Chapter Text
The Roles that We Play
The aim of the game to complete long sagas through various quests and personal arcs while hiding your true nature from the public and individuals who would use that information for less than noble purposes.
If you want to run a more traditional fantasy game, use the guide as your quest giver, if you want a high school/university setting use the guide as a librarian and in a town, setting use the Slayer as the local sheriff.
What you need to play
- 3 d12s for a player, Narrator feel free to grab as many d12s, D4s and D6s as you want
- 3 or more friends to be your
victimsplayers and atorturerNarrator
A Word of Warning
- Because of the themes at play in horror in general and specifically this game, you should have a talk with your players about using the X card system or the stoplight system as you regularly check in with your players as you play
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Basic Rules
Rolling
- 1d12 when rolling any standard/flat
- 2d12 when rolling at normal advantage, take the highest number
- 2d12 when rolling at normal disadvantage, take the lowest number
- 3d12 when rolling at paradoxical advantage, take the highest number
- 3d12 when rolling at paradoxical disadvantage, take the lowest number
- 4d12 when rolling at magical advantage, take the highest number
- 4d12 when rolling at magical disadvantage, take the lowest number
- 5d12 when rolling at divine advantage, take the highest number
- 5d12 when rolling at divine disadvantage, take the lowest number
- 6d12 when rolling at ascended advanatge, take the highest number
- 6d12 when rolling at ascended disadvantage, take the lowest number
- Saving throw Difficult Class or DC is your role level
Diceless Results
- For those who want turn into a purely roleplaying system, use the passive results and add +1 for every die you gain from advantages on that roll, thus if you have +5 from danger, +5 from your tier and you have Magical Advantage (3), you would have a passive diceless result of 13 for said danger roll
Passive Results
- This number comes into play when you are not actively rolling or you are reactively dealling with something like for something if you do the result of that roll is what determines the result
- How the result for any passive abilities calculated is your tier number plus the relevant modifier or minimum of one if you have a lower modifier
- Variant Rule: You can use your passive result to automatically succeed on rolls even if you’re active roll fails, standard rules apply to determine said passive results
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Standard Actions
- Standard Roll: 1 Roll with the associated advantages or disadvantage
- Prolonged Roll: 3 rolls with the associated advantages or disadvanatges over a long period of time, for example an hour or several days, best of 3 determines the outcome
- Skill Challenge: 3 rolls with the associated advantages or disadvantages against other individual or individuals own 3 rolls over a single moment or action. best of 3 determines the outcome
- Task or Task Roll: Something difficult enough to require 3 rolls with the associtated advantages or disadvantages, best of 3 determines the outcome
- First of 3: A series of rolls against a DC, you roll until you have 3 successes or 3 fails, which determines the outcome
- Attack: You attempt to attack someone or something using your combat stat
- Dodge: You attempt to dodge someone or something using your combat stat
- Check for Danger: You check your surroundings for possible dangers and hazards using your danger stat
- Insight: You attempt to see if someone is lying to you using your danger stat
- Convince: You attempt to use persuasion or deception to convince someone or something to do something using your danger stat
- Save: You roll to avoid being harmed or hindered by something like an explosion or gas uses your combat roll
- Be Normal: You attempt to do or recall something normal or pretend to be normal with your mundane modifier
- Investigate: You check your surroundings for possible clues using your expertise stat
- General Intellect: You can roll with your expertise stat to recall something that has happened or a basic logic check
- Research: You attempt to find or recall some ancient knowledge with your lore stat
- Fate: You tap into your fate as part as your attempt at a task if you tap into your good ending you gain mundane advantage or if you tap into your bad ending you gain mundane disadvantage on a task, you must give a reason why you think that you why what you are tempting is taping into the ending you want, your Narrator decides which ending applies in this situation
- Flee: When you use this action an enemy can't use an opportunity attack against you when you move away from them
- Combat Order: Turn order is established using a d12 and your danger stat
- Slip Role: You attempt to see into someone or something's true nature using your lore stat
- Taunt: You use a social roll or dealing maximum damage to convince someone or something into attacking you instead of your allies
- Grapple: You attempt to wrestle someone or something in contested combat rolls
- Intimidation: You can attempt to intimidate someone or something via a stat of your choosing as long as your Narrator agrees with your reasoning if successful they gain the fearful condition
- Surrender: You allow yourself to fail a save or you chose to not use any dodge rolls
