add or subtract 1 from it. The final Intensity affects the Audience according to your goal – Control or Attack. +

+

+ Control: Manipulate them with the emotion and steal their agency. +1 Disadvantage per Intensity on actions opposing the compulsion, +1 Advantage on actions that support it. Complete control if Intensity exceeds Willpower. +
+ Attack: Make them feel so hard it hurts. They take +1 Disadvantage per Intensity on attacks, and are killed or incapacitated if Intensity exceeds Willpower. +

+

+ Pass your D4 to a player whose character you’re influencing. To affect anyone else with your powers, you must reclaim your D4. This is instant and ends that compulsion. +

+
+
+

INTENSITY OF EFFECT

+ + + + + + + + + + + + + + + + + + + + + + + + + +
1Enough to influence them.
2They feel it intensely.
3They feel it as intensely as most people will ever feel it.
4More intense than love for a soulmate.
5All-consuming obsession.
6+Supernaturally intense. Likely lethal.
+
+

+ If Intensity < Willpower, targets may resist with a Wis roll at a Difficulty of 1/2 Intensity. +

+

+ On a Crit Fail, you’ve broken them; the influence is permanent. +

+
+
+
+
+
+
+
+
+

DICTATOR ADVANCEMENTS

+

AN ARTIST'S PROGRESS

+

Get a new Emotion Wheel spoke and pick one:

+

+ + + Know Your Audience. Pick a group and an emotion. When you use that emotion to affect the group, set your dice to 4 before rolling. The group should be no more than 25% of the people you could meet; if it’s particularly small, the GM may also grant +1 Advantage when targeting them. + +

+

+ + + You, Choir. Lose 1 less success when targeting a crowd for every time you take this option. + +

+

+ + + We, Choir (Pick Once). When using The Voice on willing people, suffer no penalties for group size. + +

+

+ + + Tell, Don’t Show. Under certain circumstances, your Voice’s Tell no longer manifests. What are those circumstances? + +

+

+ + + Signature Piece. Choose a spell from the Master’s Grimoire (p. 370) with no more than 15 risk; whenever you have your D4, you may cast the spell by rolling a Cha pool boosted as per A Little Emotional Nudge. + +

+

IT'S NOT WHAT YOU KNOW

+

PICK ONE

+

+ + + A Working Artist (Pick Once). Once per adventure, declare who owes you a favour and say what you did to earn it. + +

+

+ + + Henchperson (Pick Once) You have a loyal, highly skilled henchperson, designed via the Secondary Characters Rule (p. 280) with one fewer character point. If the henchperson is killed or lost, you can replace them between missions. + +

+
+ THEY ARE BOUND TO YOU BY: +
+ + + A critical fail emotion. + +
+ + + A promise. + +
+ + + A need that you fulfill. + +
+
+ PICK ONE: +
+ + + They resent their condition. + +
+ + + Their friends resent their condition. + +
+
+

+

+ + + Improve Henchperson. If you have a Henchperson, pick one: + +

    +
  • + If they have less character points than the group, add one. +
  • +
  • + Choose a new ability or skillset for the Henchperson from the Secondary Character Rules. +
  • +
+

+

+ + + Agent. You have a specialist or informant ready to help. 1/session, you can get information about a situation from them. + +

+

ONE STEP AHEAD

+

+ 1/session, you may declare that a pre-existing plan is going to come into effect and define it in a flashback scene. Pick a single moving part to detail: an unexpected ally, a prepared escape route, a hidden piece of important equipment. Then roll your D4. On a 1, the GM adds an extra cost to the plan. On a 4, it works too well and the GM adds a complication. +

+

THE GIG

+

+ If you have a captive audience and time to prepare and perform a dramatic ritual, set your D4 to 4 on your performance roll. +

+

FANBASE

+

+ Usually, your victims resent your influence once it’s removed. Now, your victims instead feel euphoric and grateful for the experience until they next sleep. After that, they start to long for you to use the voice on them again. +

+

THE GANG

+

+ You have a small group of acolytes. None of them will have any stat above 2, but they’re useful and hang on your every word even when you’re not using The Voice. +

+

EMOTIONAL CAPITAL

+

+ The Dictator has enough influence in a major settlement that they can leverage almost complete control. Any time you want the city to do something, describe which contact you use to achieve it, and the GM will tell you what you’ll have to owe them. If you agree, the city acts as you choose. +

+
+
+

CARVING OUT THEIR HEART

+

+ When you use The Voice, declare this ability before rolling to make the influence permanent, unremovable even by you. This ability does not work on any of the Personas, and will void the protection gained from Live at The Witch Trials if word gets out. +

+

PORTRAIT OF THE ARTIST AS A MONSTER

+

+ You can grow the claws to back up the personality. When you take this advance, define the monster lurking inside you (see p. 38). You can redefine your monster any time your self image of your “monster” changes. Pick four traits your monster has: +

+
+ + + It’s invulnerable to one common form of harm. + +
+ + + Its attacks have Special: this hit causes 2 Wounds. + +
+ + + It’s invulnerable to emotional control. + +
+ + + It can attack at range. + +
+ + + Its Health is 2x Con. + +
+
+ + + It can use The Voice on anyone who makes eye contact, silently and with a glance. + +
+ + + It can fly. + +
+ + + It can pass through objects. + +
+ + + It can disguise its monstrous nature. + +
+
+
+

+ When you transform, re-arrange your stats as you wish, set Defence to 1, and say what awful thing the monster wants to do. You remain in this form until you do that thing, are knocked unconscious, or take a full action and pass a Difficulty 2 Wis roll to talk yourself down. While in this monstrous form you may add D4 to any dice pool, as per A Little Emotional Nudge. +

+

+

THE POWER BEHIND THE THRONE

+

+ You have complete control of a major part of one of the Great Powers. Describe how you’ve compromised it. +

+

THE GREAT DICTATOR

+

+ You can target any number of beings with Willpower 4 or less with your performance, so long as they can clearly perceive it. If those in power learn you have this ability, lose the protection gained from Live at The Witch Trials. +

+

AT LEVEL 4: LIVE AT THE WITCH TRIALS.

+

+ Your name has attracted a bounty and hunters. What have you done which most frightens people? Pick why you’re still alive: + + + You have a powerful patron. Who is it? Why are they protecting you? + +
+ + + You’ve joined a licensed organisation. What are your duties? What limits does it place on you? + +
+ + + The Hunters have chosen to ignore you. Why? + +
+ + + Something else: + +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+ + +
+
+
+
+

THE FOOL

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE:

+

+ You can add your D6 to your dice pool any time you’re acting in a foolish,
+ daring or cavalier fashion. In any dice pool which includes the Fool’s D6, you gain:
+ Special: Roll another D6 and add it to the present dice pool +

+
+
+ +
+
+ +
+
+ +

Always look on the bright side of life, as the song goes. It’s true.

+

If a Fool’s laughing, you’ll get out of this hell alive. If you get a laugh, your enemies won’t be laughing for much longer. Don’t take things too seriously, and it won’t get + too serious. At least, for the Fool.

+

The Fool’s the swashbuckler, a romantic rogue, the life and soul of the adventuring party. The rest think they’re irresponsible, but the Fool’s abilities mean the only responsible thing to do is be irresponsible. Screw everyone else if they can’t take a joke.

+

Fools rush in... and their friends have to deal with the consequences.

+
+
+

PLAY A FOOL IF YOU WANT TO...

+
    +
  • Bound into action with a grin, knowing your luck will protect you.
  • +
  • Get out of any situation by the skin of your teeth, even if it means making a few sacrifices.
  • +
  • Deal with the chaos when pushing your powers too far inevitably bites everyone on the ass.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK TWO
+
+

+ + + A fine and noble longsword.
+ Get 1 Advantage talking with regal sorts (and those impressed by them). +
+

+

+ + + A rapier.
+ Use Dex instead of Str for its dice pool. Special: recover one Guard. +
+

+

+ + + A cutlass.
+ Get 1 Advantage talking to underworld sorts and impressionable romantics. +
+

+

+ + + Martial arts.
+ May use Dex instead of Str for its pool while fighting with no weapons. +
+

+

+ + + A pistol or other ranged weapon.
+
+

+

+ + + Concealed throwing weapons.
+ Knives, throwing stars, etc. +
+

+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 1) +

+ + + 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 + +

+

+ + + Something else: + +

+
+
YOUR TRADE
+
PICK ONE
+
+

+ + + Swashbuckler. + Choose another option from your equipment list and gain any trinkets you think you need to look the part. + +

+

+ + + A Trickster Wizard. + Can cast minor magical spells (max difficulty of 0). See what you can talk your GM into and use Cha as your dice pool. Check out the Appendix (p. 370) for some magic spells. + +

+

+ + + A Rogue. + Add concealed throwing weapons and thieves’ tools to your equipment. + +

+

+ + + A Bard. + Add a musical instrument of your choice and a book of fine folk songs to your equipment. + +

+

+ + + A Con Artist. + You have access to fake dice, marked cards or similar conartist equipment. + +

+

+ + + A Hustler. + Add a bag of assorted trading wares of questionable origins and variable value to your equipment. + +

+
+
+

FLUKES


+

+ Choose one face of your D6 and draw a circle on it. When you roll your D6, it has special results: +

+
    +
  • + Circle: Describe the fluke of luck that benefits you. The GM can then choose to modify it – the more advantageous you make it, the more they’ll likely tweak it. Then erase all but one circle, and add a cross to a different face. +
  • +
  • + Unmarked: Add a circle to a different face, unless all sides are full. +
  • +
  • + Cross: Something unfortunate happens to you or (more likely) the people around you. Erase all crosses. +
  • +
+ + + + + + + + + + + + + + + + + + + + + + + + + +
1 + O  +     + X  +
2 + O  +     + X  +
3 + O  +     + X  +
4 + O  +     + X  +
5 + O  +     + X  +
6 + O  +     + X  +
+

+ If you do something that is particularly foolish or entertaining, the GM may give you an additional circle on your dice. +

+

IF ALL ELSE FAILS

+

+ If you’re in a dire situation, hand the GM your D6. The GM will describe the unfeasibly good luck that rescues you (and possibly your friends) from danger. +

+

+ While the GM has your D6, they can describe an entirely unfair event on a similar or lower scale of awfulness and then give you back your D6. If you deliberately cause a spectacular or amusing disaster, take your D6 back. +

+
+
+
+
+
+
+
+

FOOL ADVANCEMENTS

+

CLOWN SCHOOL

+

Along the way, a Fool picks up a few specialised tricks in how to use (and abuse) their luck.

