You are on page 1of 3

Players 1. Role-play your character based on your flags. 2. React to and overcome obstacles. 3.

Progress the story by creating people, places, and things. Step 1. Genre. Roll 1d6 1. Fantasy 2. Historical 3. Horror 4. Superhero 5. Contemporary 6. Science Fiction Step 2. Setting. Go around the table. Each player adds one fact about the setting. Repeat.

GMs 1. Ask the players questions and listen. 2. Create threat and apply consequences. 3. Reincorporate and role-play people, places, and things. Step 3. Objectives. Create 1 longterm goal, 2 mid-term goals, and 3 short-term goals. Roll 1d6. 1. Get to/Escape from Place 2. Get/Dispose of Thing 3. Rescue/Deliver Person 4. Control/Stop Weird 5. Defeat/Capture Villain 6. Overcome Internal issues

Step 4. Adventures! Create a title and blurb for the characters first adventure! On the front of an index card: [Character] (vs./in/and) [Adventure] [Character] is [Situation] and must accomplish [Goal]. Can [Character] overcome [Threat] before [Disaster] happens? Step 6. Traits! A character has four traits: Body, Mind, Status, and Spirit. Rank these traits from 1 to 4, a high rank being better than a low rank.

Step 5. Supporting Roles! Give two other characters supporting role in your adventure! Shuffle and redistribute index cards. If you get your own, create an NPC in the supporting role. On the back of the card: [Character] needs [Goal] but [Threat] so [Guest Stars action]!

Step 7. Flags! Role is an adjective + noun description of a characters niche and general personality. Allegiance gives an idea of where the characters broad loyalties lie whether to a nation, a cultural group or organization. Relationships intertwine the protagonists and point them at each other in positive and negative ways. A Goal is the characters personal objective. Resources are weapons, tools, companions, or transportation. Resources have 2 hits.

Objectives & Threats! Characters move from objective to objective, overcoming threats which may hinder their advancement. Starting number of threats = the number of players + 3. Each threat has 8 Hits. Once at 0, the threat is overcome. Create index cards for each threat with the type, strength, stakes, and countdown. Lay out the markers to create the threat map. Gather Trait, Danger, and Bonus Dice. Roll Each die that shows a 4 or higher is a success. Successes are called Hits. Hits are used to overcome threats. Failures are called Dangers. Dangers are used to create consequences. Advantage Dice: Any hits not applied to a threat may be used in the next round or be given to another player.

Trait Dice, Danger Dice, and Bonus Dice Trait Dice: a number of d6 equal to the rank of the trait used. Danger Dice: d6 equal to the number of facts used to describe how dangerous the action performed is. 2 danger dice may be added by hero and 3 danger dice by other players. Bonus Dice: Each flag is equal to 1d6. You can add as many of your bonus dice as you want to your roll. Bonus dice are expended when used.

Stress Each trait is given a stress track with a number of boxes equal to its rank. Dangers may be applied to the stress track, filling the boxes. Stress represents nonspecific difficulties a character can encounter in a conflict. When a character takes stress and there are no boxes left to fill, the character is defeated, unable to act for the duration of the scene. Stress is transitory, and the stress track is restored at the end of an action scene.

Conditions Conditions are complications that heroes may take to negate stress. Characters can only take one condition of each type no matter which stress track they are inflicted to. Mild conditions mitigate 2 stress, Moderate 3, and Severe 4. Recovery A hero can take a recover instead of attacking a threat. Remove one condition and recover 2 expended bonus dice.

Threat Types and Strengths There are 6 types of threats. Each has a strength, which is what stress track dangers are applied. Internal! A psychological struggle. Examples: Impulse, Fear, Secret, Doubt. Strength: Any. People! Swooning innocents that need pacified or rioting mobs that need quelled. Examples: Damsel in Distress, Sidekick Trapped, Love Interest on Cliffs Edge. Strength: Status. Places! Perils and pitfalls of the environment, including both natural barriers and social impediments. Examples: Fire, Collapsing Bridge, Laws, Customs. Strength: Body. Things! A baffling puzzle or incredible device. Examples: Riddle, Deathtrap. Strength: Mind. Weird! Supernatural menaces and the eerie. Examples: Strange Auras, Mystic Energy. Strength: Spirit. Adversaries! Dastardly villains. Examples: Warlords, Mad Scientists, Criminal Masterminds, Dark Occultists, Bizarre Creatures, Colossal Beasts, Giant Robots. Strength: Any. Danger Results 1 Player takes 1 stress 2 Player takes 2 stress 3 Add a new complication 4 Player takes 3 stress 5 Player takes 2 stress + add a new complication 6 Player takes 4 stress Complications A complication makes things more dangerous, add 2 Dangers to the result. A complication sticks around until it takes 4 hits. Special When a character changes flags, gain the use of a special. Specials are expended when used.

Danger Meter At the end of each round (after the heroes have acted) roll a d6 for each threat still in play. For each hit, advance the danger meter by one. If it reaches 10, the threats win and the next action scene is more desperate. Start with 3 complications in play.

Stakes & Countdown All threats have a countdown timer of 3. At the end of each round, tick down the timer. When it reaches 0, the threat achieves its goal and advances the danger meter by 2. Remove the threat, and replace it with a new one.

You might also like