Here's the first draft of the example of play in the introductory chapters. Fair warning; there's some coarse language, about PG-13 range. It's based loosely on a playthrough I did with my wife; she's a fantastic player ya'll, but she doesn't pull any punches (as you'll see!)
Without further ado:
Example of Play
In this section we’re going to give
you an example of how a game looks when you’re playing it. There are a few
layers to the example, so to prevent confusion we’re going to give you a little
description.
In the “real-life” part of the
example, we have the GM Jack and his player, Jill. They’re sitting around the
table eating snacks and playing the game.
Jill’s character Nuke inhabits the
imaginary world of the game. When her character says and does things, this is
the layer she acts within. We call this the Shared Mindspace.
(Jack, in his role as the GM, plays
the other characters in the Shared Mindspace. He also controls some of the
events, although the game’s rules have a say in this too. If you like, you can
think of the rules as another player who’s playing the physics and destiny of
the Shared Mindspace)
Finally, Jack and Jill are having an
ongoing conversation about the game as they’re playing it. This serves as a
sort of membrane between the imaginary game-world and their real world.
When we’re talking to you, the
reader, we’ll be using italics. We’ll be popping in as we show you their sessions,
to explain new concepts as they’re introduced.
…
We join our players, Jack and Jill,
sitting around the table in the real world. Jack is behind a cardboard Game
Master screen studying a spiral-bound notebook while Jill is eating nachos. He
clears his throat:
“Okay, when last we left our hero…”
“Heroine” Jill interrupts. Jack rolls
his eyes and grins.
“Yes, of course majesty” he smirks
This is a bit of pre-game banter. Jack, the Gamemaster (GM) is gearing up to run
the game. Jill, the Player, is
getting herself comfortable and preparing to play her Player Character (PC), Nuke.
“Anyway, you’re still in the
Radioactive Scorpion’s camp, trying to find a lead on that little blue psychic
kid. The sun is setting deep and red, and it’s painting everything bloody”
Here, Jack is Setting the Scene. He
tells the player where their PC begins and what their goal is. He’s also adding
some immersive detail using one of the character’s senses; in this case, the
sight of the vivid red sunset. We’ll forgive his clumsy prose, since he makes
it up in enthusiasm
Jill punches her palm a few times to
pump herself up. “Okay refresh my memory; why do I care about this guy again?”
“Your master Toxic Dragon wants you
to see if he’d make a good ally against the Emerald Kirin”
Jill blinks “The asshole tree guys-?”
“The asshole tree guys, yes”
“Ah”
She steeples her fingers “Cool, cool.
What have I learned about little blue guy? Does he live in a magical village?
Maybe have a ska band?”
She grins maliciously at Jack, who
takes a breath to gather his thoughts under her onslaught of setting mockery
“You know that he lifted a bus with his mind and smashed a demon with it-”
“Oh my god I remember that! That was
awesome!”
“-Aaaand you know that happened in
the gorge filled with huge mutant insects”
“….Ah. Right. That place sucks”
“It does suck. It also is rumored to
lead to a haunted city in the north”
“Haunted eh?!” Jill slaps the table
with both palms “That is 100% garbled rumors of a psychic guy! I am 1000%
sure!”
“That isn’t how percentages work”
Jill is asking some
questions here; she’s establishing the “who/what/why/where/when” of her
character, the setting and the scenario. This is orienting her in the game world and helping her to get into character.
Note here that both she and Jack are referencing events from previous games. This is because they are
part of an ongoing Campaign; a
linked series of game sessions.
What happened in prior sessions is the “past” of characters
in the game’s world, and the current session is their “present”; the events
that transpire will influence future sessions. Keep this is mind; actions have
consequences!
“Okay, tell me about the camp”
Jack glances at his notes “It’s a
burned-out husk of an ancient factory; the catwalks and rafters are stuffed
with people under Dragon’s protection. They’ve made a kind of shanty-town out
of the rusted scaffolding, to keep themselves off the hot sand”
Jill stuffs a decadently cheesy nacho
into her mouth, chewing thoughtfully “I need to find a way to get through that
valley without getting eaten by giant bugs” she mumbles through a mouthful of
snack
She swallows it. Decisively.
“I’m going to have Nuke climb up that
scaffolding and check out the lay of the land”
Jack nods “You clamber up like a
spider monkey. From this height, you can see the gorge running like a gash
through the mountains.”
“Rad. Aside from the way I went in
last time, can I see any sneakier way to get though?’