- Defence: You can use your actions during combat to add a level advantage to your or an ally's dodge rolls
- Assist: You can grant a level of advantage to an ally if that action automatically succeeds it adds a level of damage or an additional effect decided by the Narrator if this is during combat you have to use one of your attacks/actions to do so
- Rush: You gain another action’s worth of speed, but all attacks against you gain Normal Advantage (1)
- Synergy: If you are trying to use multiple abilities on the same attack, you can take this action to ensure it works properly or if you can make a roll with the same modifier of that action you are attempting if you get above your tier number it works without issue
General Terms
- Good: You are at full to half of your full health
- Half: You are on half, but more than roughly ten percent of your full health
- Critical: You are on roughly ten percent or less of your full health
- Downed: You have 0 health points or less, but you are not dead
- Physical: Any effect that causes something to happen to your physical body
- Mental: Any effect that causes something to happen to you in a inmaterial way
- Effect: Is something that last a single action or round
- Condition is something that last several actions or rounds
- Resist and Resistance: You take half of the damage
- Hardy: You only take a quarter of the damage
- Resist or Hardy to all Damage: This mean you are resist or hardy to all damage up to your character tier unless specified otherwise
- Knocked Down: You have fallen down or are lying down in combat this gives a level of advantage to your attack and it takes 5 feet of movement to get back up
- Immunity: Someone doesn't take damage from that type of damage, however its doesn't prevent effects from working on that individual
- Narrator: The person who is charge of making judgement call and the NPCs
- Travellers: Are the people in charge of their own character and are appreciating in the campaign
- NPC: A non-player character that is controlled by the Narrator
- Saga: The complete and entire story that typically concludes after you got to level 15
Effects and Conditions
- Comatose: If an effect knocks you out it, but you take damage and not wake up till the condition ends or is removed
- Damned: You manage to end up on the bad side of morality on a cosmic level to the point where you are probably destined for hell or some other terrible fate
- Redeemed: You manage to end up on the bad side of morality on a cosmic level to the point where you were Damned, but you have made up for it in some way
- Stunned: You are temporarily shocked so badly that you freeze for 1 round
- Entrapment: You are pinned, trapped or otherwise cannot move, this causes you to have go by your passive dodge number
- Poison: You take damage every round until you succeed the DC of the individual's who gave you the condition
- Fearful: You have become terrified of an individual causes you to gain a level of disadvantage against the individual that you are fearful of, the level of disadvantage is the one you are fearful of's character tier, they can remove this mental condition is to succeed at 3 willpower saves against their DC, each check takes an action
- Subdued: You are knocked unconscious, but if you are hit with an attack or someone spends an action to wake you, you will wake up
- Lesser Disease: You will bedridden for a number for as many days as the tier number as the individual who gave it to you
- Minor Disease: You lose a level of health after a day, this amount will grow till it reaches the tier number of the individual that gave it to you, this will last as many days as the individual's role level, will spread to anyone you spend time with
- Major Disease: You lose a level of health after a day, this amount will grow till it reaches the role level of the individual that gave it to you, this will last until you are cured
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Passive and Active Focus
- Whenever you use an ability that has a prolonged duration, you have two choices passive and active focus
- You can use passive focus to make the effected individuals have to beat your DC and you can then you all your actions and attacks
- Or you can you use active focus where you spend an action in combat to focus and maintain the ability in use and make it a contested roll with all the associated advantages and disadvantages against your willpower
- You can focus on as many abilities or spells equal to the amount of actions during your turn
- If you wish to break an individual's concentration, you can either roll social to distract said individual in a contested roll against their willpower or hit them with an attack, the damage becomes a DC that they have to succeed a willpower roll against it in order to maintain the concentration
Stealth
- You use the expertise stat for any stealth based rolls
- Its does require an action during combat unless you use your passive stealth result, but either way it does halve your speed
- It does require the player to justify how they are hidden or being stealthy, examples illusion or hiding
- If you attack while in stealth an individual, you only have to hit their passive dodge number
Light Terrain
- Imposes Normal Disadvantage (1) on all rolls
- Imposes Paradoxical Disadvantage (2) on all rolls and lowers your speed by one level on the movement track