+

+ + + LOVE FOOL. Once per session, you get the mininum number of successes needed to achieve a task, so long as you do for it for love. Your actions should involve a protestation of adoration, especially as you don’t have to be in love until this very moment. Once you’ve fallen in love, roleplay this until the narrative leads you to get over it. + +

+

+ + + FOOLS RUSH IN. If you start a combat with Guard, you can lose it all to take a single action before anyone else. + +

+

+ + + FOOL’S PREP. Once per session, declare an item you need. If you add a cross to your dice, you get it immediately. + +

+

+ + + OH, IGNORE THAT FOOL. Add a cross to your dice to make someone drastically underestimate or ignore the Fool in a situation when they really shouldn’t. + +

+

+ + + FOOL’S GOLD. Add a cross to your dice to know what dumb, surprising thing someone you’re talking to really wants. + +

+

+ + + NEVER TELL ME THE ODDS. In any normal game of chance, you never lose. If your opponents are cheating (magical or otherwise), add a cross to your dice to win anyway. + +

+

+ + + FOOL’S CHARM. Add a cross to your dice to make someone trust in you for just a moment, or to have everyone laugh off a social faux pas you just made. + +

+

+ + + LUCKY RABBIT’S FOOT. There’s something foolhardy you can do to increase your luck. Once per encounter, choose one of the following actions and add a circle to your dice: +

    +
  • Take a drink at a dramatic moment.
  • +
  • Joke at someone who seems more powerful than you.
  • +
  • Break into a rousing song.
  • +
  • Say a catchphrase at the exact right moment.
  • +
  • Collaborate with GM to create your own.
  • +
+ +

+

KNACK OR SPELL

+

Choose either a Knack or a Spell:

+
    +
  • A Knack: Choose one thing you’re good at. Whenever you do it, you get an Advantage. See p. 46 for guidance and examples.
  • +
  • A Spell: Choose any spell from the Spells Appendix (p. 370) with no more than 15 risk. Roll a Cha pool to cast it.
  • +
+

CLEAN SLATE

+

+ Between scenarios you may delete all circles and crosses from the dice, and add a single circle. When you do so, describe what your Fool does to blow off steam. +

+

JACK OF ALL TRADES

+

+ Select a second Trade, and gain all bonuses/equipment from it. +

+

IT’S A STUPID PLAN… BUT IT JUST MIGHT WORK

+

+ 1/session, add a cross to the Fool’s dice to automatically pass a single roll with the minimum number of successes required. The roll has to follow your plan to the letter, and the plan has to be highly unlikely and maybe even foolish. If it doesn’t make the table think “That’ll never work,” it isn’t foolish enough. +

+

PUSHING IT

+

+ As in It’s A Stupid Plan… But It Just Might Work, you must describe and then follow a foolish and unlikely plan and then add a cross to your D6. Unlike that advance, then you roll it.
+ If you don’t roll a cross, the plan succeeds with the minimum number of successes required.
+ If you roll a cross, the plan goes desperately wrong. The GM will describe how. It could include serious loss of resources or the incapacitation (or even death) of friendly characters. +

+
+
+

KING FOR A DAY

+

+ You can take over a whole Great Power in the world: an Empire, a kingdom, a guild or similar. Describe how you managed to take power momentarily, and describe what endeavour they will undertake. This dominion lasts for the current adventure. Your first use is free. To use this again, you must first add a cross to your dice that can never be erased. +

+

CLOWNSHOW

+

+ 1/session, you can say “This is turning into a total clownshow”. For the rest of the encounter, any time anyone fails a roll, it has the same effects as if you had rolled a cross: an unfortunate event happens to them (or those near them). Friends, enemies, everyone. It should be stressed: the Fool is not immune to this. +

+

HOLY FOOL

+

+ Whenever you act with kindness and altruism, you can add your D6 to the pool. If you ever take Don’t Give A Fuck, lose this ability. +

+

DON’T GIVE A FUCK

+

+ You’re never directly affected negatively by any unfortunate fallout of your abilities, (e.g. Flukes, If All Else Fails, Pushing It). Any bad luck will only ever hurt people around you. If you ever take Holy Fool, lose this ability. +

+

AT LEVEL 6: LUCKY BREAK

+

+ The Fool gets a lucky break! The GM offers you something you really want or need. The location of an enemy, a secret route to a difficult destination, Nirvana’s fourth album from a dimension where Cobain lived…
+ They then describe the likely consequence if you agree. Your enemy will know where you are, a friendly stronghold will come under threat, you’ll anger the vengeful god of Grunge… +

+

+ If you take the risk, roll the Fool dice: +

    +
  • If you roll a circle, you get it for free.
  • +
  • If you roll a cross, you don’t get it, and get the consequence.
  • +
  • If you roll anything else, you get both what you want and the consequence
  • +
+

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+ + +
+
+
+
+ THE KNIGHT +
+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D8

+

+ EMOTIONALLY ENGAGED
+ When you’re feeling your sacred emotion (at 1 or above on your scale),
+ you may add your D8 to any attack made with your Arcane Weapon +

+
+
+ +
+
+ +
+
+ +

These orders of Knights are the world’s greatest warriors, each devoted to one of the eight sacred emotions. Whether it be joy, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons.

+

When consumed by their sacred sensation, they’re incomparable warriors, capable of miraculous feats. Nothing can stand against their blades–armies, mountains, not even ideas. They can defeat anything.

+

Except the passion which drives them.

+
+
+

PLAY AN EMOTION KNIGHT IF YOU WANT TO...

+
    +
  • Be the most powerful fighter in the land, capable of fighting armies single-handedly.
  • +
  • Develop a bond with a signature weapon born of your psyche.
  • +
  • Process your tumultuous emotions by using them as incendiary fuel for your powers.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK ONE
+
+

+ You get your Arcane Weapon, and pick one to explain your striking resilience to harm: +

+

+ + + You’ve got an uncanny danger sense. + +

+

+ + + Your scarred flesh is incredibly resistant to pain. + +

+

+ + + You have the finest armour, and keep it in good condition. + +

+

+ + + Something else: + +

+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 1) +

+ + + 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. + +

+

+ + + Something else: + +

+
+

YOUR SACRED EMOTION

+

+ As an Emotion Knight, your powers are driven by you feeling a specific, Sacred Emotion. Choose a word from the list below that best fits that emotion and write it into the blank space at the top of this sheet. +

+

+ + + Rage, Anger, Annoyance + +

+

+ + + Ecstasy, Joy, Serenity + +

+

+ + + Vigilance, Anticipation, Interest + +

+

+ + + Loathing, Disgust, Boredom + +

+

+ + + Grief, Sadness, Pensiveness + +

+

+ + + Amazement, Surprise, Distraction + +

+

+ + + Terror, Fear, Apprehension + +

+

+ + + Admiration, Trust, Acceptance + +

+

+ All three of the words on the same line are aspects of your Sacred Emotion. You feed off them all. +

+
+
+

THE ARCANE WEAPON

+

+ All the Emotion Knight’s special abilities are channeled via their arcane weapon. All arcane weapons, whatever their form, are sentient and can communicate with their owner (audibly or with short-range telepathy). They can sense strong sources of its emotion in their vicinity. Pick one from each to customise yours: +

+
+
+ YOUR WEAPON IS: +

+ + + Sharp. Sword, machete, rapier + +

+

+ + + Heavy. Greataxe, hammer, gauntlet + +

+

+ + + Esoteric. Chain, trident, whip + +

+

+ + + Something else. + +

+
+
+ ITS PERSONALITY IS: +

+ + + Aggressively determined to pursue its Sacred Emotion + +

+

+ + + A critical voice, doubting the Knight’s worthiness + +

+

+ + + The adorable opposite of what you’d expect from it. + +

+

+ + + Something else. + +

+
+
+ ITS MAIN TRAIT IS: +

+ + + Brutal. Special: If this hit Wounds, it deals two instead + +

+

+ + + Fast. Special: If this hit removes a Guard from your foe, remove two instead of one. + +

+

+ + + Elegant. Uses Dex instead of Str for its pool. Special: Recover two Guard + +

+
+
+
+

YOUR EMOTIONAL SCALE

+

+ Emotion Knights keep track of their Sacred Emotion on the emotional scale, using your D12 as a counter. Depending how intensely your character is feeling this emotion in the fiction, move the counter up or down the scale. Discuss with your GM if you feel it would have changed. Your GM will also prompt you. If the emotional intensity ever meets or exceeds your Willpower, you are overwhelmed by it. +

+

+ Creative Violence: At 2+ on the scale, you can expend all of it to defeat your foe, so long as they fit one of the nouns at your current intensity or below. To begin with, you can’t access any effects stronger than level 3. +

+

+ Roll your D8. If it beats your current emotional intensity, you succeed. If not, you do it but you or someone else close to you suffers Wounds equal to the result and the GM adds complications to your success. Either way, reset your intensity to level 0. +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + + + + +
0

1: Strong
+ Emotionally Engaged: Can use Venting abilities and Stances. +
2: Intense
+ Can use Creative Violence to defeat: a mob, a blockage, a village, a strength. +
3: Overwhelming
+ Can defeat: an army, a town, a mountain range, a weakness. +
4: Lost
+ Can defeat: despair, a city, your true love. +
5: Consumed
+ Can defeat: a country, a religion. +
6: Inhuman
+ Can defeat: a god, hope, yourself. +
+
+
+
+
+
+
+
+
+
+

EMOTION KNIGHT ADVANCEMENTS

+

Emotion Draining

+

+ You learn to channel your Arcane Weapon’s hunger to siphon their Sacred Emotion from a target character. The GM ascertains how strong an emotion the target was feeling. If it’s 0, this ability has no effect; otherwise, this is the maximum level of emotion that can be siphoned. If the target is willing, the Emotion Knight gains that level of emotion and the target loses it. The character can resist with Cha roll (difficulty 0): +

    +
  • + For each success, a level of emotion is transferred from them to the Emotion Knight. Their behaviour changes proportionally. +
  • +
  • + On a failure, the target’s emotion stays the same and the Emotion Knight gains no levels of emotion. +
  • +
  • + On a critical failure, the target can never feel emotion towards that source ever again. However, the Knight gets all the emotion the target presently feels. +
  • +
+

+

New Stance: TYPE

+

Pick a new stance of the indicated type.

+

New Venting Ability

+

+ Pick a new venting ability. +

+

Knightmare

+

+ After a bad night’s sleep with a dream born of your Sacred Emotion, you will wake to find a magical steed beside you. Every time you have a bad (k)night’s sleep, say what you dreamed about. Some dreams have been known to be prophetic. +

+
+ WHAT DOES IT LOOK LIKE? +

+ + + A towering warhorse with burning eyes + +

+

+ + + A three-humped camel with a knowing expression + +

+

+ + + A cowardly cat who really doesn’t want to be here + +

+

+ + + Something else
+
+

+
+
+ WHAT GIFT DOES IT HAVE? + ACTIVATES WHEN YOU ARE EMOTIONALLY ENGAGED +

+ + + It can fly + +

+

+ + + It is faster than any horse. + +

+

+ + + It can move through walls like a ghost. + +

+

+ + + Something else
+
+

+
+
+

+

Advance Creative Violence

+

+ For each time you take this ability, your maximum level of Creative Violence is increased by 1, and your Willpower is treated as 1 higher for the puposes of resisting being overwhelmed by your Sacred Emotion. +

+

Second Active Stance

+

+ Stances are common among many martial arts, and a warrior chooses which stance to position themself carefully. One stance at any time. That’s how it works. However, Emotion Knights are the greatest warriors in the land. When this advance is chosen, the Emotion Knight may have two stances active simultaneously. Each stance can be changed independently exactly like normal. +

+

Emotion Vampire

+

+ The Arcane Weapon’s hunger can get out of control, and some Emotion Knights choose to chase that. When you use Emotion Draining on a being who has either submitted or is incapable of resisting, an Emotion Knight can choose to feed on the target’s potential to feel that emotion. Gain a single level of the emotion while removing the victim’s ability to ever feel this emotion again. If the victim is currently feeling this emotion, gain an additional level of the emotion alongside those you would normally drain. +

+

+ This is primarily an ability for antagonists and villains. Characters who see this power in use will fear and hate its user in the same way they would a Dictator. +