“There’s a webwork of fissures, dry
mountain streams and foot-worn hunter paths, so there are a lot of ways
through...”
“Awww yes-“
“… But any of them could have a giant
bug’s nest hidden in it”
“-Crap”
Here Jill is taking
actions with Nuke. Note that she’s treating the described world as having
its own imagined reality: we call this imaginary world of the game the Shared Mindspace.
Further note that she’s moving and acting entirely like a
person within that world; characters in
the game’s world can do what a person can do. There’s no need to roll dice
to climb the scaffolding or see the canyon; those actions are well within her
capabilities and there’s no risk or danger.
Finally, this kind of pacing is called a Real-Time Scene. Time is moving at
roughly the same rate in and out of character. This isn’t incredibly important
now, but it will become so later when we skip ahead in time with a Montage or slow it down with an Action scene.
“I need a new plan… Okay, Nuke scans the
huddled masses; do I see any hunters that could maybe tell me about those
paths?”
“Oh yeah; the hunters occupy a
slightly elevated social caste, so they kind of stand out. You see an older
hunter with an eyepatch leaning against a pipe and regaling some wide-eyed
youths with tales of hunting in the mountain gorge”
“Effin’ bingo. I strut up to him all
macho-style and say:
Oy! You an huntah?”
Jill’s speaking
in-character here. This means that what she says is what Nuke says. This is
an essential part of roleplaying, allowing you to communicate within the Shared
Mindspace. In Jill’s case, she distinguishes
Nuke’s voice from her own with an insultingly bad Cockney accent. This
isn’t necessary, but it is a lot of fun.
***CALLOUT BOX*** (To make this next part a little easier to
comprehend, we’re going to name the person speaking then tell you what they
say.) ***CALLOUT BOX***
JACK: The hunter raises his good
eyebrow at you and grins “Well I clearly ain’t a very immersive storyteller!
What can I do for you Miss?”
JILL (as Nuke): “I need to get across
that gorge you’re yammerin’ about. D’ya know a woy through?” and then I’m gonna
jerk my thumb towards the dry creeks to kinda emphasize the way I want to go
JACK: He sneers “Sorry lass, hunter’s
paths are propriety information. I’d endanger my livelihood, tellin’ you which
paths are safe! Forget it”
JILL: This guy sucks! Hey Jack, do I
still have some gold left over from bribing that fortune teller last session?
JACK: Oh, yeah. I think you’ve still
got a few coins. Are you thinking about bribery again?
JILL: More than thinking! I am
straight-up bribing him. “How about I make it woth ya while, mate?” and I’ll
rub a few of the coins together
JACK: Yeah he’s not having it. He
kind of shakes his head like “Can you believe THIS broad?” then he goes back to
his story. “Now WHERE was I….?”
JILL: Oh you did not even. I get in
his face and hold my fist under his nose. “List’n gubnuh, how many of your
teeth do you need ta swallow before you’re feelin’ cooperative?!” Oh and I want
to use my kung-fu fire powers to wreath my fist in fire
JACK: Your Fire Discipline Motion?
Yeah alright; it’s purely cosmetic but it gets your point across. He gets REAL
friendly real quick when he realizes you can turn him into a cinder with magic
fire
JILL: Yeah that’s what I thought
The roleplaying going on here is purely in-character dialog, with some occasional action descriptions here and there.
You’ll note that sometimes the player
says exactly what the character does, and sometimes they just describe the gist of the message; either is perfectly
acceptable.
The attitudes, thoughts, feelings, motivations, etc. of the
characters are acted out by their respective players. You can ask questions,
negotiate, threaten… Anything you could
reasonably do in a real social situation. Just like in the real world, some
people are helpful, and some are real jerks.
Nuke has clearly discovered an effective method for making
the hunter comply with her wishes.
You might also note Jill’s use of a kung-fu technique; we’ll
go in to more detail on those a bit later.
Jack nods in approval of Jill’s
social aptitude. “Okay, he leads you to his trusty footpath; a winding ziggurat
cutting its way through the gorge’s close end.”
Here, Jack is skipping time ahead
with a small Montage. Note his description contains the character’s brief walk
from the camp to the gorge. When they arrive at the path, time resumes its
normal pace with a new Real-Time scene.
He takes another look at his notes.