- Imposes Magical Disadvantage (3) on all rolls and lowers your speed by two on the movement track
- Imposes Divine Disadvantage (4) on all rolls and lowers your speed by three on the movement track
- Imposes Ascended Disadvantage (5) on all rolls, lowers your speed by four on the movement track and you lose reactions during combat
- Imposes Ascended Disadvantage (5) on all rolls, lowers your speed by five on the movement track, you lose reactions and one action during combat
- Imposes Ascended Disadvantage (5) on all rolls, lowers your speed by six on the movement track, you lose reactions and two actions during combat
Harsher Terrain
- You can add levels of exhaustion in order to make things even harder, I would recommend two per day that way they always have at least one after resting and it stacks over time
- You can also have terrain or weather inflict harm like from hail or frostbite from cold climate and dehydration or heatstroke from hot climate
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Resting Place
- A resting place is not just your apartment or your house, it’s a safe place from all the insanity and terror that’s secretly out there in the world. What it that resting place is, is what up to the player, but there some good thematic choices, Vampires hide in gothic building with their coffins, the Minotaur and the Kraken tend to live in the maze-like sewer. When you rest after a fight in your resting place, you heal
- If you do not rest each night, you will have gain -1 penalty to all stats for every night you don't rest
- Once all of your stats are negatives, you die from exhaustion
- If you do not eat each day, you will gain -1 penalty to all stats for every day you don't eat
- Once all of your stats are negative, you die from starvation
- Variant Rule: It takes days instead hours to recuperate for a tougher game
Death is not always the End
- When you hit you zero or below health points, you are declared downed
- This doesn’t mean you are dead because unless you decide so, but if you wish to live you have to justify it with a story-based reason
- However, if you downed from for example having your head chopped off, you die
- But even if you do die, there are many ways to come back from the dead, so death is rarely the end
- You stopped being downed when you are awakened this takes an action by a fellow player or NPC (Non-Player Character)
Secrets and Uneasy Allies
- A secret is something the Narrator tells you and it is your choice whether to keep that information for yourself or share with the group
- A common way to gain such an edge is learn the character role of another player without them learning yours, but eventually everyone learns all the other players’ character roles so be careful
- An ally is most often just someone who is willing to help you in that moment or how much they help you
- Another major component of the roleplay in this game is you and your fellow players do not have to be allies or friends, you can betray them or kill them if needed for the sake of your faction because there are so many at play at any given time, but be aware you are also betraying your fellow travellers
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Combat Order and Rules
- Turn order is established by everyone rolling a d12 + your Danger bonus
- Variant Rule: Turn order is established by everyone rolling a d12 + your Combat bonus
- Whenever you go for an attack roll combat to hit and the individual you are attacking will roll a combat roll to dodge the attack. If the attacker’s number is the same as the dodger, the Narrator decides the outcome
- An attack takes up an action you only have one action, so you use it wisely until you take the second attack/action from the generic ability list
- When you target a specific spot on an individual or try to disarm someone you gain a level of disadvantage
- If you get surprised attack or you are stunned or otherwise kept still in some other manner, the attack has to hit the passive combat or dodge result and you can't make a dodge roll
- If you gain a surprise round from a form of mass ambush, everyone in your party gains a free turn where all attacks you all must hit the target's passive dodge number
- If you are attacking to find a character role's weak point such as a dragon or specific part of someone's body, you have to succeed on a combat luck roll, use the table below to determine the result
- You can use knowledge based roll to find out said part (lore or mundane) or you can use a perception based roll (danger or expertise) to see if you can spot it
- If you don’t declare that’s nonlethal and you downed someone, it can kill someone especially a normal human
- Any ability to can theoretically have an area of effect (AOE for short) unless it states in your ability or ability list otherwise
- When you using Area of Effect (AOE) attack, its radius is your first number of your movement, if you use second and third attack to boost the radius it works the same way that movement does, see the image below
- Each person hit within takes the full amount of the attack
- If there is any access damage that hits the next closest individual or foe until the all the damage is used up
- If a foe move away from you when you next to each of in combat you may use your reaction to attack them once if you want to attack them multiple times as your reaction each additional attack will take up an attack/action from your next turn