+
+
+

Single-Minded

+

+ When your emotion has you, you’re very difficult to divert. Increase the difficulty to mentally dominate you by your present emotional level. This includes a Dictator’s abilities. +

+

Master of the Order

+

+ You are accepted as the worldwide Master of your Order of Knights. If you’re using the Great Game rules, they count as at least one faction, and perhaps more. If you gain Dual Wield, you immediately forfeit this advance. +

+

Dual Wield

+

+ Choose a second emotion and gain a second weapon with its own personality. You now track this emotional scale separately. If you have an Emotional Stance from this new emotion, you can only activate that stance if its emotion is above zero. If you have two Emotion Satnces, you may change one to an emotion stance from your new emotion. You can never select the advance Master Of The Order. +

+

AT LEVEL 8: A KNIGHT’S CONFIRMATION

+

+ You are called to confirm your choice and enter your order. Your weapon is taken from you. You are taken to a ceremonial place—a dungeon, a labyrinth, a cave system—and you find their way through it. In the centre, your weapon… and one for each of the other seven emotions. Gain the following: +

+

+

    +
  • Retrieve your weapon… or pick one of the other seven.
  • +
  • Pick a new stance or venting ability. Swap any abilities related to a given emotion.
  • +
  • You’re now a member of this league of knights.
  • +
+

+

+ If there is an order in the fiction already, use it. If there isn’t, create one in collaboration with the GM. This order may call upon you to perform tasks. You may be able to ask them for help. This is a reciprocal relationship. +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

VENTING ABILITIES

+
+
+ PICK ONE +
+
+ If you are emotionally engaged, you can vent. This reduces your emotional scale by one and triggers the vent ability. +
+
+

+ + + Decapitation Strike: Target and attack a single individual and ignore Guard. + +

+

+ + + Combat Frenzy: Apply the results of this attack to all enemies within melee range of the Knight’s position. + +

+

+ + + Duel: Target a single individual. They cannot attack anyone else until you say so, or until you’re no longer a combatant. + +

+
+
+

+ + + Personal Attacks: Discover how your Sacred Emotion could be used to hurt the target - whatever that means. + +

+

+ + + Personal Knowledge: Gain knowledge of who or what a target feels your emotion most strongly towards. For example, a Terror Knight could vent to discover a target’s worst fear. + +

+
+
+

+ + + Distance Strike: You can attack anything, at any distance, as long as you know exactly where they are. + +

+

+ + + Emotional Reserve: When hit, you may reduce your emotion level instead of losing Health on a 1-for-1 basis. + +

+

+ + + Hardcase: Vent to make anyone human-sized think that if you fought, you would win. + +

+
+
+
+
+

STANCES

+
+
+ PICK ONE +
+
+ Stances are passive abilities. If you have more than one, you can change them with an action in combat, or at-will outside of combat. +
+
+

COMBAT STANCES

+

+ + + Bodyguard: Choose someone within arm’s reach. If they are attacked, you can choose to be attacked instead. + +

+

+ + + Ranged Attack: You can attack with your Arcane Weapon out to medium range. + +

+

+ + + Riposte: When an opponent’s attack fails to hit you, make an immediate attack in response as an extra action. + +

+

+ + + Parry: All attacks on you suffer one disadvantage. + +

+

+ + + Quick on the Draw: If someone is in melee range with you, give up your move action to attack them before they attack you. + +

+

+ + + I’ll Die When I’m Dead: You can act normally when you’ve taken enough damage you should be unconscious. You continue to fight until you die. + +

+

+ + + Slashing Blade: You can split successes in an attack between multiple targets without suffering a Disadvantage. + +

+

+ + + Pacifier: You can attack and inflict non-fatal injuries without suffering a disadvantage. + +

+

+ + + Show-Off: Your fighting style is undeniably more beautiful than anyone else’s. Your attacks have: + Special: Choose an opponent to be startled by your grace. The next attack on them gains an advantage. + +

+
+
+

SOCIAL STANCES

+

+ + + Intimidating Gaze: You can be a scary fucker. If there’s a question of “who’s the most murderous person in the room?” The answer is “You.” + +

+

+ + + Common Touch: The “Common Folk” of the kingdom automatically think you’re one of them. What does “Common Folk” mean? You tell us. + +

+

EMOTION STANCES

+ ECSTASY/JOY/SERENITY +

+ + + Painfree: You no longer suffer any physical pain. + +

+

+ + + Life and Soul of the Party: Your infectious enthusiasm makes others want to spend time with you. + +

+
+ ADMIRATION/TRUST/ACCEPTANCE +

+ + + Hero-Worship: Choose one person to idealise. When supporting them in an action, you give two Advantages instead of one. + +

+

+ + + Trusting Face: You radiate such simple good-heartedness that people will give you the benefit of the doubt unless there’s a strong reason to do otherwise. + +

+
+ TERROR/FEAR/APPREHENSION +

+ + + Flight: When fleeing, you always escape any pursuer who doesn’t have a supernatural ability to hunt you down. + +

+

+ + + Reading the Danger Room: When in this stance, at any time, you can ask the GM “What should I be most frightened of here?” and they must answer honestly. + +

+
+ AMAZEMENT/SURPRISE/DISTRACTION +

+ + + Eeek! When surprised, you jump out of your skin. You instantly teleport a short distance. + +

+

+ + + Innocent: People cannot read you in any way other than a wide-eyed adorable innocent. + +

+
+
+

+ + + The Look Of Eagles: If someone is looking for a leader, they look to you. Everyone will assume you’re in charge due to your natural authority. + +

+

+ + + Who The Hell Are They? In any room, you instantly attract everyone’s attention. + +

+

+ + + Infectious Charm: All of your jokes land with at least one person present. + +

+
+ GRIEF/SADNESS/PENSIVENESS +

+ + + Catharsis: When Emotion Draining, you also heal a Wound from your target for each level of emotion drained. + +

+

+ + + Pity Me: People pity you as they would a whimpering puppy. + +

+
+ LOATHING/DISGUST/BOREDOM +

+ + + I Know You Hate Me: Declare that anyone who can see you hates you; they behave appropriately. + +

+

+ + + My Mind Is A Fortress: You are so wrapped up in hatred (of self and others) the difficulty of any emotional manipulation is increased by 2. + +

+
+ RAGE/ANGER/ANNOYANCE +

+ + + Warface: Anyone foolish enough to meet your gaze regrets it. All your attacks gain Special: they metaphorically shit themselves and lose a Guard. + +

+

+ + + Berserk: As long as you are in this stance, your health is increased by your Wis. + +

+
+ VIGILANCE/ANTICIPATION/INTEREST +

+ + + You Watch The Watchmen: You know at any time you’ve been spotted or are about to be ambushed. + +

+

+ + + Guardian: You can declare one person under your protection. You know whenever they are threatened, and gain an advantage when acting on it. + +

+
+
+
+
+ + +
+
+
+
+

THE NEO

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D10

+

+ Gifts of the Fair
+ You can add your D10 to your dice pool any time you’re assisted by an activated Gift. +

+
+
+ +
+
+ +
+
+ +

Adventurers love gold. With their propensity for taking anything that isn’t nailed down makes them all thieves… which makes the classical fantasy prejudice against rogues a little odd. They’re all at it. Why do rogues get the glances?

+

But anyone who’s ever met one knows why people are suspicious about the Neo.

+

There’s a special kind of gold, and the Neo’s magical technology needs to be activated by this every day. If they can’t find enough then all their gifts mean nothing. They can’t skip between shadows, dance through the sky or punch a hole through a Fallen’s head from half a mile away.

+

Adventurers all want gold, but no-one needs it like a Neo.

+
+
+

PLAY A NEO IF YOU WANT TO...

+
    +
  • Be the chromed-up cyberpunk rogue in the fantasy adventuring party.
  • +
  • Select from an armoury of magic-cybernetic gifts you can personalise to your heart’s content.
  • +
  • Hunt desperately for the next score to fuel your powers.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
YOU START WITH:
+
+
    +
  • + A dagger (or any pointy thing which stabs) +
  • +
  • + Another close weapon (short sword, a second dagger, or something else) +
  • +
  • + A ranged weapon (pistol, a rifle, or something else) +
  • +
+
+
+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 0) +

+ + + Black leather, studs and chrome, white leather, bleach and catsuits + +

+

+ + + Billowing black cloak and sinister scarlet eyes + +

+

+ + + Exposed metallic exoskeleton and vat-grown muscle + +

+

+ + + Something else: + +

+
+
+
+
+
+
+
+
+

FAIR GOLD

+
+
+ +
+
+ Keep track of how many Fair Gold you possess. They’ll disappear at dawn.
+

+ Fair Gold is the techno-magical fuel which powers your gifts. It takes the form of small coins, most commonly found in the corpses of Fallen, but you will find other sources. Your AI will tell you if any Fair Gold is nearby. +

+

+ A single piece of Fair Gold will activate one of your gifts (and its upgrades) until the following Dawn, including any of its upgrades. Each Neo has a slot on their body where they can insert the coin – normally the neck, but you may vary. +

+

NEOTECH

+

+ You always have an AI system and basic ability to access the Fair Field—an invisible technological data network. Your AI system is capable of talking with you and performing basic tasks relating to your gifts and upgrades. +

+

+ To use your Neotech to hack Fallen, computers, automated systems and anything technological, roll a dice pool based on your Int. Each success lets you bypass a particular problem your target is causing. The dice pool has Special: actively subvert the system to perform one action. +

+
+
+

GIFTS OF THE FAIR

+

+ The Neo has access to otherworldly cyberpunk technology—robotic limbs, loyal automatons, smart weapons, and more— known as gifts. When creating your Neo, select one techno-magical gift from the Gifts sheet, and one of its upgrades. +

+

+ Gifts all have narrative effects in addition to mechanical ones; they allow you to perform suitable associated tasks. A jetpack lets you fly. A teleporter lets you teleport. +

+

+ You can only take a single upgrade marked Defensive unless an advancement says otherwise. If not stated otherwise, Upgrades can be picked multiple times. +

+

OVERCHARGE

+

+ You can use extra Fair Gold to simulate an upgrade in a one-off fashion. To overcharge an activated gift, describe your desired effect. The GM sets a cost (in gold) to achieve this effect. +

+

+ One gold is enough to temporarily remove a Gift’s limitations, extend its capacities or ape an Upgrade. +

+

+ Two gold is enough to improve the gift in several ways. +

+

+ Three or more gold let you perform truly spectacular feats. +

+

+ Spend the gold, and roll your D10: +

+
    +
  • + If the result is odd, it works perfectly. +
  • +
  • + If it’s even, it mostly works but something goes amiss. +
  • +
+
+
+
+
+
+
+
+
+

NEO ADVANCEMENTS

+

NEW GIFT

+

You acquire another gift of the Fair. How did you get it? Choose one: gain a new Gift, or Upgrade an existing Gift.

+

UPGRADE

+

You’re getting better at harnessing your gifts. Pick an extra upgrade on one of them.