When he’s digested the information to his satisfaction, he raises his head and
adopts the mannerisms of the one-eyed hunter again “Alright lass; this here’s
called the jumper; it’s safe enough, but there’s a chasm halfway through that
justifies the name”
Jill narrows her eyes “I sense his
usefulness has ended. I’ll shoo him off and check out this path”
“Alright then! Its narrow, like a
shepherd’s path; you would have totally overlooked it without the tipoff”
“True. I’m not much of a
navigator-ess”
“Not actually a word”
“What about this jump again?” Jill
chides, eager to get to the good part (and who could blame her?)
“Yeah yeah, I’m getting there. Or
rather, you are.”
“Wait hold up; I just realized I
don’t trust the hunter like, at all”
Jack arches an eyebrow “Ok…?”
“I want to search around, make sure
he’s not leading me to my doom”
Jill picks up five 10-sided dice
(also called d10s) and rolls them. “How good can I see and hear with a Senses
roll of 23?”
Now, finally, Jill’s using some game mechanics. There’s a
real risk of failure and potential consequences present in scanning the
path for lurking danger. Hence, she’s using Nuke’s Effort Dice and Skills to
increase her chances of success.
Effort Dice are a pool of
d10s that represent a character’s capabilities. To use them, pick up one d10 per point of Effort and
roll them all at once.
The number on a die’s face-up side is its Facing; higher is generally better,
read 0’s and 10’s as 0.
Line the dice up on your character sheet in order from
lowest to highest Facing, with same-Facing dice positioned above each other
vertically.
Here’s the dice that Jill rolled for Nuke:
1,2,3,3,5
When you take an action, you can pick from any single die or
any Set of dice; Sets are dice with the same Facing.
To read the total for an action:
• The number of dice
in the Set is the “tens” column or Rank
• The Facing is the “ones” column
In this case, if Jill had selected the 5 her total would
have been 15 (one die of Facing 5). She went with the Set of 3’s though, giving
her a total of 23 (two dice of Facing 3)
Note that Jill
initiated her Effort Dice this time. This is one of three ways that
mechanics enter the game. Jack could have called
for a roll as the GM, or the game’s
rules can prompt a roll.
Jack cracks the spine on his
wonderful copy of Lone Wolf Fists, consulting the rules to determine what Nuke
can achieve with her action. He wisely uses the index to locate the Senses
skill and references the Effect Chart to determine the effectiveness of her
roll.
“That’s a pretty good result; your
senses return no danger. You can hear some of the big bugs scuttling along far
below you, but you’re safe up here”
Jack is here performing one of the most important duties of
the GM: being the rules referee. He
consults the rules and using a
combination of his good judgment and the mechanics, makes a call on what
happens. The players commonly turn to the GM for such rulings; keep this
book handy!
In this case, he’s determining what effect the Senses skill
has. There are seven skills which every
character possesses:
• Power: Physical
might and strength
• Endurance:
Toughness, durability and stamina
• Agility: Speed,
reflexes, balance, and grace
• Intellect: Raw
brainpower; depth, breadth and speed of thought
• Senses: Earthly
senses; sight, touch, taste, hearing, smelling
• Heart: Charm,
persuasiveness, manners and force of personality
• Spirit:
Enlightenment, inner peace, and mystical skill
When a character wants to push their limits, they take an
action with one of these skills. The GM compares the result of the action to
the skill’s Effect Chart, which
broadly describes what that Rank of capability with that skill can achieve.
Note that it wasn’t
necessary to roll anything to see the gorge earlier when Nuke climbed the
scaffolding: both the climbing and the viewing were within the capabilities of
a person, and there was no significant danger, risk or time constraint which
would necessitate taking an action.
“Alright, free and clear!” Jill crows
triumphantly “I’m going to pull the 2 and 5 into my Focus Slots; I might need a
boost through that jump”
“It’s a solid plan, and I endorse it”
Jack muses
Nuke’s Focus Slots
allow her to hold some dice after she rolls. This represents her character’s
focus and mental discipline.
Typically, once
you’re finished taking an action, any additional dice are discarded.
However, if your character has an unfilled Focus Slot, you may move one of the unused Effort Dice into the slot, storing it
for later.
The die retains its
Facing. In this case, Jill stores the 5 and the 2 in Nuke’s two unfilled
Focus Slots.
“I keep going; I want to get over
this chasm so hard”
Jack chuckles “Okay point taken. It
doesn’t take you long to get there; it’s easily a twenty-foot gap with a
nauseating fall between. You see a few corroded metal ladders haphazardly
tossed on the near side”
“So that’s how that loser got
across…” Jill sneers “I don’t trust those ladders. I’m gonna jump!”
