DRYH: Ashes of the Mad City: Difference between revisions
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==Rules Summary== | |||
<u>'''Dice You Have to Roll'''</u> | |||
:Each roll will include all your discipline, all your permanent madness, and all your current exhaustion | |||
<u>'''Additional Dice Options'''</u> | |||
:Once per roll, you may increase your exhaustion by one. | |||
:Any time you roll, you may add one to six dice of temporary madness to your roll. | |||
<u>'''Reading the Dice'''</u> | |||
:To determine the degree of success, count the dice that show 1, 2, or 3. | |||
:To determine the strength of a pool, find the die of that color showing the highest number(s). | |||
:If you meet or beat the GM’s degree, you succeed. Otherwise, you fail. | |||
:To determine what dominates, pick the pool with the highest strength and compare it to the GM's Pain roll. | |||
<u>'''Basic Consequences'''</u> | |||
:If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one. | |||
:If exhaustion dominates, your resources are taxed. Increase exhaustion by one. | |||
:If madness dominates, things get more chaotic. Check off a response and behave accordingly. | |||
:If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer. | |||
:If you fail to win your roll, the GM may place an additonal consequence on you beyond whatever pool Dominates. | |||
<u>'''Major Consequences'''</u> | |||
:If exhaustion is increased above 6, you crash. | |||
:If you must check off a response, but can’t, you snap. | |||
:If you crash, you fall asleep, or face some other serious defeat (like death). | |||
:If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness. | |||
:If you lose all discipline, you become a Nightmare. You’re an NPC now. | |||
<u>'''Talents'''</u> | |||
:To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion. | |||
:To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll as successes. | |||
:To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect. | |||
<u>'''Coins'''</u> | |||
:The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer. | |||
:Any player may spend coins of hope one for one to remove exhaustion, or to remove response marks if their character is in a safe place to do so, or to add a 1 to the protagonist’s discipline pool at any time for each coin spent. | |||
:Any player may spend five minus their current discipline in coins of hope to recover one point of discipline and remove one point of permanent madness. | |||
:Each character has three Legacy coins. At any time, the player may spend Legacy exactly the same as Hope, but with no restrictions on safety, etc. | |||
:When a legacy coin is spent it goes to the GM, but may only be spent to activate a Legacy Talent. Unlike Despair coins, Legacy can only be spent on the character it came from, and once spent it returns to that character to spend again as normal. | |||
==Character Generation Summary== | ==Character Generation Summary== |
Revision as of 02:19, 14 September 2022
The last to fall were the buildings, distant and solemn, the gravestones for an entire world.
- Dan Wells
Little Sister of Labyrinth Lane
Player Character Table
Character | Played by | ![]() |
![]() |
![]() |
Fight | Flight | Trick//Treat | ||||
---|---|---|---|---|---|---|---|---|---|---|---|
Character 1 | 3 | 0 | 0 | ?/? | ?/? | ||||||
Character 2 | 3 | 0 | 0 | ?/? | ?/? | ||||||
Character 3 | 3 | 0 | 0 | ?/? | ?/? | ||||||
HOPE COINS | 0 | ||||||||||
DESPAIR COINS | 0 | ||||||||||
GM | Brahnamin |
Rules Summary
Dice You Have to Roll
- Each roll will include all your discipline, all your permanent madness, and all your current exhaustion
Additional Dice Options
- Once per roll, you may increase your exhaustion by one.
- Any time you roll, you may add one to six dice of temporary madness to your roll.
Reading the Dice
- To determine the degree of success, count the dice that show 1, 2, or 3.
- To determine the strength of a pool, find the die of that color showing the highest number(s).
- If you meet or beat the GM’s degree, you succeed. Otherwise, you fail.
- To determine what dominates, pick the pool with the highest strength and compare it to the GM's Pain roll.
Basic Consequences
- If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one.
- If exhaustion dominates, your resources are taxed. Increase exhaustion by one.
- If madness dominates, things get more chaotic. Check off a response and behave accordingly.
- If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer.
- If you fail to win your roll, the GM may place an additonal consequence on you beyond whatever pool Dominates.
Major Consequences
- If exhaustion is increased above 6, you crash.
- If you must check off a response, but can’t, you snap.
- If you crash, you fall asleep, or face some other serious defeat (like death).
- If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness.
- If you lose all discipline, you become a Nightmare. You’re an NPC now.
Talents
- To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion.
- To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll as successes.
- To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect.
Coins
- The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer.
- Any player may spend coins of hope one for one to remove exhaustion, or to remove response marks if their character is in a safe place to do so, or to add a 1 to the protagonist’s discipline pool at any time for each coin spent.
- Any player may spend five minus their current discipline in coins of hope to recover one point of discipline and remove one point of permanent madness.
- Each character has three Legacy coins. At any time, the player may spend Legacy exactly the same as Hope, but with no restrictions on safety, etc.
- When a legacy coin is spent it goes to the GM, but may only be spent to activate a Legacy Talent. Unlike Despair coins, Legacy can only be spent on the character it came from, and once spent it returns to that character to spend again as normal.
Character Generation Summary
- Choose your character's Name and a Concept that fits your character.
- Answer the Five Questions to define what your character is all about.
- Answer the Sixth Question regarding your character's Legacy/
- Questions 1-5 and 6 can be found in the Character Template link below.
- Divide three points between your Fight and your Flight response. You can have three in one and none in the other or two in one and one in the other.
- Choose your Exhaustion Talent - that thing that you do better than anyone else.
- Choose your Madness Talent - that impossible thing you do that no one should be able to do.
- When you choose your character's madness talent, frame the range of that talent based on the following breakdown of madness dice included in the roll.
- 1 die: indicates the most basic use of the Talent
- 2-3 dice: indicates a moderate use of the Talent
- 4-5 dice: indicates an impressive use of the Talent
- 6 + dice: indicates an almost godlike use of the Talent.
You are welcome to use this Character Template or one of your own. Just be sure it links to your character's name in the table above and that I don't have to sign in anywhere to see it (I do not require editing privileges).
Premise
In the 1st 13th hour of the 31st day of the month of October, the Hallow King rises in the City Slumbering and again at the 2nd 13th hour in the Mad City. During this time, as traditon demands, the Hallow King's word is law in the city where she resides.
No one expected the treachery she would unleash on the worlds.