+

GOLD SOURCE

+

+ At the start of each day, you receive one Fair Gold via a reasonably safe method. What is it? +

+

SICK-ASS RIDE

+

+ You can create, summon or otherwise generate a vehicle that can transport the rest of the party, and a couple of friends. When in this form, you travel as fast as a horse. +

+
+ WHAT DOES IT LOOK LIKE?
+ + + 1950s sci-fi, all chrome + +
+ + + 2010s heavy-duty serious tech + +
+ + + 2070s bleeding-edge cyberpunk + +
+ + + Something else:
+
+
+
+ WHERE DOES IT COME FROM?
+ + + You summon it + +
+ + + It emerges from your body + +
+ + + You transform into it + +
+ + + Something else:
+
+
+
+

+

+ When you pick this ability, you can choose one of the following upgrades. Any time you choose an upgrade from now on, + you can upgrade your SICK-ASS RIDE instead. +

+
+
+ + + It can travel underwater. + +
+ + + It can travel in a vacuum. + +
+ + + It can carry another party’s worth of people. + +
+ + + The engine is silent. + +
+
+ + + It can reach orbit. + +
+ + + It can fly at the speed of the fastest airborne creature in the world. Every time you take this, double its speed. + +
+
+

PAWN SHOP

+

+ The Neo has an extradimensional contact who has an interest in certain objects. They’ve agreed to buy them in exchange for Fair Gold; a fair price for services rendered. +

+
+ WHO IS THIS CONTACT?
+ + + A single Fair, turned eccentric from the loss of their other half + +
+ + + A demon prince with a crooked halo + +
+ + + A time-traveller in some manner of public convenience. + +
+ + + Something else:
+
+
+
+ WHAT DO THEY WANT?
+ + + An exquisite meal they’ve never eaten before + +
+ + + A secret that would ruin someone’s life + +
+ + + Skulls of unusual species, but only once for any single species + +
+ + + Something else:
+
+
+
+

+

THE BIG SCORE

+

+ You have become aware of how to rip off an entity for Fair Gold. You gain 2 gold every morning as long as you keep up the con or racket. Once a session, the GM can tweak the plot to explore the difficulties of maintaining the enterprise. If your Big Score is discovered, you lose the gold income until you can re-establish the scheme - or start a new one.
+ WHAT’S THE CON?
+ + + You’re skimming Fair Gold from the local Neo guild + +
+ + + You’ve convinced a cult that their god wants them to offer up Fair Gold + +
+ + + You’ve found the back door to a Reality Mine + +
+ + + You’re running a fake protection scheme, where people think they’re paying off a Mayfly Dragon. + +
+ + + You’re running a pyramid scheme where people think they’re buying their very own eternal-life-guaranteed pyramid. + +
+ + + Something else: + +

+
+
+

HACKROMANCER

+

+ The Neo gains the ability to create a beacon that gathers Fallen. When the beacon is activated with a piece of Fair Gold, it is as if the heavens opened and a biblical flood of Fallen fell upon the land. You do not control these Fallen. +

+

DEUS EX MACHINA

+

+ You have gained access to a god-machine, capable of miraculous feats. It can do one impossible thing, but not before it’s fuelled by an impossibly rare material. When activated, it will achieve what it does, and then consuming its fuel and shut down. +

+
+ WHAT FORM IS IT? + + + A deserted, confused spaceship. + +
+ + + A mecha suit missing a limb. + +
+ + + A naive pet AI-god. + +
+ + + Something else:
+
+
+
+ WHAT POWERS IT? + + + Fair Gold purified and distilled by a difficult, obscure method. + +
+ + + A bottled aspect of a god. + +
+ + + The possibility of one of your dreams ever being real. + +
+ + + Something else:
+
+
+
+

+

CHOSEN OF THE FAIR

+

+ You gain a special relationship with the Fair, and are able to come to an understanding with them—at least, as much as anyone can understand the Fair. Reselect your gifts and upgrades in a burst of apotheosis. You gain the ability to summon the Fair once a session with a strange ritual. +

+

AT LEVEL 10: AN INTERESTING DECISION

+

+ You are confronted by two of the Fair. They explain that you’re a creature of both worlds, perfectly balanced between the two. As such, the Fair will give you an interesting decision – to accept a gift or not. One Fair says that if they take the gift, if they leave Die and return to reality, there will be no consequences. The other says that if they take the gift, if they leave Die and return to reality, they will suffer a consequence as a result of this decision.You may then choose to accept the gift or not. It is an interesting decision. +

+

+ If you accept, gain access to a single gift with an upgrade of your choice. If not, you get nothing. Whatever your choice, you gain the ability to have a second Defensive upgrade. If you return to Earth, roll a D10. If it’s even, the first Fair was correct and you suffer no consequences. On an odd number, the second Fair was correct, and you suffer a consequence from having accepted this gift. +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+

NEO GIFTS

+
+
+
+
+ + + Gun + +
+
+ + + ACTIVATED + +
+
+

+ The Fair have gifted you with an arcane firearm. Works as a normal ranged weapon without being activated. +

+

+ + + Explosive. Your ranged attacks gain: Special: apply an extra individual hit to another target in the vicinity. + +
+ + + Homing. Your ranged attacks gain: Special: this individual hit—not the whole attack—bypasses Guard. + +
+ + + AI-Assisted Targeting. The gun’s attacks ignore all environmental Disadvantages. + +
+ + + Phasers to Stun. The gun’s non-lethal attacks ignore all Disadvantages. + +
+ + + Trick Shooting. The Gun can fire precisely enough to act as a form of telekinesis: you can knock on windows, ring doorbells, open doors and perform other feats of accuracy. + +
+ + + Tracking. Its attacks gain Special: the target can be reliably traced for 24 hours. + +
+ + + Sniper. You can shoot as far as you can see. + +
+ + + Sentry Gun. The gun can be left behind to guard a stationary position, and obey a simple set of orders. When it’s next activated, it instantly appears in the Neo’s hands. + +

+
+
+ + + Light Field Projector + +
+
+ + + ACTIVATED + +
+
+

+ You can generate an utterly convincing visual illusion or make yourself practically invisible. +

+

+ + + Reactive Combat Invisibility (Defensive). Gain +1 Defence. + +
+ + + Invisibility Field. You may make one other human-sized creature invisible. + +
+ + + Enhanced Invisibility. In addition to sight, your sound, smell, psychic aura and trace magical energy are also concealed. + +
+ + + Distance Projection. Your illusion continues when you leave an area. + +
+ + + Active Update. You can project an illusion onto yourself in real-time as a disguise. + +
+ + + Immersion Enhancement. Your illusion can create sounds, smells and physical feedback akin to a 4D cinema experience. + +

+
+
+ + + Force Field + +
+
+ + + ACTIVATED + +
+
+

+ You’re able to create and reshape an energy field in your vicinity. This force field has Health equal to your Int. +

+

+ + + Active Defense Protocol (Defensive). Your Guard is now equal to your Int plus your Dex. + +
+ + + Autonomous Field. You can create a force field in your vicinity which will remain after you leave the area. It can take damage equal to your Int before collapsing. Attacking and damaging this force field has Difficulty 1. + +
+ + + Kinetic Redirection. All attacks on anything protected by your force field gain: Mandatory Special: Restore 1 Health to the active forcefield. + +
+ + + Buddy-Help™ Protocol. The rest of the party are protected with a supplementary microforce field. They gain +1 Guard. + +

+
+
+
+
+ + + Energy Weapon + +
+
+ + + ACTIVATED + +
+
+

+ You have a searing energy weapon. If you wish, you may use Dex for its dice pool instead of Str. Works as a normal blade without being activated. +

+

+ + + Phantom. Your close combat attacks gain: Special: this individual hit—not the whole attack—bypasses Guard. + +
+ + + Searing. Your close combat attacks gain: Special: ignite opponent, doing 1 hit per round until extinguished. + +
+ + + Neurosleep. Your close combat attacks gain: Special: target is hit by a sedative. If they are hit by a sedative a number of times equal to their Con, they fall unconscious. + +
+ + + Returning. When thrown, the weapon returns to the Neo. + +
+ + + Cleave. Your close combat attacks gain: Double-Special: apply this whole attack to another target within range. + +
+ + + Fatality! Your close combat attacks gain: Special: if this attack kills an opponent, describe a particularly horrific death sequence. All opponents capable of being horrified in the area suffer 1 Disadvantage when fighting you for the rest of the encounter. + +

+
+
+ + + Pet + +
+
+ + + ACTIVATED + +
+
+

+ You have an awesome cybernetic pet. When summoned, it’s also autonomous and capable of following instructions. Its Defence is the same as yours. Any Wound inflicted on your pet is transferred to you. When Wounded, it dematerialises and reappears beside you. +

+

+ + + Distracting. If your pet assists you in an attack, you gain Special: remove 2 Guard. + +
+ + + Tracker. If given a sample of a target, the pet can lead you to it. + +
+ + + Alert. The pet alerts you to any ambush before it happens – you always start with full Guard. + +
+ + + Gold Hunter. Your pet can be sent to scavenge fair gold, and will return with the gold after the next encounter (longer if the GM wishes). Roll your Int pool and find 1 Fair Gold on a success, with: Special: gain an extra gold. + +
+ + + Protective. If an attack would kill the Neo and the pet is present, the pet can sacrifice itself to negate the attack. The Pet deactivates, disappearing in a shower of light, and must be reactivated to bring it back. + +

+
+
+ + + Wetwork + +
+
+ + + ACTIVATED + +
+
+

+ Your body and blood have been upgraded. You heal quicker, tire slower, can perform feats of physical strength and endurance, and have active control of your body’s systems. +

+

+ + + Reflex Boost. You always act first in any initiative order. + +
+ + + Speed Boost. All your actions gain: Special: take an extra move. You can’t be attacked during this move. + +
+ + + Instant Reflexes (Defensive). Gain +1 Defence. + +
+ + + Horsepower. You can move twice as fast or far as normal. + +
+ + + Regeneration (Defensive). Heal 1 Health per round. Fully heal between combats. + +
+ + + Resurrection Protocol. If you die, roll a Con pool at the end of the combat with: Special: return to life. + +

+
+
+
+
+ + + Full AI Enhancement + +
+
+ + + ACTIVATED + +
+
+

+ You augment your AI to access its full potential. When you’re hacking, include your D10 in the roll. +

+

+ + + Information Database. Choose the AI’s specialist subject. The smaller the area, the more complete the knowledge. + +
+ + + Hacking Protocol Interface. If you manually interface with a system, you’re immune to any physical feedback on a failure. + +
+ + + Subpersonality. Your AI simulates a single known person, living or dead, who can be interrogated and questioned. + +
+ + + BioHacking Extension. Choose one group of creatures; you can hack them like Fallen. + +
+ + + Fallen Leash. You can control a hacked Fallen indefinitely, as if you’d rolled a Special every round. You can control one Fallen at a time for each time you’ve taken this upgrade. + +

+
+
+ + + Cybernetic Enhancement + +
+
+ + + ACTIVATED + +
+
+

+ A powered exoskeleton grows over and through your body, rendering you an armoured fighting machine capable of feats of supernatural strength and resilience. +

+

+ + + Hardcase (Defensive). Gain +1 Defence. + +
+ + + Energy Gun. You have a built-in gun. Pick one Gun upgrade. You cannot add further upgrades. + +
+ + + Energy Weapon. You have a built in energy weapon. Pick one Energy Weapon upgrade. You cannot add further upgrades. + +
+ + + Sensory Array. Your senses expand into a generalised radar in the locale, and you can see through obstacles. + +
+ + + Reactor. You have a reactor in your exoskeleton. When activated, it gains three charges used in the place of Fair Gold for the sole purpose of overcharging your other gifts. + +
+ + + Sealed. You can survive in hard vacuum and other outlandish environments. You no longer need to eat. If you do ingest poison somehow, it doesn’t affect you. + +
+ + + Jetpack. You can fly at the speed of the fastest airborne creature in the world. Each time you take this, your speed doubles. + +

+
+
+ + + Blink Teleporter + +
+
+ + + ACTIVATED + +
+
+

+ You can chain together short-distance teleports, about as far as you could jump with a run up. +

+

+ + + Combat Shift Protocol (Defensive). Gain +1 Defence. + +
+ + + Optic Triangulation. You can teleport anywhere you can see. + +
+ + + Duo Port. You can teleport one other person with you. + +
+ + + Telefrag. You can use your teleportation offensively by teleporting something inside your target. Your melee attacks gain: Special: target suffers 1 Wound. + +
+ + + Shift-TK. You can teleport small nearby objects. + +
+ + + Retrieve Protocol. Once a day, you can attune to any object you can lift. It can then be teleported to you, from any distance. + +

+
+
+
+
+ + +
+
+
+
+

THE GODBINDER

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D12

+

+ GUIDANCE
+ You can add your D12 to your dice pool any time a god’s power is influencing it, whether Scripture or Miracle. If it rolls a 1 on a Scripture, gain God Debt. +

+
+
+ +
+
+ +
+
+ +

You don’t believe in gods.