“You know what to do”
Jill does know; she rolls her Effort
Dice again. “Booyah, two 5’s; I’m adding my 5 from Focus to that and getting a
thirty-freakin’-five. How’s THAT for chasm jumping?” She pumps her fist in
triumph
“You forgot something”
“What? OH RIGHT; I’ve got Agility
Mastery! That means I get FOURTY-freakin’-five, fools!”
“That chasm never stood a chance”
Jill’s character has a Mastery
of Agility; this represents training to peak human capability in a Skill.
A
Mastery adds 1 Rank (+10) to every Action taken with the mastered skill. In
this case, it boosts her impressive Rank 3 Agility action to a breathtaking
Rank 4.
“The rest of your journey through the chasm is
pretty long and largely uneventful. Since we’re Montaging it, you’ve got the
time to work on a Long-Term Project if you like”
“Hells to the yes I will; I’m gonna
tinker with that magic battery the fortune teller gave me”
“The Prana battery? Sure, roll ‘em”
Jill does so “What do I still need to
fix it up?”
Jack consults his trusty notes again
“Looks like you need a Rank 3 and 2 Intellect, and one Rank 1 Spirit”
“Rock on, I got a 21 for Intellect
then and a 15 for Spirit. Almost there…”
Jill is engaging in a Long-Term
Project here. These are tasks that require significant time, effort and
work to bear fruit. Since they’re so time-consuming, it’s only possible to work
on them during
Montage scenes. They require multiple actions of different
Skills and Ranks.
In this case, the Prana battery will be repaired when she
achieves a Rank 2 and Rank 3 Intellect action in addition to a Rank 1 Spirit
action. She’s well on her way with her latest roll!
While Jill tucks in to the remaining
nachos, Jack rolls some dice and consults his notes once more
“Uh-oh”
“Uh-uh? What’s uh-oh?”
“Looks like somebody’s about to ruin
your day”
Jill chokes down the last of her
snack “But I hate that!”
“Sucks to be you, I guess”
“Gonna suck to be this fool in a hot
second”
Jack is rolling for Orthogonal
Content here. Content is just our fancy name for stuff in the game like
places, bad guys, and treasure. There are three varieties, each accessed in
different ways; Horizontal, which character get by exploring, Vertical, which
they get by investigating, and Orthogonal, which crops up whenever it gets
rolled. We’ll spare you all the thorny details for the moment but suffice it to
say that Jill’s in for a tough time.
“Many fools, actually. Okay, let me
set the scene: You’ve just emerged from the gorge, dusty but otherwise fine.
The glistening weirdness of the city shimmers on the horizon, it’s silver
buildings blending with the mirror-sheen waters in the sparkling sunrise.
You’re monkeying with your Prana
battery and making some significant headway when you hear the sputtering roar
of an engine approaching.
Mounted on a dilapidated dune buggy are four
waste-barbarian raiders. They’re brandishing lead pipes and scrap-metal blades.
They holler tribal war cries as they barrel down on you”
“They’re want to fight, huh? They’re
about to regret THAT decision…”
“We’ll see; time for a combat!”
Jack’s setting the
scene here, an important GM talent to master. This is just like in the
beginning of the session: any time there’s a radical change of scenery, you
describe the new setting and orient the characters within it.
Now, Jack and Jill are about to enter an Action Scene. These are breakneck-paced
scenes of danger and excitement! They’re highly structured, with a formal
action order that we’ll guide you through next.
The gang of berserkers is a Group of adversaries; these collections of lesser foes act in
tandem for greater power; they add together their Effort Dice into a single
pool, making them function similarly to a single more powerful character.
Jack picks up four d10s for the
barbarians “Okay Nuke, time to fight; roll ‘em up”
Jill rolls her Effort dice: 2,3,3,6,9
“Okay run me through the initiative
again, I remember its weird”
“That’s a strange way of saying
‘awesome’”
Jill exaggerates a sigh
“Okay so you bid Effort dice, whoever
gets the highest initiative bid goes first”
“And… They can bid again, if I outbid
them?”
“Nailed it”
“And I get to see what they roll,
right?” Jill says, raising her eyebrow
“Oh, yes! Right…” Jack rolls his dice
sheepishly: 1,2,3,7
“Who bids first?”
Jack eyes his result, clearly
unsatisfied “GM bids first, but I’m going to have them pass on the first bid.