- What you can do as a reaction is up to your character abilities and the determination of the Narrator, a good example of something you can do as a reaction is your character putting on a gas mask as a reaction to seeing deadly gas pouring into the room

Battle Effects
- You can use fate points to activate battle effects
- Shrapnel: You can use your actions to cause any remaining damage to damage any still standing individuals
- Meteor Strike: If you successfully roll to attack when you are going to take fall damage the individual you hit will take all the fall damage instead
- Ultimate Meteor Strike: When you successfully use Meteor Strike and you have an attack ability that has an AOE effect, you can cause everyone within your range to roll against your DC if they fail they take the same damage as the original fall damage
- Undeniable Authority: You can roll intimidation against either an individual or as many people within your range if successful they will immediately obey a single command
- Commander: You can give an action to an ally, who can attack or move
- Ram: You can move in a straight line and roll an attack roll, which will like a DC, anyone who fails gets successfully hit and for every individual you hit, it takes up an additional 5 feet of movement
- Shapes: You can use an AOE or direct attack in the shape of a cone or more complex attacks that goes around the corner and explodes when you do this. you count the individual cubes in order to control it's range and area of effect like the images below


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Roll Result Table
- You can divide any given result in the following tiers in order to gage any given roll
- Tier 0 Task: -2 - 0
- Tier 1: Task: +1 - +3
- Tier 2 Task: +4 - +6
- Tier 3 Task:+7 - +9
- Tier 4 Task:+10 - +12
- Tier 5 Task:+13 - +15
- Tier 6 Task:+16 - +18
- Tier 7 Task:+19 - +21
Normal Luck Roll Table
The minor and major effects are to be decided by the Narrator
- 01: You fail with a major bonus effect
- 02: You fail with a minor bonus effect
- 03: You fail with a minor bonus effect
- 04: You fail
- 05: You fail
- 06: You fail
- 07: You succeed
- 08: You succeed
- 09: You succeed
- 10: You succeed with a minor bonus effect
- 11: You succeed with a minor bonus effect
- 12: You succeed with a major bonus effect
Combat Luck Roll Table
The minor and major effects are to be decided by the Narrator
- 01: Your weapon will break unless its unbreakable
- 02: Your weapon misfires or you lose your weapon
- 03: Your weapon misfires or you lose your weapon
- 04: Your blow deflects and it can hit another ally
- 05: Your blow deflects and it can hit another ally
- 06: Your blow deflects and it can hit another ally
- 07: Your blow deflects and it can hit another foe
- 08: Your blow deflects and it can hit another foe
- 09: Your blow deflects and it can hit another foe
- 10: Your blow hits and it deals damage
- 11: Your blow hits and it deals damage
- 12: Your ability is negected for the rest of the combat and it deals damage
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Rumour
- At the start of the session or when your players are lost, make everyone roll a d12
- Typically one round of rumour role per session should be fine, but free to have another round once the Travellers discovered the truth behind all the previous round of rumours
- For a more story based reason for your Travellers to gain a rumour role, you can have go to epicentres like libraries and diners
- When a thing behind a rumour is unresolved it keeps it's original number and stays on the result
- If someone rolls the same number, it can either give more information on the rumour or can give a different rumour about the same faction
- If someone wants to look in a specific rumour, you can roll your rumour at advantage and see what you get if it's the same number as the original rumour, you gain additional information on it
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Slip Roles
- Slip rolls are when you have made a mistake that could reveal your true nature
- When someone succeeds 3 slip rolls on you, they know your true nature
- You won’t always know that a slip lore is being done on you, so always be careful
- When you are rolling a slip roll, you roll a d12 + your lore modifier
- When you are rolling against a slip roll, you roll a d12 + your mudane modifier
- If you look someone directly in the eyes it will active a contested slip roll challenge unless one or both have a mental effect that prevents their mind being read or an immunity to mental effects can in some cases prevent this from working such as the Empty
- When win the contested Slip roll on looking directly into someone's eyes you instantly know what the loser's character role is
- The Narrator or any player can request a slip roll anytime they see something strange or unusual
Traveller's Slip Roll Statuses
- Alive and Unknown: Is the default and beginning status, this includes forms of undead
- Alive and Under Watch: Is when you under surveillance by unknown or known parties
- Alive and Under Suspicion: Is when someone has successfully rolled one slip roll on you
- Alive and Under Heavy Suspicion: Is when someone has successfully rolled two slip rolls on you
- Alive and Discovered: Is when your true nature has been discovered, but your alive for now
- Dead and Discovered: Is the inevitable end for those who are are discovered and are beyond resurrection