+

They exist, obviously. You owe the Fire God for that time he burned that fortress, and you’ve got that favour from the God of the Wild when you saved her rainforest. But believe? That’s a strong word.

+

You don’t believe in gods. You believe in tools. Useful tools.

+

Because if you think about it, the difference between “cleric” and “demonologist” is the same as the one between “freedom fighter” and “terrorist.”

+
+
+

PLAY A GODBINDER IF YOU WANT TO...

+
    +
  • Unleash the power of a pantheon of your own design on the world.
  • +
  • Barter with your gods for anything you want… for a price.
  • +
  • Deal with the awful costs of the deals.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK ONE
+
+

+ + + Two-handed hammer, heavy protection (Defence 1) + +

+

+ + + Quarterstaff (Special: recover 1 Guard), robes or loincloth + +

+

+ + + Worn leather gear, dagger or knuckledusters, a set of knives in a carefully concealed hiding place + +

+
+
+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 0) +

+ + + Heavy-metal holy crusader, looking for trouble + +

+

+ + + Beatific holy seer, looking for peace + +

+

+ + + Wild tattoos, frenzied eyes, looking for drugs + +

+

+ + + Urbane street magician, looking for the gold in someone’s pocket + +

+

+ + + Something else: + +

+
+
+
+
+
+

CONTRACT WITH GOD


+

+ Choose one of the gods from the Gods sheet: this is the god you have a special relationship with. What’s their name? You have the first level of a relationship with the god, with all the benefits described in its entry. +

+

SCRIPTURE

+

+ All Godbinders gain access to three basic spells – Scripture shared between all gods: +

+
+
+

+ <Noun> Blast
+ Attacks a target within medium range. +

+
+
+

+ Heal
+ Heals 1 Health to a character within a short distance. Max 1 use per character per encounter. +

+
+
+

+ Detect <Noun>
+ Determines if any of the <noun> is within a short distance. +

+
+
+ <Noun> can be any noun related to the god; for example, “The God of The Wild” could fire thorn-blasts and detect wildlife. +

+ To cast a Scripture, roll a Wis dice pool plus D12 with a Difficulty of 0 (see Guidance). If you succeed, the Scripture works as described in its entry. +

+

GOD DEBT

+

+ God Debt determines whether you owe a god, or a god owes you. For each god, you can accrue up to 5 God Debt. You may also be in credit to a god up to -5 God Debt. God Debt can be called at any time it’s positive, with the god requesting a task of you: +

+
+
+

+ If accepted and completed, the God Debt is removed and the God is satisfied the task is completed. +

+
+
+

+ If accepted and failed, the God Debt stays the same as the God is not yet satisfied. +

+
+
+

+ If refused, the Godbinder suffers 1 Wound for every point of God Debt the God chooses to remove. +

+
+
+

+ You can remove God Debt by acting in a manner according to the god’s desires. A Godbinder may be proactive and suggest particular acts to the gods. +

+

MIRACLES

+
+
+

+ At any point, you can speak to a god and request a Miracle. If the god is willing, they’ll give you a cost in exchange for the miracle. If you agree, the miracle happens. If not, it doesn’t. If you break a promise made here, the spurned god immediately gets God Debt according to the scale of the Miracle. +

+
+
+

+ Costs might include… +

    +
  • Taking on God Debt
  • +
  • Performing a specific task for them immediately
  • +
  • Owing them an open ended favour
  • +
  • Making a specific promise you will fulfil in the future
  • +
+

+
+
+
+
+
+
+
+
+
+

GODBINDER ADVANCEMENTS

+

CHOOSE LEVEL IN GOD

+

Add a level in an existing or new god. Describe how you bettered or founded your relationship with this god.

+

MYSTERIOUS WAYS

+

Choose one:

+

+ + + Godly Commandment. One of your gods gives you a specific repeatable task to fulfil. You and your GM collaborate to decide what this is. Every time you fulfil this task, reduce your God Debt by one. + +

+

+ + + Good Works. Between adventures you automatically reduce your God Debt by one. Describe the act of devotion or servitude you did to do so. + +

+

+ + + Uncovering Scripture. You uncover a lost scripture of a god. Look in the Master’s Grimoire (p. 370) for a spell whose Risk is no higher than your levels in the god multiplied by 5. This can now be cast as Scripture for that god. Decide: was this scripture lost, hidden or destroyed, and why? + +

+

GOING ROGUE

+

+ When a god calls in debt and you don’t pay, you may break contract with them rather than suffer the punishment. Instead: +

    +
  • Double your debt to that god; if you ever make contact with that god again, the god will call in the increased debt for 1 Wound per debt remaining, as per usual. This will likely kill you.
  • +
  • You lose access to all the Scriptures for that god, and are unable to use Good Works or Godly Commandments to reduce the God Debt. Any God Debt reduction will solely come from the narrative.
  • +
  • The god will do the godly equivalent of sending bailiffs. A GM may spend the player’s debt to have unfortunate events related to the god’s area of power occur - one debt per event. This will target you and likely anyone or anything you hold dear.
  • +
+

+

+ If the debt is paid off, the relationship returns to normal, and you regain all you powers. +

+

GOD BANKING

+

+ Between sessions you can broker a deal between two of your gods, and move debt from one to the other. Describe how this deal works. +

+

HERETIC

+

+ Choose one of your gods. You now understand a fundamental truth about this god that all other believers in the religion deny. What is it? +

+

+ Gain two Trust in that god. All believers of the mainstream faith view you with suspicion at best and hatred at worst. +

+

WICKED OR DIVINE

+

+ You’ve been working in the realm of the gods for a while and gained a reputation - for better or worse. Choose one:
+ + + Divine. You become known as a holy figure. You are widely respected by those who believe in this religion and have a specific group of Believers. What is your teaching? How did people come to know of it? What do they call you? + +
+ + + Wicked. One of your gods gives you a debt-bonded servant. Choose an existing NPC (or steed) to fill the role, or collaborate with GM to invent someone new using the secondary character rules (p. 280). + +

+
+
+

HEAD OF RELIGION

+

+ You’re the head (official or otherwise) of a god’s worship. If there’s a suitable cult in the fiction, use it. If not, there’s a new cult; collaborate with the GM to define it. Any Believers from Wicked or Divine will convert to your faith. You may move any or all of your levels in gods to the god whose religion you are now in charge of. Any unpaid debt to each god is kept and paid off as per Going Rogue. +

+

+ The religion is a faction in the Great Game. If you make the cult act in a way that’s against the tenets of its religion, roll a Wis dice pool, with Difficulty equal to your total levels in other gods. If you took Heretic, increase this Difficulty by 2. +

+

+ If you take A New Covenant, immediately forfeit all this power. +

+

A NEW COVENANT

+

+ You make a new god. Collaborate with the GM to create its nature. It can be a whole-cloth creation based on your personality, an NPC who ascends to the position, or something else. You gain a level in the new god and may immediately move any of your existing levels into this new god. Collaborate with the GM to select or design its three Scriptures. Any Believers from Wicked or Divine will convert to this new faith. +

+

AT LEVEL 12: YOUR HERESY IS NOTED.

+

+ At level 12, your heresy is noted. A god who you have no levels in gets jealous. How can you not care about me at all? Why don’t you slip into my DMs! Your other gods glare. Don’t you dare pay them attention. +

+ You may re-arrange all the levels you have in your gods. To work out how each god feels about your decision, go down this list. Entries further down the list overrule those higher up. +

    +
  1. If a god’s level is higher than when they started, they’re happy.
  2. +
  3. If a god’s level is lower than when they started, they’re unhappy. Gain one God Debt.
  4. +
  5. If a god’s level is the highest, they’re happy.
  6. +
  7. If a god’s level was highest and now they’re not, they’re unhappy. Gain one God Debt.
  8. +
  9. If a god’s level is zero, they’re furious. Gain two God Debt.
  10. +
+

+

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+
+
+

GODS

+
+
+ Gain 1 Trust for every level above 3. Each point of Trust lets you avoid marking a God Debt 1/session. +
+
+
+
+

+
+ THE GOD OF LIGHT +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ The classic god of healing and protection, though “caring” need not mean “kind”. +

+ + + + + + + + + + + + + +
1 + Healing Light: Heal a target within a short distance. 1 Health healed per success, up to your level in this god.
+ Special: 1 extra Health healed.
+ Special: inflicts a disadvantage on anyone attacking the target for the rest of an encounter.
+ Special: target gains an advantage to any attack made against creatures of darkness for the rest of the encounter.
+
2 + Bless: For each success you roll, bless a nearby target. For this encounter, all attempts to attack the target(s) suffer a Disadvantage, and their attacks gain:
+ Special: if this hit Wounds a creature of darkness, it deals 2 Wounds instead. +
3 + Divine Light: Ranged attack, single target, far range.
+ Special: blind target for rest of the encounter, inflicting at least 2 disadvantages on anything requiring sight.
+ Special: if this hit Wounds, it deals 2 instead.
+
+
+

+
+ THE UNDERWORLD GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ Some death gods are loving. Some are hateful. They each have a place for us all. +

+ + + + + + + + + + + + + +
1 + The Skeletons: For every success, summon one stop-motion skeleton or similar bone-construct per level in this god. All their stats are 2, and they have Health 2, Guard 0 and Defence 0. They follow your orders, but are otherwise non-sentient. Casting the Scripture again will destroy all skeletons from a previous casting. +
2 + The Reaper: Summon a weapon of bone and death. Decide its look. A scythe is traditional, but you can define it how you wish each time you cast this spell.
+ Choose whether it attacks in melee (with either Str or Dex) or ranged (with Dex, Int or Wis). Gain an advantage on all attacks with this weapon and on any attempts to intimidate living beings.
+ Special: if this hit Wounds, heal 1 Health to any target.
+ Special: if this hit Wounds, it deals 2 instead.
+
3 + The Bell Tolls: Requires a bell or similar object. Once per encounter, ring it to roll a Wis dice pool and use it to attack everyone within earshot except the Godbinder.
+ Special: the target is struck by a vision of how they’ve wasted their life. They are stunned for a round of combat as they wrestle with the existential horror. +
+
+

+
+ THE FATE GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ The embodiment of destiny. Perhaps solemn. Perhaps far more mischievous. +