They clearly need to save their Effort”
Jill moves her 9 triumphantly towards
the center of the table “Tough tits, fellas, look’s you’re the fist-train to
pound town” she gloats, seizing the opportunity to put her foes aboard the
fist-train “They gonna bid now?”
“Nope; all aboard! Tooooot!”
Our players are entering a Combat here. In combat, time passes in Rounds, representing a few second to a few minutes of frantic
fighting on all sides. Each round begins with an Effort die roll, just the same
as earlier.
However, the single roll of the dice is used throughout the
round; it’s first used to determine Initiative, which is the order in which
character’s act.
This is done at the beginning of every round in an
Initiative Bid; starting with the GM, every player bids whichever Effort dice
they wish towards acting first. Once everyone has bid, players may, going in
the same order, bid again, replacing their earlier bids.
Only the final bids count. it’s possible to shuffle a lower
bid back into your Effort pool and replace it with a higher bid. You can only
bid up, not down.
Once everyone is done bidding, the actions order is set with
the highest bidders going first, acting in order towards the lowest bidders.
Effort dice from the final bid are removed from the character’s
Effort pools
this Round.
Tied character roll a single d10 to determine who acts first
among them with high rolls winning (re-roll ties until a victor emerges).
Once every character has taken their turn, the round
concludes.
Note that all the dice are rolled openly; this gives every
player, including the GM, complete tactical transparency of the character’s
combat capabilities.
Next, you’ll see how this same pool of dice is used for both
attack and defense.
“Okay Nuke, you’re faster; what are you going
to do?”
Jill pounds her knuckles together
“Can I move without dice? I want to run up their stupid dune buggy and kick one
of them in the teeth”
“Yeah you’re staying on the same
Battlefield, so that’s free”
“Okay, I can do one thing with a
single die, then after that I’ve got to use sets, right?”
“Yeah you’ve got it”
“Rock on; I’m going send my boot into
the driver’s jawbone with this here 16” She pushes the die facing 6 forward,
signifying her attack
“Well, he’ll defend with this 13”
Jack says, pushing forward his 3 “So he takes 3 damage: He brings his pipe up
and catches some of the force of your kick, but still flies off the buggy onto
the sand”
Here we have an Attack
and Defense exchange, as well as
our first combat actions.
As the first actor, Nuke gets to move and attack before the barbarians.
Jill moves Nuke to the barbarians to launch her strike. This
movement is within the same Battlefield (the place where the fight is
occurring, typically describing an area about as big as a sports stadium).
She
could have moved into an adjacent Battlefield, or used her movement to climb,
descend, or otherwise interact with the terrain within the Battlefield instead.
Simple, direct movement like this does not require any
Effort dice; however, more demanding movements such as acrobatics or moving
multiple Battlefields require Agility actions to accomplish.
Nuke also launches an
Attack on the poor clods. Attacks require Effort dice; in this case, Jill
uses her 6-Facing die to strike, generating a result of 16. Note that she’s
using only a single die to act; this is allowed only once per combat round.
The barbarians Defend
with their 3-Facing die, resulting in a defense of 13. A defense subtracts from
the attack’s total; Nuke’s 16 result is reduced by their 13 defense, for a net
of 3.
Any positive number remaining after
all defenses is applied as Damage to the foe. Damage is applied
to the next empty Health Box a character possesses; each box can receive 10
damage before it is filled. If all boxes are filled, a character is vanquished,
which means defeated though not necessarily killed. In this case, the
barbarians take 3 damage.
Note that Jack could have chosen a better defense; he could
have used the 7-Facing die, which would have completely defended against the
attack with a result of 17
Further note that Jack and Jill both describe their actions in a fun, action-oriented way during this
exchange. This greatly adds to the entertainment of the game and links their
use of mechanics with actions in the Shared Imagined space.
“Okay, I still have dice left; I want to use
my Set here…” Jill pushes forward her two 3-Facing dice
“…To punch another
one’s head through the steering column”
Jack exaggerates a wince of agony
“Woof, 23 huh? He’ll throw his hands up to defend with a 12” He removes the
2-Facing die from his pool “But that’s still 11 damage; you smash his head
right into that steering column and he goes limp”
“That’s what you get for screwing
with me!” She gloats, shooting their remaining dice the bird
Here Jill is using a Bonus
Action to attack a second time. After your single 1-die action, you make
take Bonus Actions with any matching Sets of 2 dice or more. In this case,
she’s using her Set of two 3-Facing dice to form a 23.