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Fate and Doom Points
- You can have as many of each type of point as your role level
- A fate point grants a traveller a certain advantage on a single roll or skill challenge of that traveller's choice when they spend
- You cannot spend a fate point if you have a doom point
- You get these points by talking about theories of the current situation or an ongoing mystery in the saga or invoking your good inevitable ending
- You get doom points by coming to the wrong conclusions or invoking your bad inevitable ending
Fate Point Levels
- 1 Point: A level of advantage
- 2 Points: Level of advantage of depending on the source
- 3 Points: Previous advantages plus an effect that sets you for success on your next roll (The effect is decided by the Narrator)
- 4 Points: Previous advantage and plus your tier to the roll
- 5 Points: Auto-Success
Doom Point Levels
- 1 Point: A Level of disadvantage
- 2 Points: Level of disadvantage of source
- 3 Points: Previous disadvantages plus an effect that sets you for success on your next roll (The effect is decided by the Narrator)
- 4 Points: Previous disadvantages and minus your tier to the roll
- 5 Points: Auto-Fail
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Explaining the Character Sheet and Levelling Up
Origin
- Your origin is your backstory and how you became said character role
Alternate Forms
- You gain a form that is the truest and most powerful self like going from a shy and polite nerd to a primal and destructive werewolf. It also makes you unrecognisable to anyone even if they’ve known you, your entire life thus separating your abnormal and normal lives
- You also have a normal form that you use to live your everyday life without causing any slip rolls or suspicion
- You can also partially shift into your alternate form for example you could turn your hand into your werewolf claws to defend yourself or destroy a lock
Character Type
- Describes the origin and the source of the character and their powers
Character Tier
- This is the base of your power, its also how counter abilities are determined. The heirachy is as follows:
- Ascended
- Divine
- Magical
- Paradoxical
- Normal
- This means if someone for example as a magical source of being able to detect lies it would counter paradoxical source of being able to lie without being detected
- However if its a magical source vs a magical source, its up to the Narrator to decided in that moment, which ability wins
Health Points
- Health points are calculated by 5 + your willpower modifier per level
Damage Types and Levels
- Normal: Any damage caused by a normal cause like a crowbar or a firearm.
- Paradoxical: Any damage caused by an unusual or scientifically impossible source such as radiation or anti-matter beams
- Magical: Any damage caused by a magical or paranormal source like a werewolf’s claw or a dragon’s breath
- Ascended: Any damage by a blow or ability from member of the Ascended Race like a psionic blast or a superhuman punch
- Divine Any damage caused by a blow or ability from a divine source like Thor's lightning or Morrigan's scream
- Light: 2 Points, Examples: Pocket Knife or Normal Fists
- Medium: 4, Examples: Alien Laser Blaster or Pistol
- Heavy: 6, Examples: Shotgun or Vampire’s Draining Bite
- Extreme: 8, Examples: Ancient Blades or Lightning Bolt
- Ultimate: 10 Points, Examples: Divine Blows or Ascended's Abilities
- Fall damage is calculated by the following: After 10 feet you take a hit of ultimate damage for every 10 feet you fall, so you fall 110 feet you take 100 damage
- Fall damage is usually normal damage, however if you fall into a pile of radioactive waste or enchanted field all that damage that you would have taken from the fall changes to the other type
Movement Speed and Jumping Distance Track
- The first number is your base movement and how far you can go and still use both attacks
- The second number is how far you can go and still use one attack provided you gain the second from the generic ability list
- If you use up both attacks to move, you can double the amount of movement you get from your second number
- If you use a third attack, this will double the amount of movement that you get from using two attacks to boosting your movement
- The first number is how high you can jump upwards
The second number is how high you long jump - There are also certain abilities that increase your movement, so be careful to check the movement section of your character sheet when you gain a new character ability
- How high you can jump is calculated by the first number of your movement divided by 5 and your long jump is your second number of your movement divided by 5
- Slow Pace: 5-15 feet per round, Jump Height: 1-3 Feet
- Normal Pace: 20-25 feet per round, Jump Height: 4-5 Feet
- Enhanced Pace: 30-50 feet per round, Jump Height: 6-10 Feet
- Fast Pace: 55-100 feet per round, Jump Height: 11-20 Feet
- Super-Fast Pace: 105-200 feet per round, Jump Height: 21-40
- Extremely Fast Pace: 205-500 feet per round, Jump Height: 41-100 Feet
- God-Like Pace: 505-1000 feet per round, Jump Height: 101-200 Feet
Inevitable End
- This how your story eventually going to end, it typically has one good and one bad ending involved
- When you do something to do with either of these endings, you gain a level of advantage or disadvantage depending which ending you invoke
Weakness