+ + + + + + + + + + + + + +
1 + Prophecy: You get sharp visions of future events. Roll a Wis dice pool and count the successes. For every level in this god you have, add Special: add 1 extra success. You can spend each success to add either an Advantage or Disadvantage to any roll for the rest of the encounter. When you do so, describe the fate you saw and how your sudden action tried to avert it. You can spend no more than your level in the god on any one roll. You lose all unspent successes if you re-cast this spell. +
2 + Tragic Fate: Ranged attack, single target, medium range. You give a vivid psychic vision of an awful fate that awaits the target. In addition to doing damage, for the rest of the encounter they suffer a Disadvantage on all actions from sheer existential horror. You can only use this on any given target once per encounter.
+ Special: you know what the vision was. +
3 + Avatar of Destiny: You commit yourself to the web of fate, for better or worse. For the length of the encounter, your every action is what must happen, to best effect. If your Wis is higher than your Dex, your maximum Guard is now equal to your Wis and you set it to full. All your attacks gain: + Special: this hit causes 2 hits. + Special: recover 2 Guard. + Mandatory Double-Special: you suffer a calamity and fall to 0 health. Describe how. +
+
+

+
+ THE TRICKSTER GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ For the smartest person in the room, the smartest god in the pantheon. Trouble. +

+ + + + + + + + + + + + + +
1 + The Last Place You Look: Roll a Wis pool and gain +1 temporary Guard for each success, up to your levels in this god. For each level in this god you have, add:
+ Special: gain an extra temporary Guard.
+ If you recast the spell, lose all temporary Guard. +
2 + Distraction: A catastrophic illusion startles everyone in a close area. Everyone except you suffers 1 disadvantage.
+ Special: a specific individual can safely leave, unobserved. +
3 + Backstab: Must be cast whilst holding a symbolic, prepared dagger. If a target is unaware of your presence or has an unguarded back for you to stab in, your next attack gains:
+ Special: this hit bypasses Guard + Double-Special: all the hits in this attack bypass Guard + Special: any enemies are now unaware of your presence + Special: you gain knowledge of one secret of the target. + Special: one person close to target will betray them in a significant and painful way in the next week. +
+
+
+

+
+ THE GOD OF EXCESS +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ A god of inebriation, delight, sensuality and pure, impure hedonism. +

+ + + + + + + + + + + + + +
1 + Party Hard: Target feels a supernatural high. For every level in this god, you can affect an extra target. Describe how this high makes everyone feel and choose one of the following effects (applied to all targets): +
    +
  • Attacks on them gain a Disadvantage as their pain is numbed.
  • +
  • Their close combat attacks get an Advantage from an adrenaline rush.
  • +
  • They can see the unseen and other realms.
  • +
+ All actions of those targeted gain Mandatory Double-Special: I don’t feel so good any more. They become sick and lose this spell’s bonus, suffering a Disadvantage for the rest of the encounter. +
2 + Blackout Drunk: Make all mortal human-sized or smaller individuals within close range of a point fall asleep. Roll your Wis pool and compare successes to each target’s highest Stat. If you match or exceed the target’s score, they fall asleep. Targets may be awoken by any normal means. When they are roused, they suffer a Disadvantage on all actions during the encounter from the headache. +
3 + Higher State of Consciousness: Alter your mental bounds of perception and roll a Wis pool. On a success, for this encounter: +
    +
  • You’re intangible
  • +
  • You’re invulnerable to physical attacks and can fly
  • +
  • You can attack psychically using Wis
  • +
  • All rolls gain Special: Ask the GM a question and they will answer you, if possibly in an overtly faux-profound way.
  • +
+
+
+

+
+ THE GOD OF THE WILD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ A god of animals, plant life and all things druidic. +

+ + + + + + + + + + + + + +
1 + Furious Briars: Create an area of aggressive plant life which attacks all enemies within close range of you every round for the rest of the encounter, dealing 1 damage per success up to your level in this god. You can move freely through the area.
+ Special: immobilize target, Str test to break free. +
2 + Summon Beast: Summon a beast that lives in the habitat you’re presently in. It obeys you for an encounter. The beast’s stats all begin at 2. For every success you roll, increase a stat by 1, up to your level in this god. +
3 + Animal Form: Transform into a hulking beast of your choice. You gain temporary Health equal to the successes rolled. If your Str is lower than your Wis, your Str is temporarily increased to match. You can revert at will. +
+
+

+
+ THE WAR GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ There are no atheists in trenches. +

+ + + + + + + + + + + + + +
1 + Enchanted Weapon: Choose one weapon you are holding. It gains an advantage on attacks until the end of the encounter, as well as the following specials.
+ Special: a ridiculously powerful-looking blast happens when you make the attack.
+ Special: angelic choirs sing as you strike.
+ Special: you look absolutely amazing when you do this.
+
2 + The Right Stuff: Once per encounter, gain combat wisdom by rolling a Wis pool and counting the successes. For every level in this god you have, add Special: add 1 extra success. For the rest of this encounter, you can spend these successes to add one of the following Specials to any allied target’s roll after they roll:
+ Special: add 1 extra success to this roll.
+ Special: recover 1 Guard.
+ Double-Special: recover 1 Health.
+
3 + Godly Frenzy: Let slip the gods of war. Gain temporary extra Health equal to your level in this god. All your attacks gain:
+ Special: if this hit Wounds, it deals 2 instead.
+ Mandatory Triple-Special: if possible, this attack hits a friendly target.
+
+
+

+
+ THE FORGE GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ God of craft, technology and all those who work by their hands and their mind. +

+ + + + + + + + + + + + + +
1 + My Robot Friend: Summon a human-sized construct friend, redolent with your Forge God’s aesthetic, who can follow orders for the length of an encounter. Casting this again dispels your pre-existing Robot Friend. For each level you have in this god, gain Special: you can pick an extra upgrade for your robot friend.

+ ROBOT FRIEND
+ All Stats are 2. It has Guard 2, Health 2, Willpower 4, Defence 0.
+ Abilities: Cannot fight.
+ For each level you have in the god, pick an upgrade (each can be picked more than once): +
+
+
    +
  • +1 Str (max 4)
  • +
  • +1 Con (max 4)
  • +
  • +1 Defence (max 4)
  • +
+
+
+
    +
  • It can fight.
  • +
  • It’s invulnerable to a hazard (fire, cold, etc).
  • +
+
+
+
2 + Divine Hammer: Summon a magical hammer for the length of an encounter. Ranged attack, single target, medium range. Uses Str. Special: knocks over target.
+ You can target your robot friend to heal instead of harm – each hit heals 1 Health. +
3 + My Robot Fiend: Expands My Robot Friend with new options: +
    +
  • It can fly.
  • +
  • Once an encounter, it can unleash a blast that attacks everyone in a room at once.
    + Special: ignite foe, doing 1 hit per round until extinguished.
  • +
  • It’s the size of a giant. Set its Health to double its Con.
  • +
  • It is an expert in a particular topic.
  • +
+
+
+

+
+ THE FIRE GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ A god of immolation, passion, destruction and perhaps invention. +

+ + + + + + + + + + + + + +
1 + Fire Blast: Ranged attack, single target, medium range.
+ Special: ignite foe, inflicting 1 hit per round until extinguished.
+ Special: this attack also affects an extra close target (up to your levels in this god).
+
2 + Living Inferno: Transform target into a living inferno for the length of an encounter. Target is immune to flame damage and their attacks gain: Special: ignite foe, inflicting 1 Hit per round until extinguished. +
3 + Phoenix: Requires a dead body to cast. From it bursts an enormous flying bird, wreathed in a fire which only harms your enemies. Once it starts to fight, it lasts til the end of the encounter. The phoenix can carry the party and a few others. The phoenix has Str 3, Dex 3 and Health 3, and its attacks have Special: ignite foe, inflicting 1 Hit/round til extinguished. +
+
+

+
+ THE ELDRITCH GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ A god beyond our imaginations, wrapping its cold tentacles around existence. Its believers tend to end up dead. Be careful. +

+ + + + + + + + + + + + + +
1 + Sacrificial Knife: Summon an unholy blade of eldritch design. To use, inflict 1 Wound on yourself and gain a number of Advantages equal to your level in the god on your attack.
+ Special: if this hit kills a living target, remove one debt to the Eldritch God. +
2 + Frenzy of the Abyss-Touched: Begin chanting an awful liturgy. Everyone that joins in gets the following effects: +
    +
  • Gain an advantage on all attacks
  • +
  • Gain temporary Health equal to their own Con
  • +
  • Lose all Guard
  • +
+ Special: remove one debt to the Eldritch God and give a participant one debt to the god, which the Eldritch God can call on as per usual Godbinder rules. +
3 + Summon Abomination: With a fresh corpse killed with the Sacrificial Knife, you can summon an abomination which remains until dawn (or until you dismiss it) For every success in your dice pool when summoning, you can describe an aspect of its appearance and that aspect’s implicit capabilities.
+ It has Str 4, Con 4 and Health 4.
+ Its attacks have Double-Special: the target’s mind temporarily collapses, they fall to the floor in a catatonic state.
+ Its actions and the summoning roll have
+ Mandatory Triple-Special: it breaks free of the Godbinder’s control. +
+
+

+
+ THE STORM GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ The elements unleashed, raging, and somewhat paternalistic. +

+ + + + + + + + + + + + + +
1 + Lightning Blast: Ranged attack, single target, long range. Can attack one target per level in this god.
+ Special: deeply frazzled, the target suffers 1 disadvantage on their next action. +
2 + Stormdancer: If you’re beneath a cloudy sky, you and the party are transformed into lightning bolts and propelled in the sky. You return to the earth at a place of your choosing, anywhere beneath the same sky.
+ Special: the GM answers one question about the land beneath you as you travelled.
+ Mandatory Special: one person’s hair stands vertically for the rest of the day.
+
3 + Summon Lightning: When in an area with a storm, you can attack with a huge lightning strike.
+ Special: if this Wounds, it deals 2 instead.
+ Special: an additional nearby target is hit.
+ Double-Special: if this Wounds, it deals 2 Wounds instead.

+
+
+

+
+ THE SEA GOD +

+
+
+ LEVEL: + +
+
+ DEBT: + +
+
+ TRUST: + +
+
+

+ A god of the ocean, in its stillness and its rage. +

+ + + + + + + + + + + + + +
1 + The Drowning: Ranged attack, single target, medium range. Fill the target’s lungs with water. This spell can hit as many targets as you have levels in this god.
+ Special: this hit bypasses Guard and, if the target needs to breathe air, they suffer 2 disadvantages on their next turn. +
2 + Scale Armour: You can summon the fish-scale armour of the knight of the sea. Describe the armour when you summon it. The armour remains until the next dawn; if you want to dismiss it before then, gain one God Debt. To summon this armour, roll a Wis pool. For every success, pick one: +
    +
  • If your Defence is 0, increase Defence to 1
  • +
  • Survive indefinitely beneath water and walk on water
  • +
  • Your attacks gain Special: electrocute target—they suffer one Disadvantage on their next action
  • +
  • Pitch a minor water-based ability to the GM. Talk to a specific fish species? Follow squid pheromones? Eat plankton? The GM gets to say yes or no.
  • +
+
3 + The Great Flood: Waves crash into the surrounding area as if from nowhere, and the water level rapidly begins to rise. Roll a Wis pool to summon the flood. On a success, the flood is here. You can walk on the water, or move through it without penalty; everyone else suffers one Disadvantage to all actions.
+ Special: raise the water further— everyone suffers a 2nd disadvantage.
+ Every turn the water remains, choose one effect: +
    +
  • Attack everyone in the water with murderous fish
  • +
  • Attack a single target with murderous fish
  • +
+
+
+
+
+
+ + +
+
+
+
+

THE MASTER (GM)

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D20

+

+ MASTERY
+ Your Master has Mastery: they can add their D20 when casting spells. If they do, the dice roll has the 20-special (activated on a 20):
+

20-Special: this success counts as two successes. +

+
+
+ +
+
+ +
+
+ +

Who rules?