Something else important happens this attack; the Group takes ten or more total damage.
This is enough to fill a Health Box. When a Health Box is filled, it has
special consequences; in this case, they lose
a member to damage, and he will no longer contribute his Effort Die to
future rolls. Ouch!
“I’m not done; I’m going to start charging up
my Fire Disciple Motion so I can burn these fools next round” Jill marks a line
through one of her Focus Slots with a pencil
“Wait, how many Prana do I have?”
Jill looks at an empty spot on her sheet “Oops. I forgot that part”
Jack smack his forehead “D’oh! I
forgot too. Well, it’s ten Prana per open Chakra; you Slumbering ones have to
get Awakened during the round” He hands Jill ten glass beads to represent her
character’s magical energy
“I’m going to spend them all! It
needs 11 to activate, so that means I only need one more next round; correct?”
Jack nods sagely “You learned well
from that battle with the spider demon last time. Are you finished?”
“Yeah, I’m done. Go ahead, punks!”
Jill’s charging a
Technique here. Techniques are a
character’s magical martial arts moves. They’re powered by Prana, a mystical energy that character’s channel through nodes in
their bodies called
Chakra.
Every Chakra’s Pool
of Prana begins at 10 if it’s Open,
or 0 if it’s Closed or Slumbering.
To use a Technique, you spend Prana
from your Prana Pools. Because Prana is spent and re-fills constantly through a
combat, it is generally represented by dice, beads, or tokens. Simply remove
spent Prana tokens as you power a Technique.
If you can’t afford to spend the entire Prana cost in a
single round, you can Charge the
Technique as
Nuke is doing. You “store” the Technique and all the saved
Prana in one of your Focus Slots. Once you’ve spent enough Prana to cover the
cost of the Technique, you can unleash it at any time thereafter.
If you release the Technique from your Focus Slot without
using it (either because you changed your mind or because you haven’t covered
its cost) it and all the stored Prana are lost
Note in this example that the players made a mistake; they forgot to fill up Nuke’s Prana
pool at the start of the combat. Mistakes like this occasionally happen; it’s
ok! Do your best to correct them and carry on having fun.
Further note we haven’t told you what a Techniques actually
does; we’ll tell you all about them when
Nuke unleashes this one in a little
bit!
Now that Jill has ceded her turn, the barbarians get to act
“The remaining three barbarians are
going to try to wreck you” says Jack, considering his remaining Effort dice
carefully
“Oh bring it”
Jack pushes forward a 1-Facing Die
“They’re going to swing wide at you with this 11” he pushes forward the
1-Facing die
“Not this time!” grins Jill, pushing
forward her 2-Facing die “That’s twelve to your eleven; no damage from that!
I’ll bat his pitiful attack aside easily”
“True… But now you’re out of dice”
“Uh-oh”
“Uh-oh is correct; it’s time to bring
the pain” Jack points to his 7-Facing die “This guy gets some revenge for his
friend, smashing you in the skull with a lead pipe”
“Ugh….”
“For seventeen total damage”
“Argh!” Jill records the damage in
her health boxes in pencil “Okay that fills up one of my Health
Boxes with
damage, and there’s seven damage in the next one. That’s…. Bad, right?”
Jack nods his head grimly “Oh yeah,
you’re going to take a Physical Imbalance from that. That bash jostled your
optic nerves, so you’re blinded”
Jill groans; things just got serious!
Jill didn’t spend her Effort dice very carefully this round;
the barbarians were able to make an attack against Nuke when she had no dice to
defend. This means that she took all 17 damage from their strike; yowch!
Because she’s taken more than ten damage, one of her Health
Boxes is now filled. When a powerful character like Nuke fills a Health Box,
they take a lingering injury called an
Imbalance.
This one is a Physical
Imbalance, affecting the body. There are Emotional and even Spiritual
Imbalances representing more esoteric injuries.
Imbalances force characters to choose between a Mechanical Penalty (which removes
Effort Dice, seal Focus Slots, or closes Chakra so that they can’t be used for
Prana) or a Dramatic Penalty, which
forbids or requires certain additions to the player’s actions.
Players choose which penalty will
apply to their character at the beginning of a round, before Effort Dice are
rolled. Whenever the Imbalance is first created, the character must
take the Dramatic Penalty for the remainder of the round. Looks like Nuke’s
blind for now.