- Is the type of damage or damages that can harm you
- If there is the word especially after the types, it means that object can harm you and overrides any resistance, hardy or immunities. For example
- If you are hit with something from your weakness it deals double damage
Weak Condition
- Is a scenario or situation that you are ill-equipped to handle, could remove your powers or cause your bad inevitable ending to happen
- If it something like a mental effect like mind control or knock out gas, you may have disadvantage
Stats
- You have seven stats, these are Combat, Danger, Social, Willpower, Mundane, Expertise and Lore. Below is a basic guide on what each of these stats are used for:
- Combat: Any roll involving a fist fight or physical task. Examples dodging an incoming fist or taking part in a dance battle
- Danger: Any roll involving your ability to see and react to danger. Examples decerning is someone is speaking truthfully and combat order roll
- Social: Any roll involving persuading or flirting. Examples seducing a potential lover or convincing someone of a lie, you told
- Willpower: Any roll involving resisting mind control or mental effects. It also controls your health (1 + Willpower Modifier per Level)
- Mundane: Any roll involving everyday knowledge or skill. Examples finding someone with social media or fixing a car tire
- Expertise: Any roll involving specialised knowledge or pure intellect. Examples cracking a safe or observing one's surroundings
- Lore: Any roll involving knowledge of abnormal or paranormal. Examples setting traps for werewolves or knowing to stab a vampire with a wooden stake
Stat Boost
- When you get a stat boost, you can up 3 stat by 1 points or 1 stat by 2 points and another stat by 1
- To maximum of +5 to any stat
Character Abilities
- Your abilities recharged at the end of the session or if you go a break during said session and its during a rest unless the ability states otherwise
Major and Minor Minions
- A major minion's level is the same level as your role level
- A minor minion's level is the level of your tier number
- Minions automatically whoever controls them in the combat order
- If a minion that is summoned cannot in turn someone its own minions, however the Haunted House can recruit thus if it recuirts a necromancer, they can still summon their zombies
Generic Ability List
Once you get to Sixth Tier you can also switch out previous generic abilities for others showing a character shift in focus and power because you have become a legendary figure or creature
- Extra Attack: You can attack twice on your turn during combat
- Intimidation Factor: You add an additional modifier to the intimidation check when you are in your alternate form
- Trained Combatant: You now add your combat modifier to your damage, minimum of 1 when your tier 1-5 and its becomes 2 when your tier 6-7
- Hidden Nature: You add your social modifier to any rolls involving lying about your true nature, minimum of 1 when your tier 1-5 and its becomes 2 when your tier 6-7
- Know your Lore: You gain a level of advantage in lore rolls connected with the mythology or lore that you come from if you don’t have such a connection
- Helpful Allies: You can summon as many allies to aid you per session as your tier number, how much these allies will help will depend on your individual reputation with the individual aiding you and the definition of allies for the sake of this ability is anyone that would be willing to help you or individuals you have already befriended previously
- Mundane Hobbies: You gain Mundane Advantage (1) on as many mundane skills or hobbies as your tier number
- Logical Deduction: You gain Mundane Advantage (1) on logic rolls in order to better understand
- Rumour Mill: You passively gain an additional rumours equal to half your tier (Rounded down)
- I know a Guy!: You can spend fate or XP points to instantly add an NPC to the world, the cost determines the level of the NPC and the rest is determined the same way that Helpful Allies is
- Fateful: You gain additional fate points equal to your tier number
- Gloom 'n Doom (Sixth Tier): You gain additional points equal to your tier number
- Sacrifice for the Saga (Sixth Tier): You make a sacrifice for the sake of the saga such as a health point or XP point, you can make a deal with the Narrator for an outcome such as your character's life to save your fellow travellers from a foe, how many is determined by the level of the task
- Legendary Factor (Sixth Tier): You now roll a d12 and a d4 on all rolls
- Additional Attack (Sixth Tier): You can attack three times on your turn during combat
Experience Points (XP)
Getting experience is rare, but when you get enough experience points, you get to level up, these experience points are gained when you finished an arc, solve a mystery, or complete a quest. When you do level up there is three options getting a character ability, a generic ability that everyone gets eventually and a stat boost, according to where you are on the level-up track. If you wish to have a more difficult game you can have individual discovery and experience tracks, so that in a group of three players you would have to make or complete a maximum 30 tasks before levelling up once. However joint tasks such as combat everyone gains the experience point. Alternatively, you can have each task be assigned a tier 1-7 and that’s how much experience said task grants upon completion.