+

The Master is the magic user as a reality manipulator. Sometimes you change the laws of physics. Sometimes you change the laws of the game. Sometimes you change the laws of fiction.

+

The Rules rule, and you rule the Rules. And you never, ever cheat.

+

Ever.

+

Oh, this is the GM section. We can be honest.

+

You cheat all the time.

+
+
+

PLAY THE MASTER IF YOU WANT TO...

+
    +
  • Facilitate the game.
  • +
  • Break the rules of space, time and narrative to cast powerful magic
  • +
  • Cheat reality to get what you want at great risk
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK ONE
+
+

+ + + Quarterstaff.
+ Special: recover 1 Guard. +
+

+

+ + + An elegant handgun.
+ Special: if a hit Wounds, it does 2 Wounds against unarmoured foes. +
+

+

+ + + A huge tome.
+ Advantage on tasks involving research, heavy enough to be an improvised club. +
+

+

+ + + Something else: + +

+
+
+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 0) +

+ + + Wizard robes straight out of a 1980s kids fantasy cartoon. + +

+

+ + + Killer suits straight off a 1980s corporate bad guy. + +

+

+ + + Fetish-wear straight out of a 1990s vampire LARP + +

+

+ + + Something else: + +

+
+
+
+
+
+
+

HARDCORE CHEATING

+
+
+

Cheat Tokens

+
+
+ +
+
+

+ The Master’s control of the rules is such they can actively break them. This is called Cheating: altering the game in a special way. You can only safely use these abilities by spending Cheat Tokens. +

+

+ At the start of each session, gain Cheat Tokens equivalent to the number of other players in the game. When a combat begins, check the number of players who are opposing the Master. If you have more Cheat Tokens than players who are opposing you, reduce your Cheat Tokens to that number. +

+

+ To cheat, spend a Cheat Token (and in combat, use an action), then pick an effect: +

    +
  • A miraculous event: Teleport to escape. Create a temptation that fulfills a desire. Summon a hugely powerful monster. Create a fortress. Regain your mastery. Bend a rule.
  • +
  • Undo the effects of what has just happened: Uniquely, this can be done as an instant response (i.e. if you are killed, you regenerate from the harm.)
  • +
+

+

+ If you have no cheat tokens remaining, you can still Cheat, but are risking your existence. Hide your D20 in one of two identical hiding places (e.g. your hands). Another player picks a hiding place. +

+

+

    +
  • If they choose incorrectly, you get away with it and the effect happens.
  • +
  • If they find it, the Powers That Be notice you. These are the judges of all reality, and they do not approve of Masters cheating. Your Master will not survive their attention.
  • +
+

+
+
+

MY WORLD, MY RULES

+

+ The Master has control over the nature of reality in the world they’re visiting—both the rules of the world, the rules of the game and the rules of narrative. This means they can easily perform magical effects equivalent to anything a powerful wizard can do. +

+

+ Like any NPC, the Master can perform any spell you think reasonable and likely, based upon character conception. They can fly, throw fireballs, turn invisible, heal people, create incredible firework displays and generally be a wizard. The exception to this is any magical effect potent enough to match the Hardcore Cheats. +

+

+ Any attack they make can have Special: ignite opponent, inflicting 1 hit per round until extinguished. +

+

MASTER ADVANCEMENT

+

+ If your game is including advancement, Masters advance whenever players do. The only advance in the basic Master is to gain a statistic point any time the rest of the group does. They gain no other abilities. They’re already brutally powerful thanks to the cheat tokens. +

+
+
+
+
+
+
+ +
+
+
+
+

THE MASTER (PC)

+ Name:
+ Pronouns: +
+
+
+

CLASS DICE: D20

+

+ MASTERY
+ You start each session with Mastery. While you have it, you can add your D20 when casting spells. If you do, the dice roll includes the 20-special (activated on a 20).
+

20-Special: this success counts as two successes. +

+
+
+ +
+
+ +
+
+ +

This is a role-playing game. Yes, you see a world around you… but you know there’s rules behind it. And someone running it. Ideally, one day it’s going to be you. Until then, you’re creeping around the edges of the game, seeing what you can get away with.

+

Most people look at you and think “wizard”. Pfft! Wizards cast spells. You mess with the rules to get what’s possible and outright cheat when you need the impossible. The world is a game. That means it’s your plaything.

+

Until someone notices you.

+
+
+

PLAY THE MASTER IF YOU WANT TO...

+
    +
  • Re-arrange rules to create your own custom magic spells.
  • +
  • Outright cheat when you need something literally impossible.
  • +
  • Beg for your life from judgemental extradimensional beings when you get caught.
  • +
+
+ +
+
+
+
STATS
+
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels
+
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+
+
+
+
EQUIPMENT
+
PICK ONE
+
+

+ + + Quarterstaff.
+ Special: recover 1 Guard. +
+

+

+ + + An elegant handgun.
+ Special: if a hit Wounds, it does 2 Wounds against unarmoured foes. +
+

+

+ + + A huge tome.
+ Advantage on tasks involving research, heavy enough to be an improvised club. +
+

+

+ + + Something else: + +

+
+
+
+
YOUR LOOK
+
PICK ONE
+
+ You are wearing (Defense 0) +

+ + + Wizard robes straight out of a 1980s kids fantasy cartoon. + +

+

+ + + Killer suits straight off a 1980s corporate bad guy. + +

+

+ + + Fetish-wear straight out of a 1990s vampire LARP + +

+

+ + + Something else: + +

+
+
+
+
+
+
+

MY GAME, MY RULES

+

+ Select three Rules from the Rules section overleaf – elements of reality that you can manipulate with magic. You have power over these rules, and you do not suffer risk when you add them to spells that you have crafted. +

+

+ To cast a spell, combine as many rules as you need to get the effect you desire. Then, calculate Risk: +

    +
  • + For every rule you don’t control, add 5 Risk. +
  • +
  • + For every effect doing slightly more than the standard rule, add 1 Risk. +
  • +
  • + For every effect doing massively more than the standard rule, add 5 Risk. +
  • +
+ +

+

+ If a spell has more than 20 Risk, it cannot be cast. Otherwise, if the spell has any Risk, roll an Int pool including your Mastery D20. +

+
    +
  • + If the D20 result is greater than the Risk, you suffer no consequences for casting the spell. +
  • +
  • + If the D20 result is equal to or less than the Risk, the Master is caught in their Rules Lawyering by the Powers That Be. They lose their Mastery, and they can no longer add a D20 to rolls. If they’ve already lost Mastery this session, the Powers That Be deliver punishment – bodily harm, vile curses, ironic undoings, instant death, and worse. See overleaf for more details. +
  • +
+
+
+

HARDCORE CHEATING

+

+ Rules can be bent, stretched and manipulated into achieving all kinds of effects, but there’s a greater magic at your control. You can break the laws of the universe entirely; you can cheat. But such blatant disregard for reality comes with a steep cost if discovered by the Powers That Be. Every Master has a style or a preference that determines the kind of cheats they can perform. What’s yours?
+ + Gamist Master. You’re into messing with the rules written in this book. Example: players don’t die when their health reaches zero.
+ + Simulationist Master. You’re into messing with the physical laws of the world. Example: cause gravity to shift, summon a storm in a deserts.
+ + Narrativist Master You’re into messing with the story. Example: exactly the right stranger turns up at the right time. +

+

+ To cheat, say what you want to do and the GM will describe a punishment if you’re caught. If you wish to continue, take two containers (e.g. your hands) and secretly hide the D20 in one of them. The GM guesses which container the D20 is in: +

    +
  • + If they miss the D20, you get away with it and the effect happens. +
  • +
  • + If they find it, the Powers That Be notice you. A trial will begin. +
  • +
+

+

+ A Trial is a short role-played scene. The Powers That Be appear before you, fully aware of the bad thing you’ve done. Prepare to beg for your life, make excuses or justify yourself quickly. Good luck. +

+
+
+
+
+
+
+
+
+

MASTER ADVANCEMENTS

+

NEW RULE

+

Your understanding of the fundamental forces that underpin reality grows ever deeper. Pick a new rule.

+

READING THE RULES

+

+ When you enter an environment that is under the power of another Master (or similar reality-controlling force), you’re aware of it. +

    +
  • + You may roll an Int pool to ask the GM one question per success about the nature of the realm you’re in. +
  • +
  • + You may roll an Wis pool to ask the GM one question per success about the nature of the Master. +
  • +
+ A fail alerts the Master to your presence. On a critical fail you hit a trap: the Master may attack you with a spell of their choice. +

+

SLOW AND STEADY

+

+ Between adventures, you may perform a Hardcore Cheat without being caught. This cannot be at the Outrageous level. +

+

FURTHER MASTERY

+

+ Pick one of these abilities, or gain a New Rule.
+ + + A Great Rule. Choose one of your rules. You can now use it as “slightly more than the rule” as if it were the normal definition of the rule – you can push it a little without gaining Risk. +
+ + + Extra Mastery (Pick Once). You have two stacks of Mastery, and so can lose Mastery once and still retain your Mastery abilities and ability to cast spells with Risk. Both stacks refresh at the start of each session. +
+ + + Multimaster. You shake off the petty fetters of GNS theory. The first time you take this, pick a second Master type – you may now perform Minor cheats in that domain. If you take this again, raise the tier of cheats you can perform in that domain by one, or unlock a third domain starting at Minor. + +

+

A DUNGEON OF ONE’S OWN

+

+ The Master creates their own dungeon in a pocket dimension. Choose how it’s accessed… + + + Via a real doorway.
+ Pro: no-one can enter unless invited. Con: fixed in place. +

+ + + Via a small magical object (lamp, coin).
+ Pro: Portable. Con: Can be taken from you. +

+ + + Via a series of magical words or methods.
+ Pro, Con: Can be accessed by anyone who knows the method. +

+ You have Mastery over the dungeon, and can use Realm Master cheats within it. You are free to design the layout of the dungeon, with a number of rooms up to your level. It takes up no more space than can fit on a physical sheet of graph paper, with each square forming a 10 foot cube. You can make a digital version of your dungeon, but you must have a piece of physical graph paper to show how big it can be. Every time you go up a level you can add a room, and between adventures you can delete a room and draw up to your level total. +

+

REALM MASTERY

+

+ You may now become Master of a region of Die. If an area has no Master, simply claim it. If it already has a Master, you must force them to surrender it. You can expand your dominion indefinitely if they’re able to claim more terrains. Within your region, you gain access to the Realm Master Hardcore Cheats. Also, pick a FURTHER MASTERY ability. +

+

TO THE DUNGEON!