The Rank of the
Imbalance determine how powerful a penalty it applies; Every Rank can remove 1 Effort die, and every Even-Numbered Rank can
either seal a Focus Slot or close a Chakra.
Rank can be increased each time a character fills a Health
Box with damage. The attacker chooses which Imbalance to increase, or they can
create a new Imbalance. A character can
have a total of 3 unique Imbalances in an given category (Physical, Social, and
Mental) at once, for a grand total of 9 unique Imbalances.
Finally, damage creates and increases Physical Imbalances
only; it can’t create or increase Spiritual or Emotional Imbalances. That
requires more skillful manipulation!
“Alright, end of the round! Go ahead and
recover some Prana”
Jill puts two glass beads on her
sheet, over the Chakra entry “Just wait ‘til next round, you jerks…”
Jill is recovering Prana from her Chakra here. At the end of
the round, every open Chakra adds its
Recovery stat in Prana back into its
Pool. This way, characters can continue drawing from their wellsprings of magic
in subsequent rounds.
Open Chakra have a Recovery value of
2.
“New round! So, are you going to be blind, or
do you want to fork over an Effort die?”
Jill bites her lip, considering her
options “I’m going with blindness; I don’t need to see to kill these
jerks”
“Actually, you know what? Nuke shouts
that at them with blood streaming into her eyes!”
Jack purses his lips in appreciation
of this bit of roleplaying “That’s pretty awesome, Jill”
Jill is opting to
take the Dramatic Penalty here. This means that she can’t describe her
character’s actions with sight, and she’s must describe them in terms of her
sightlessness. If she violates these criteria, the GM can veto her proposed
action or make her revise it.
Jill rolls her Effort dice, getting
1,3,4,4,8
The barbarians only roll 3 this
round, as one of their member’s head has been driven into a steering column,
getting 0,5,6
“This time, the punks are bidding
their 10 for Initiative” Jack boasts, picking up his 0-Facing die and waving it
tauntingly at Jill.
“You know what? I’m going to stagger
and waver around on this speeding vehicle; I’m too disoriented form the head
trauma to seize the initiative
Jack smiles unconsciously; he’s
really enjoying Jill’s roleplaying “Well they’ll seize it then, but bravo for
the entertaining description”
Jill pantomimes blood spurting out of
an exaggerated headwound with manic drama, eliciting a chuckle from her GM
“The remaining punks slam on the
breaks, taking advantage of your loss of balance to swing their pipes into your
ribcage” He pushes forward both the 5 and 6-Facing dice “That’s 15 and 16”
Jill sneers at the result “Okay
disoriented doesn’t mean helpless, assholes!” She pushes forward two dice of
her own; the 3 and 8-Facing “Nuke leans into her own inertia and totally dodges
that 16 with an 18; she’ll use the 13 roll with the impact of that second one,
so that’s 2 damage”
“Not quite your tenth huh?”
“Nope! Still got 1 left!” Jill raises
her index finger is mock triumph “Ouch!”
“Alright hero; they’re spent. It’s
your turn”
Jill cracks her knuckles and grins maniacally
Jill is roleplaying
into her Imbalance here. Whenever a player chooses the Dramatic Imbalance,
their actions must reflect their impairment and damage.
The GM determines if a character’s
description qualifies; Jill’s hammy performance was both fitting and
entertaining, so Jack feels they qualify.
Note that Jill refused
an advantage for which she qualified; this isn’t strictly necessary, but it
goes a long way to convincing a GM of your sincerity!
Further note that Jill’s now taken an additional 2 damage
from the weaker strike. With her previous 7 damage in this Health Box, she’s at
a precarious total of 9 damage; one away from worsening her Imbalance!
“Okay, I’m lining up my ducks this round;
these ducks are gonna be linear” Jill says, emphasizing the mallard’s planar
nature with by pointing her knife-straight palms at Jack
Jack, helpless before her Cartesian
fowl, merely holds up his hands in a defensive gesture
“I’m using my 24 to Awaken my Chakra”
She marks her Slumbering Chakra to indicate this “That gets me 4 Prana, right?”
“Well…” Jack drawls, casually
flipping through his rulebook to look up the relevant rules “It says here that
the Rank of your action, which is 2, determines the Recovery, and the Facing is
how much it fills with at the end of the round. So yes, you’ll get 4 more Prana
then”
“Just in case this next move doesn’t
obliterate these resilient bastards….” Jill mutters, drumming her fingers
together
Jill is Awakening
Nuke’s Slumbering Chakra here. This requires
a spirit action of at least Rank 2;
Nuke’s set of 4-Facing dice fit the
bill nicely.