- Tier 1 Level 01: Character Ability
- Tier 1 Level 02: Generic Ability
- Tier 1 Level 03: Stat Boost
- Tier 2 Level 04: Character Ability
- Tier 2 Level 05: Generic Ability
- Tier 2 Level 06: Stat Boost
- Tier 3 Level 07: Character Ability
- Tier 3 Level 08: Generic Ability
- Tier 3 Level 09: Stat Boost
- Tier 4 Level 10: Character Ability
- Tier 4 Level 11: Generic Ability
- Tier 4 Level 12: Stat Boost
- Tier 5 Level 13: Character Ability
- Tier 5 Level 14: Generic Ability
- Tier 5 Level 15: Stat Boost
- Tier 6 Level 16: Character Ability
- Tier 6 Level 17: Generic Ability
- Tier 6 Level 18: Stat Boost
- Tier 7 Level 19: Character Ability
- Tier 7 Level 20: Generic Ability
- Tier 7 Level 21: Stat Boost
XP (Easy)
- Level 01-02: 10 or overall 10 XP
- Level 02-03: 10 or overall 20 XP
- Level 03-04: 10 or overall 30 XP
- Level 04-05: 10 or overall 40 XP
- Level 05-06: 10 or overall 50 XP
- Level 06-07: 10 or overall 60 XP
- Level 07-08: 10 or overall 70 XP
- Level 08-09: 10 or overall 80 XP
- Level 09-10: 10 or overall 90 XP
- Level 10-11: 10 or overall 100 XP
- Level 11-12: 10 or overall 110 XP
- Level 12-13: 10 or overall 120 XP
- Level 13-14: 10 or overall 130 XP
- Level 14-15: 10 or overall 140 XP
- Level 15-16: 10 or overall 150 XP
- Level 16-17: 10 or overall 160 XP
- Level 17-18: 10 or overall 170 XP
- Level 18-19: 10 or overall 180 XP
- Level 19-20: 10 or overall 190 XP
- Level 20-21: 10 or overall 200 XP
XP (Medium)
- Level 01-02: 05 or overall 5 XP
- Level 02-03: 10 or overall 15 XP
- Level 03-04: 15 or overall 30 XP
- Level 04-05: 20 or overall 50 XP
- Level 05-06: 25 or overall 75 XP
- Level 06-07: 30 or overall 105 XP
- Level 07-08: 35 or overall 140 XP
- Level 08-09: 40 or overall 180 XP
- Level 09-10: 45 or overall 225 XP
- Level 10-11: 50 or overall 275 XP
- Level 11-12: 55 or overall 330 XP
- Level 12-13: 60 or overall 390 XP
- Level 13-14: 65 or overall 455 XP
- Level 14-15: 70 or overall 525 XP
- Level 15-16: 75 or overall 600 XP
- Level 16-17: 80 or overall 680 XP
- Level 17-18: 85 or overall 765 XP
- Level 18-19: 90 or overall 855 XP
- Level 19-20: 95 or overall 950 XP
- Level 20-21: 100 or overall 1050 XP
These are the XP tracks are more focused on individual efforts rather than as a team
XP (Hard)
- Level 01-02: 10 or overall 10 XP per player
- Level 02-03: 10 or overall 20 XP per player
- Level 03-04: 10 or overall 30 XP per player
- Level 04-05: 10 or overall 40 XP per player
- Level 05-06: 10 or overall 50 XP per player
- Level 06-07: 10 or overall 60 XP per player
- Level 07-08: 10 or overall 70 XP per player
- Level 08-09: 10 or overall 80 XP per player
- Level 09-10: 10 or overall 90 XP per player
- Level 10-11: 10 or overall 100 XP per player
- Level 11-12: 10 or overall 110 XP per player
- Level 12-13: 10 or overall 120 XP per player
- Level 13-14: 10 or overall 130 XP per player
- Level 14-15: 10 or overall 140 XP per player
- Level 15-16: 10 or overall 150 XP per player
- Level 16-17: 10 or overall 160 XP per player
- Level 17-18: 10 or overall 170 XP per player
- Level 18-19: 10 or overall 180 XP per player
- Level 19-20: 10 or overall 190 XP per player
- Level 20-21: 10 or overall 200 XP per player
XP (Extreme)
- Level 01-02: 05 or overall 5 XP per player
- Level 02-03: 10 or overall 15 XP per player
- Level 03-04: 15 or overall 30 XP per player
- Level 04-05: 20 or overall 50 XP per player
- Level 05-06: 25 or overall 75 XP per player
- Level 06-07: 30 or overall 105 XP per player
- Level 07-08: 35 or overall 140 XP per player
- Level 08-09: 40 or overall 180 XP per player
- Level 09-10: 45 or overall 225 XP per player
- Level 10-11: 50 or overall 275 XP per player
