Editing Dogs with Cards

Jump to: navigation, search

Warning: You are not logged in. Your IP address will be publicly visible if you make any edits. If you log in or create an account, your edits will be attributed to your username, along with other benefits.

The edit can be undone. Please check the comparison below to verify that this is what you want to do, and then save the changes below to finish undoing the edit.
Latest revision Your text
Line 1: Line 1:
 +
 +
 +
 
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg
 
http://www.toolboxpro.org/secure/teachers/1330/071002021308_D497~Eight-Dogs-Playing-Cards-Posters.jpg
 +
  
  
Line 49: Line 53:
 
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any "size", whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.
 
* Significant Traits are like Traits that have 3 or 4 dice in them, and they can be of any "size", whether regular, troublesome, or strong. For example, 4d6 is significant, 3d10 is strong and significant, and 4d4 is troublesome and significant.
  
''For example: Let's say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).''
+
''Example: Let's say you draw your gun. Draw cards for it normally, but also draw cards as though you brought a troublesome trait into play (for that extra d4).''
 
 
''Another example: For an initiation conflict, you're supposed to roll 4d6 + 4d10. 4d6 is a significant trait, so draw cards for it (as you'll see, that's two cards). 4d10 is strong AND significant, so draw for that too (in this case, it's four more and you keep the best two).''
 
  
 
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You'll have to use your best judgement in those cases.
 
If you convert an existing character by the guidelines above, you may need to combine or remove a few one-die Traits: a Dogs character with several one-die Traits could potentially have twice as many Traits as they should under these rules. You'll have to use your best judgement in those cases.
Line 187: Line 189:
 
You ''Reverse the Blow'' if you can See with a card double the value of your opponent's Raise. You get to keep that card if you want to use it for your next Raise or See.
 
You ''Reverse the Blow'' if you can See with a card double the value of your opponent's Raise. You get to keep that card if you want to use it for your next Raise or See.
  
Random factors like improvised tools or equipment are treated as a troublesome trait: draw two more cards and keep the worst one. If you are doing something truly desperate, or bringing in a really significant object or tool, that counts as '''significant''' as well as troublesome: draw four cards and keep the two lowest.
+
Random factors like improvised tools or equipment are usually just like a regular trait: simply draw one more card. If the tool is something that's not quite right for that purpose, or you are doing something desperate and stupid, treat it like a troublesome trait instead.
  
 
== Fallout ==
 
== Fallout ==
Line 216: Line 218:
 
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.
 
Take all the remaining cards and combine them in a second pile, on the right. This is your Fallout pile.
  
==== Experience Pile ====
+
'''Experience Pile'''
  
 
If you have two or more red cards in your Experience pile, you get Experience.
 
If you have two or more red cards in your Experience pile, you get Experience.
  
==== Fallout Pile ====
+
'''Fallout Pile'''
  
 
Take the highest ranked card in your Fallout pile and read its value:
 
Take the highest ranked card in your Fallout pile and read its value:
Line 253: Line 255:
 
'''Dying''' means you're done.
 
'''Dying''' means you're done.
  
'''Mortally Injured''' means that you must win a healing conflict (seee below) or die. You also choose 2 options from the Long-term fallout list, below.
+
'''Mortally Injured''' means that you must win a healing conflict against the cards in your fallout pile or die. You also choose 2 options from the Long-term fallout list, below.
  
 
'''Injured''' means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can't match your highest fallout card, you're in need of medical attention!
 
'''Injured''' means you must choose 2 Long-term fallout, and you may be in need of medical help: draw one card for each point of Body you have. If you can't match your highest fallout card, you're in need of medical attention!
Line 261: Line 263:
 
'''Long-term fallout''': choose one option from the Long-term fallout list.
 
'''Long-term fallout''': choose one option from the Long-term fallout list.
  
'''Short-term fallout''': choose on option from the Short-term fallout list.
+
'''Short-term fallout''': choose on option from the Short-term fallout list.  
 
 
''Note: As an alternative for the Jack of Spades as the card that indicates you're Dying, draw another card anytime a character has a Jack as their highest fallout card. If the suit of this card matches the suit of the Jack, the character is Dying.''
 
  
 
== Miscellaneous Conflict Stuff ==
 
== Miscellaneous Conflict Stuff ==
Line 277: Line 277:
 
==== Demonic Influence ====
 
==== Demonic Influence ====
  
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really).  
+
Treat Demonic Influence as a single Trait (just as it is in regular Dogs, really). Something like this:
  
 
* ''1d10 - regular''
 
* ''1d10 - regular''
 
* ''2d10 - strong''
 
* ''2d10 - strong''
 
* ''3d10 - significant''
 
* ''3d10 - significant''
* ''4d10 - significant and strong''
+
* ''4d10, 5d10 - significant and strong''
* ''5d10 - significant and strong + draw an additional card''
 
  
 
== Fallout Options ==
 
== Fallout Options ==
Line 298: Line 297:
 
=== Short-term ===
 
=== Short-term ===
  
* have your character leave the scene and spend time alone
+
* spend time alone
* take a new troublesome trait for your next conflict
+
* treat a trait as troublesome for the next contflict
* treat a trait or relationship as troublesome for the next conflict
+
* subtract one 1 from a Stat for the next conflict
* draw 1 fewer card in the next conflict
+
* (maybe "discard your best card in the next contflict" is easier than "-1 to a Stat"?)
  
 
=== Long-term ===
 
=== Long-term ===
Line 339: Line 338:
 
* 3 cards + one significant troublesome trait
 
* 3 cards + one significant troublesome trait
 
* 2 cards + one troublesome trait
 
* 2 cards + one troublesome trait
* 1 card + one strong trait
+
* 1 cards + one strong trait
* 1 card + one regular trait
+
* 1 cards + one regular trait
  
 
'''Type D'''
 
'''Type D'''
Line 351: Line 350:
 
'''Groups'''
 
'''Groups'''
  
Add one card per additional member, as well as an appropriate trait to represent each particular member ("The clumsy piano player - troublesome").
+
Add one card per additional member, as well as an appropriate trait to represent each particular member ("The piano player, troublesome").
 
 
=== Floating Traits ===
 
  
These are unassigned Traits, exta cards the GM can call into play at anytime, for any reason, but only once during the course of a single Town.
+
=== Floating Dice ===
  
 
* one troublesome trait
 
* one troublesome trait

Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see RPGnet:Copyrights for details). Do not submit copyrighted work without permission!

Cancel Editing help (opens in new window)