A newly-Awakened Chakra’s Recovery is equal to the Rank of
the action that awakened it; 2, in this case. Its Pool is equal to five times
it’s Recovery. This Chakra’s pool will therefore be 10, meaning it can hold up
to 10 Prana at once.
When a Slumbering Chakra is Awakened, it fills with Prana at
the end of the round (i.e. when the other chakra Recover). The number of Prana it acquires is equal to the Facing of the Set that
Awoke it.
In this case, Jill’s dice had Facing 4, so her Chakra will
acquire 4 Prana at the end of the round.
“Time to burn you sons of bitches!”
Jill roars as Nuke “I’m spending the last Prana on my Technique; these jokers
are gonna fry!”
Jack arches his eyebrows “Going to attack
blind?”
Jill nods hungrily “Nuke is past
caring about collateral damage and so am I! I’ll swing my arms in a wide arc
and have the fire shoot out everywhere!” She makes a Fwoosh sound effect to
help paint the picture
She picks up her 8 “I’m adding this
to my Fire Disciple Motion and blasting everything in the vicinity with a 38!”
Jack shakes his head “And they take
all of it, huh? Well they’ve only got about 20 health left, so they’re toast”
Jill is using her charged Technique here. Techniques are a character’s mystical martial arts
moves.
They consist of the following parts:
Cost: how much Prana is
required to use it.
Rank: A Technique
creates Effort Dice equal to its Rank; each Rank is an additional die.
Facing: Which Facings may
be chosen for the dice created by the Technique. All created dice have the same
Facing.
The dice generated by a Technique
function like other Effort dice; they can be combined with other dice to make
larger Sets, and if they provide 2 or more dice they can be used as a bonus
action.
Power: Describes what
powerful effects the Technique creates when activated. Sometimes there are
numerous Powers to choose from; the text of the Power will describe its
effects.
Techniques may have Keywords
that describe how they’re used. The three most common are Offensive techniques which may only be used
to attack, Defensive ones that can
only defend, and Versatile
techniques which may be used to attack or defend.
Nuke’s Technique, the Fire
Disciple Motion, generates a Rank-2 effect. It carries the Offensive
keyword, so it must be used to make an attack. The dice’s Facings may be
anything between 4-9; in this case, Nuke is combining them with her 8-Facing
die, creating a total of 38 (3 Dice, all Facing 8)
“Okay, so they’re beaten, but are they dead?”
Jack queries, eyebrow arched mysteriously
She blinks “I’m missing something”
“Well, if you spare them, then you
could almost certainly pound some information out of them. It’s
up to you if
you want to pull your fire-punches a little”
Jill considers this, looking over her
sheet “Well, I would… But my Dharma is urging me to spill their blood!” She
points at a section of her sheet “See? Ruthless Tiger; I get Kharma every time
I demonstrate my cruelty! Bwahaha!”
Jack pantomimes shock “Oh noes!
You’re killings my favorite NPCs! What ever will happen to their elaborate
backstories and my well-plotted game?”
“They’re gonna BURN!” Jill snarls,
cupping her hands in emulation of a kung-fu super move
“Fwooosh! Take that,
plot hooks!”
Jack smiles and hands her a poker
chip “Here’s your Kharma, you merciless animal. I hope you spend it on a
conscious”
“Yeah not likely” she beams
Jill is gaining
Kharma from her Dharmas here. A Dharma
is a character’s destiny, and when they act in accord with (or foolishly
oppose) their destiny, it grants them Kharma.
Kharma is the insight,
experience and realization of destiny that allows a character to surpass their
limitations and grow more powerful. It’s accrued by a character and spent to
learn new Techniques.
Dharma has a set of Triggers
that tell the player how to act to follow or fight their Dharma. To “hit the
trigger”, a player makes a declaration of what they’re doing (as Jill does in
the example above) and this is either accepted, amended, or vetoed by the GM.
If it’s accepted (with or without amendment) then the player receives Kharma.
Each Dharma may only be triggered
once per scene. Hitting a trigger rewards the player a single point of
Kharma. To get more Kharma, a player must take more Dharmas!
Thankfully, there are temporary or Minor Dharmas that characters can acquire through play, such as
entangling themselves with an organization or a quest. These often have larger
Kharmic rewards when completed, but then resolve and expire.
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