A Hundred Ways to Die

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Campaign Overview

This is the campaign Wiki for the Night's Black Agents campaign A Hundred Ways to Die, running on the Misery Engine, as formulated in Delta Green and the Cthulhu Eternal SRDs.

Helpful Resources

Characters

The player-characters

Player Character HP WP SAN BP DEX Resources Weapons
dahabi Iris Stamatos 10 13 65 56 13 10: 6/4/0, [][]
Phatty Dave Mugby 11 9 45 36 15 12: 6/6/0, [][]
Regular Guy Alistair Quinn 12 14 70 56 10 9: 6/3/0, [][] Medium Pistol

Important Information and Materials

This is the general section for important informationn relevant to the campaign

Important People

This is the section for key individuals in the campaign.

Sinclair - MI6 asset handler and your employer.

House Rules and Quirks

Spending Willpower to Make Rolls Succeed

By default, as soon as dice are rolled for a skill test or a stat test the result is set in stone – the number rolled determines whether the test was a success, failure, critical success, or fumble. There is no way to change the roll or to re-roll to achieve a different outcome.

Some players, however, prefer to have an option for dice rolls to be nudged: for “near misses” to be turned into successes at some other cost to the character. This optional rule delivers that, by allowing characters to sacrifice Willpower Points (WPs) to “nudge” the dice rolled for a skill or stat test. Using this optional rule makes the game slightly less harsh in terms of the randomness of the dice, but also adds a resource-management element to players rationing their Willpower Points.

Here’s how nudging works for skill tests and stat tests:

• After a test has been rolled, a player can elect to spend any number of WPs, with each spend adjusting the dice roll either up or down as the player prefers.

• Each WP spent adjusts the original dice roll by 1—5 percentiles (player’s choice).

• “Nudging” a dice roll that originally indicated a failure may convert it into a roll indicating standard success; alternatively, a dice roll that was originally a standard success may be turned into a failure.

• This process cannot be used to alter the dice roll for a test performed by someone other than the character making the WP spend. Specifically, it cannot be used to modify the dice roll of an adversary.

• The sacrifice of WPs represents the character investing extra energy and focus to ensure that a borderline situation is resolved in the desired way. Doing this can trigger exhaustion and may make the tired character more susceptible to being affected by arcane powers, and less prepared to participate in rituals.

• “Nudging” a dice roll can never create a critical success or a fumble, and dice rolls that originally indicated a critical success or fumble cannot be “nudged”. Even if the dice roll total obtained after a “nudge” is applied happens to be a number with matching digits, the result is still either a standard success or a failure.

• Remember that, as described in WILLPOWER POINTS (page 49), consequences may apply to a character whose WP total falls below 3.

Note: only skill tests and stat tests can be “nudged” in this way; SAN test and Luck tests cannot be “nudged”..

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.


Parrying with Melee Weapons

The rules are a little unclear on this point, so to clarify: You can parry a Melee Weapons attack against you if you have the skill (e.g., not surprised), are able to use it, and have a weapon of your own. If your parry roll succeeds and beats your attacker's roll, you successfully parry the attack and take no weapon damage. If your parry roll succeeds but is below your attacker's roll, your weapon takes 1 point of damage. (Light weapons have 5 points, medium weapons 10 points, heavy weapons 20 points.)

If you're attacked by multiple assailants, you can opt to split your Melee Weapons skill between them and roll each parry separately, but your percentage chance per parry is divided by the total number of attackers. If you're splitting your skill, you have to declare this before the first attack, and you can't change the chances if one attacker fails and your parry succeeds.

You can't parry Huge attackers, only Dodge them. You can't nimbly parry a charging rhino's horn with your little switchblade...


Resources and Bonds for Network

One of the most fun things in the basic NBA game is using your Network of contacts. With the Misery Engine, you can also roll against your Resources for a particular location to see if you have any contacts in your NPC network - Resources are all your assets and valuables, including favours, credit, etc.

You can also use Bonds for favours and services. Make a d100 roll against 5 x the current value of an Individual or Communal Bond to get a favour or service. But each use is liable to burn at least one point of the Bond's value, until finally they decide you're too much of a user to keep around.


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