+

+ You may teleport anywhere in any realm you have mastery of, or to any place whose Master has given you permission to travel there. Define what your teleportation looks like. You can bring a party- worth of people with you. +

+
+
+

WRITING THE RULES

+

+ These abilities fundamentally change the world. To take them, you must be a Realm Master (either from Realm Mastery or a Dungeon of One’s Own), and should work the nature of your Realm into whatever you create. +

+

+ + The Handbook: Work with the GM to add a whole new sort of adventurer to the world. What do they do? What is their reputation? To whom do they owe allegiance? And, most importantly, why are they thought of as heroic? Roll your Int pool with the D20: their greatest band of heroes has one member per success. They can be sent off to perform missions as per the compressed adventure rules (p. 279).
+ + The Manual: Work with the GM to add a whole new monstrous species to the world. What do they look like? What do they want? To whom do they owe allegiance? And, most importantly, why are they thought of as monsters? If there’s an empty region in the map of DIE, this is their homeland. If not, they emerge into your realm. They are a Great Power. Roll your Int pool with the D20: there is one major faction within this Great Power per success. Define them.
+ + The Guide: Work with the GM to add a whole new realm to this world. What is it known for? What are the landmarks? What can be found there? And most importantly, why do people never go there? Select an empty region on the map of Die to be its home. Roll your Int pool with the D20: for each success, define one thing which can be found in this realm. When you define it, also define what prevents people taking it. + + The Arcana: Work with the GM to add a whole new form of magic to the world. What is this source of power? How do people access it? What can it do? Does it have any iconic magical creatures? And, most importantly, what has prevented its discovery until now? If you wish, work with the GM to create a new rule to represent this new form of magic. You now possess this rule. Roll your Int pool with the D20: select one extra Rule per success. Your Risk thresholds on these rules are one step down from normal: “massively more than the standard rule” adds 1 Risk, and “slightly more than the standard rule” is free. +

+

AT LEVEL 20: YOUR HERESY IS NOTED.

+

+ DIE advancement assumes you will end a campaign well before the Paragons reach level 20… but if you do, this is the monster lurking there for a Master. When you reach level 20, you become all powerful for exactly one second. What do you do? You are then consumed by DIE, forever. +

+
+
+ + + + + + + + + + + + + + + + + + + + + + + + +
+
+
+
+

MASTER RULES

+
+ RULES THAT CHANGE WHAT HAPPENS +
+
+

+ + Damage: Barrage. Damages target.
+ Double Special: this hit inflicts 2 hits. +

+

+ + Damage: Chain. Damages target.
+ Special: this hit inflicts 2 hits. +

+

+ + Damage: Curse. Damages target.
+ Special: target suffers a Disadvantage on their next action. +

+

+ + Damage: Debilitate. Damages target.
+ Special: target suffers a disadvantage on next action. +

+

+ + Damage: Duration. Damages target.
+ Special: ignite opponent, doing 1 hit per round until extinguished. +

+

+ + Damage: Paralyse. Attack
+ Special: if Willpower is 4 or below, immobilize target. Requires a Con test to break free.
+ Double Special: if Willpower is 6 or below, immobilize target. Requires a Con test to break free.
+

+

+ + Damage: Precise. Damages target.
+ Special: this hit bypasses Guard. +

+

+ + Damage: _____-Bane. Select a category of creature, like undead, demons or cops. Damages target and adds Special: this hit causes two hits to [category]. +

+

+ + Heal. Target heals 1 Health.
+ Special: heals 1 additional Health. +

+

+ + Invisibility. The target becomes invisible. The spell ends if the target makes hostile actions. +

+

+ + Counterspell. An ongoing temporary magical effect or spell is cancelled. +

+
+

+ NEGATIVE RULES
+ These rules make an ability more powerful, at a cost. For each added to the spell, pick one: +

+
    +
  • + Add Special: this success counts double +
  • +
  • + Reduce the Risk by 5. +
  • +
+

+ + Component. The spell requires a hardto-come-by, thematically-relevant component to work.
+ + Blood Cost. Causes 1 Wound to the caster, or a bound and prepared target, when cast.
+ + Taint of Damnation. Suffer at least one disadvantage on any social check for the rest of the adventure.
+ + Secrets. You must share one secret with someone who doesn’t know it. This secret must be meaningful to them, or cause a significant cost to you.
+

+
+
+

+ + Enhance _____. Adds an Advantage on the defined task/stat. +

+

+ + Hinder _____. Adds a Disadvantage on the defined task/stat. +

+

+ + Illusion. Causes a single human-sized object to appear as something other than it is. +

+

+ + Manipulate Mechanism. Make a single mechanism perform a single action. +

+

+ + Detect _____. You notice the presence of a single noun (magic, death, gold, sadness) though uncanny means. +

+

+ + Create Wall. Create an object that must be destroyed before it can be passed over. The health of the object is equal to twice the successes rolled when creating it. It crumbles to nothingness within an hour. +

+

+ + Create Obstacle. Create a patch of difficult ground or awkward terrain. Those who wish to traverse must succeed in a stat roll of the caster’s choice. +

+

+ + Sleep. Make an attack which does no damage, but has the capacity to send targets to sleep until awoken by jostling or a loud noise.
+ Special: if the target has 4 Willpower or less, they fall asleep.
+ Double-Special: if the target has 6 Willpower or less, they fall asleep.
+ 20-Special: the target falls asleep.
+

+

+ + Understand _____. Choose a noun: a language, animal, the dead, something else. You can comprehend the target. +

+
+

+ RULES THAT CHANGE WHO IS TARGETED +

+ + Range. The effect is able to reach as far as medium range. +

+

+ + Area. Affect all within melee range of the target area. +

+

+ + Duration. Lasts for an encounter. +

+

+ + Selectivity. Allows you to remove yourself from the effects of a spell. +

+

+
+
+

+ + Create Creature. Summon a being with actual physicality. It can either follow limited, simple commands of two words or fewer (“Get him!” “Shield me!” “Eat this!”) or act autonomously according to its own instincts (but is out of your control). +

+

+ SUMMONED CREATURE TRAITS
+ Stats: All at 2.
+ 2 Guard, 2 Health, 4 Willpower, 0 Defence +

+

+ + Create Intelligence. Add an active intelligence to your creation - it’s sapient now. It is capable of acting on its own discernment, and it’s about as smart as a person is, but not necessarily in exactly the same way. It has its own personality. Without Create Creature this rule creates a disembodied intelligence which you could probably keep in a jar. +

+

+ + Exchange _____ to _____. Select two stats. Move a point from the first to the second. +

+

+ + Intangibility. Allows the target to move through objects. +

+

+ + Levitation. Allows an object to move freely in all directions. +

+

+ + Speed. Allows an object to move at the speed of a horse. +

+

+ + Telepathy. A target can communicate their thoughts, vision and similar sensory information with caster. +

+
+
+
+
+

MASTER CHEATS

+ + + + + + + + + + + + + + + + + + + + + + + + + +
+

GAMIST CHEATS

+
+

SIMULATIONIST CHEATS 

+
+

NARRATIVIST CHEATS

+
+

MINOR

+ Standard Punishments:
+ Lose Mastery, community service +
+ Change a minor game rule for an encounter.

+ Examples: Players can choose to inflict non-fatal injury with no consequences. When a character moves, they can move two range bands not one. +
+ Highly unlikely events happen.

+ Examples: A once-in-a-decade storm hits a coastal town. You find an oasis in a desert. +
+ Summon an established element into narrative.

+ Examples: The famous thief everyone’s been talking about arrives on the scene. +
+

MAJOR

+ Standard Punishments:
+ 1-2 Wounds, ongoing curses until task completed +
+ Change a major game rule for an encounter.

+ Examples: Players don’t die if they end a fight on 0 Health. You can regain Mastery at a time other than the start of a session. +
+ Extremely unlikely events happen.

+ Examples: A record-breaking tidal wave hits a coastal town. A rainstorm in a desert. +
+ Establish a new fact about something in the existing narrative.

+ Examples: The famous thief arrives on the scene… and loves helping out dimension-skipping adventurers. +
+

OUTRAGEOUS

+ Standard Punishments:
+ Death +
+ Overturn or create a limited exception to a major existing game rule, especially those used by a Paragon.

+ Examples: Dictators cannot use their Voice. Advantages no longer add a dice to the dice pool. +
+ Break fundamental laws of physics.

+ Examples: A record-breaking tidal wave hits an inland town. Sand is edible. +
+ Introduce a whole new element to the fiction of your own design.

+ Examples: “Hey – there’s this awesome thief in this world, and they love helping out dimensionskipping adventurers. And they’re standing just over there!” +
+

+
+
+

REALM MASTER CHEATS

+

+ Most Masters wish to gain magical dominion over a portion of the world they’re in–a dungeon, a realm or even the whole world for those who would wish to be Grandmaster. Only one Master can have mastery over any given area, so it’s a regular cause of battles between them. +

+

+ If a Master achieves mastery of an area via the Realm Mastery advance, they gain access to these cheats when in that area, in addition to any others they know: +

+

+ A MIRACULOUS EVENT. +

    +
  • + Examples: create a temptation that fulfils a desire. Summon a monster. Create a fortress. Regain your Mastery. Bend a rule. +
  • +
  • + Possible punishment: Death. +
  • +
+

+

+ PREVENT ANY SINGLE EVENT THAT HAS JUST HAPPENED. +

    +
  • + Examples: Stop your own death. Twist things so that you didn’t fall asleep at the wheel and kill them. Change an RPG manuscript to include significant meta-textual references even after several editors tried to remove most of them. +
  • +
  • + Possible punishment: Compulsory instant death, no exceptions. +
  • +
+

+
+
+

A LIST OF PUNISHMENTS

+ An array of punishments, of broadly increasing severity, that you may have to suffer: +
+
+
    +
  • + Losing Mastery: The basic punishment. +
  • +
  • + Community Service: A specific task a player must complete or face further punishment. Deal with a problem. Confess your secret evils to an unknowing friend. Wear a sign saying that you have messed with reality and promise never to do it again. +
  • +
  • + Suffering Wounds: Don’t just consider this an annoyance. Remember: pain is pain. +
  • +
  • + Curses: Some in-game disadvantage, either mechanical or a narrative, or both. Temporary reduction of stats or loss of access to powers, accompanied by suitably uncanny visual effects. You see a Master with a forked tongue, and you know what happened to them. +
  • +
  • + The Cheat Not Happening: Making whatever they were going for simply not happen. Very much insult to injury. +
  • +
  • + An Ironic Inversion or Expansion of the Cheat: The Sorcerer’s Apprentice is a classic for a reason. You want a fireball to fill a room? The fireball fills the whole city. Return your friend to life? Now your nemesis crawls from the grave. You wished to hear The Specials play one more gig? You’re dealing with a Ska revival. +
  • +
+
+
+
    +
  • + Quests: Like Community Service, but more long-term. A big, difficult-to-achieve thing. +
  • +
  • + Instant Death: Anything which is active 100% game-breaking cheating will likely get this. Of course, death is part of the game in DIE too. +
  • +
  • + Death and Collateral Damage: Some cheats are so loathsome the Powers That Be will not allow it to stand. Cheating which attempts to bring down the whole structure of DIE is likely to reach this level. At this point, expect those around you and your friends to be hit too, especially if they were going to gain from your cheating. +
  • +
  • + Hell: Trapping you in an eternal hellish pain which destroys you mentally and physically and leaves no room for resurrection or escape. Death is a mercy. Sometimes, if a Master is bad enough, there’s no mercy. +
  • +
+
+
+
+
+
+
+ +
+
+

+   +   +   +   +   +  
+

+
+
Guard =Dex
Resets at the start of each fight
+
Health =Con
Lose Guard before Health
+
Willpower
=Wis+Int
+
Defence
Set by Gear
+
+
+
+ Abilities +
+
+