PbtArmitage Files: Difference between revisions

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=House Rules=
=Campaign Development=


'''Spending Willpower to Make Rolls Succeed'''
The PbtA system dictates that a modified 2d6 roll, triggered by a player Move or a specific situation, can drive the action to an unqualified success or positive outcome (10+), a partial success with consequences (7-9), or an outright failure or negative result (6-). The Armitage Files also evolves along forking paths, some better, some indifferent, some very bad.


You can spend your Willpower Points with a 1 point per 5% difference to change failed rolls to successful rolls (but not SAN rolls, damage rolls, or Stat tests, or to change normally successful rolls into crits etc.) This represents making that extra effort of will to achieve a success. Your character ''knows'' they have the skill to accomplish this feat, but for some reason cannot initially. But in doing so, you're running down your Willpower Points, which can be dangerous.
The campaign has no scripted direction or ending. It's up to the GM and also the players to decide what is going on, what the final solution to the mystery is, and how the awful events unfold. That means the more creative input from everyone, the better.
 
Remember that you can also spend Willpower to project SAN loss onto Bonds, or to repress insanity. This is different to the above use - and a reminder how important it is to hang on to your WP. Fumbles can cost you WP; resisting interrogation definitely does. They're also very important for survival in hostile environments - like the bayous of Louisiana.
 
Remember that you suffer an emotional breakdown when your WP hit 2 or below, and total collapse when you hit 0 WP. You regain 1d6 WP after a full, proper night's sleep. Exhaustion and sleeplessness cut into that.


=Helpful Resources=
=Helpful Resources=

Revision as of 14:38, 14 February 2025

Campaign Overview

This is the campaign Wiki for PbtArmitage Files, a runthrough of the unique and ever-changing Armitage Files campaign, using the Powered by the Apocalypse system for added player-facing agency and collaborative collaboration.

The Armitage Files is structured to allow almost all encounters, NPCs, locations, etc., to manifest as friendly, neutral or hostile. In each case, the fork decides the campaign. In most other systems, the choice is made by GM fiat. PbtA allows the players to determine which way each encounter and clue breaks, with their rolls.

Characters

The hapless Investigators drawn together to uncover the mystery behind the cryptic messages directed at Miskatonic University's Professor Armitage.

Player Character Profession Condition/Disorders XP Money
Iustum Agent McKay Robert B. Westlake: FBI Special Agent 10 12 67 60
Regular Guy Conor "CB" Bynum, Deputy U.S. Marshal 12 11 55 44
brahnamin Agent GREY Carlos Ramirez: Asset Handler 9 13 65 52
bikewrench Agent MARINER Det. Trang Tan Galveston PD CID (former CIA Case Officer) 11 12 60 48
Random Task Agent TRAPPER Charmichael Hayward, M.D - Special Forces Surgeon 10 14 65 56
Eplov Agent Bravo John Doe, Computer Scientist and Occult Enthusiast 11 14 56 42

Campaign Development

The PbtA system dictates that a modified 2d6 roll, triggered by a player Move or a specific situation, can drive the action to an unqualified success or positive outcome (10+), a partial success with consequences (7-9), or an outright failure or negative result (6-). The Armitage Files also evolves along forking paths, some better, some indifferent, some very bad.

The campaign has no scripted direction or ending. It's up to the GM and also the players to decide what is going on, what the final solution to the mystery is, and how the awful events unfold. That means the more creative input from everyone, the better.

Helpful Resources