DRYH: Ashes of Gods - Post Apocalyptic Rules Hack
The last to fall were the buildings, distant and solemn, the gravestones for an entire world.
- Dan Wells
PREMISE
The world ended. And no one knows why. In the space of a moment the skies filled with noise and suddenly only one in a thousand was left standing. The others were . . . just gone. Was it an alien assault? A global religious event? A government experiment gone horribly wrong?
No one seems to really know.
Most who remain are unchanged. Helpless people in a hostile world. Exploited. Dominated. Discarded. Usually by each other. But not all.
Some became something subtly . . . more.
The Changed.
You are one of the Changed. You walk a ruined land. Gradually you find others. Some you can work with. Some you avoid. Are you searching for answers? A way back to a world that was lost? Are you embracing the world and all it has become? Or are you just trying to survive?
RULES SUMMARY
A brief summary of what you can do in the game.
Dice Pool [d6]
Players
- 3 Discipline Dice (or whatever permanent Savage dice may have replaced one or more of the original Discipline Dice)
- Total Primal Dice from previous roll (+1 additional Primal die if desired) to a maximum of 6 Primal Dice
- 1-6 (temporary) Savage Dice
GM
- Pain Dice as appropriate to the situation.
Determining Success
- Dice faces 1-3 count as Successes
- Compare total successes to GM's Pain roll to determine Success or Failure
Determining Strength
- The Strength of a pool is determined by the highest die face showing in each pool [Discipline, Primal, Savagery, and Pain]
Determining Dominance
- The pool with the highest strength Dominates
- If Discipline dominates, Primal resources remain steady and Savagery is held in check. You have the option to remove a Savage response check-mark or decrease your Primal dice by one.
- If Primal dominates, you have to pile on even more of your reserve energies. Increase Primal pool by one.
- If the Savagery dominates, things get more chaotic. Check off a Savage response and behave accordingly.
- If Pain dominates, you pay a greater price. Pay a coin into the GM’s Loss coffer.
Overextended
- If Primal is increased above 6, you are completely drained of all reserves and you Crash You only have access to Discipline dice until you recover. No Exhaustion dice. No Savage dice [incl. permanent Savagery].
- Recovery requires a full day for each time your character has crashed, before you can again roll Primal or Savage dice.
- Recovering characters cannot use help dice from other characters.
- If you must check off a Savage response, but you have none open to check off, you Snap. Clear out your responses, lose one Discipline die, and gain one permanent Savage die. If you lose all Discipline, Savagery takes over and you become as one of the Broken. The character is lost forever.
Using Knacks and Edge
- To make minor use of a Primal Knack, your Primal pool must be at least one die. On the affected roll, your minimum number of successes is equal to the current number of dice in your Primal pool.
- To make major use of a Primal Knack, you must increase your Primal pool by one, and you may add the total number of dice in your Primal pool to the roll as additional successes.
- To make use of a Savage Edge, you must add one to six temporary Savage dice to the roll, [minimum number of Savage dice determined by the GM based on the potency of the effect].
Coins of Redemption and Loss
- The GM may spend one coin of Loss to add or remove a 6 from any pool in play; the coin pays into the Redemption coffer once spent. If this causes pain to dominate, no coin is paid into the Loss coffer that turn.
- Any player may spend one coin of Redemption to remove one Primal die from their pool, or to remove a check mark from a Savage response, or to add a 1 to their Discipline pool.
- Any player may spend five minus Discipline in Redemption coins to recover one Discipline die by removing one permanent Savage die.
Modified Help Rules
Replacing the Help rules as written in DRYH with the Help rules introduced in The Bad Man. [Note: Helping another character replaces your regular action roll].
To help another character, you can choose one of the following options:
- Use a Primal Knack (without the usual benefit of minimum/bonus successes). Describe how you’re using that knack to help, and roll your current Primal dice. Those Primal dice count as a part of the acting character’s pool. Both you and the acting character will face the consequences if Primal dominates.
- Use a Savage Edge. Describe how you’re using that Edge to help, and roll however many Savage dice you want to (GM sets the minimum) up to a maximum of 6 dice. Those Savage dice count as a part of the acting character’s pool. Both you and the acting character will face the consequences if Savagery dominates.
- Take the hit. Specify one character you’re helping. If something other than Discipline dominates on that character’s roll, you face the consequences instead of them.