- Level 11-12: 55 or overall 330 XP per player
- Level 12-13: 60 or overall 390 XP per player
- Level 13-14: 65 or overall 455 XP per player
- Level 14-15: 70 or overall 525 XP per player
- Level 15-16: 75 or overall 600 XP per player
- Level 16-17: 80 or overall 680 XP per player
- Level 17-18: 85 or overall 765 XP per player
- Level 18-19: 90 or overall 855 XP per player
- Level 19-20: 95 or overall 950 XP per player
- Level 20-21: 100 or overall 1050 XP per player
Going beyond Level 15, Changing Role and Multiple Roles
- There is currently only one way to go beyond level 15 and that is to evolve into a member of the Ascended or Godhood, which will be explain fully in their respective or to go to into the sixth tier with a maximum of level 18
- However, you can change roles for example human to Zombie or Vampire if there is a story-based reason for it
- You can use any ability from the as many roles as your tier number, however you can only take one of each genetric ability and stat boosts are still the same
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Skills and Equipment
- Your origin determines what skills you have typically you use your mundane or expertise stats for these rolls also you gain normal advantage on the roll if you are considered an expert in that skill
- If you in a sci-fi or magical setting you can gain higher levels of advantages, paradoxical and magical advantages respectively
- If you are Divine or Ascended tier character role, all of your skills typically have divine or ascended advantage on said rolls
- Starting equipment is also determines by your origin what type of equipment, consider things such as your character's profession, education and wealth along with what there is access to in the current setting, for example a magic ring that aids in stealth is a lot harder to find in an urban fantasy or horro setting than it is urban mythiology or high fantasy setting
Developing Skills
- You need to roll 3 skills challenges over a period of time determined by the Narrator and time it takes to learn that skill, it takes a longer to learn surgery than how to fix a lightbulb
Resources
- ?
Carry Limits
| Tier | Strength | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 5+ |
| Normal | Weak | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
| Normal | Average | 110 | 120 | 130 | 140 | 150 | 160 | 170 | 180 | 190 | 200 |
| Normal | Strong | 210 | 220 | 230 | 240 | 250 | 260 | 270 | 280 | 290 | 300 |
| Paradoxical | Weak | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | 1,000 |
| Magical | Weak | 1,100 | 1,200 | 1,300 | 1,400 | 1,500 | 1,600 | 1,700 | 1,800 | 1,900 | 2,000 |
| Paradoxical | Average | 2,100 | 2,200 | 2,300 | 2,400 | 2,500 | 2,600 | 2,700 | 2,800 | 2,900 | 3,000 |
| Magical | Average | 1,000 | 2,000 | 3,000 | 4,000 | 5,000 | 6,000 | 7,000 | 8,000 | 9,000 | 10,000 |
| Paradoxical | Strong | 11,000 | 12,000 | 13,000 | 14,000 | 15,000 | 16,000 | 17,000 | 18,000 | 19,000 | 20,000 |
| Magical | Strong | 21,000 | 22,000 | 23,000 | 24,000 | 25,000 | 26,000 | 27,000 | 28,000 | 29,000 | 30,000 |
| Divine | Weak | 10,000 | 20,000 | 30,000 | 40,000 | 50,000 | 60,000 | 70,000 | 80,000 | 90,000 | 100,000 |
| Divine | Average | 110,000 | 120,000 | 130,000 | 140,000 | 150,000 | 160,000 | 170,000 | 180,000 | 190,000 | 200,000 |
| Divine | Strong | 210,000 | 220,000 | 230,000 | 240,000 | 250,000 | 260,000 | 270,000 | 280,000 | 290,000 | 300,000 |
| Ascended | Weak | 100,000 | 200,000 | 300,000 | 400,000 | 500,000 | 600,000 | 700,000 | 800,000 | 900,000 | 1,000,000 |
| Ascended | Average | 1,100,000 | 1,200,000 | 1,300,000 | 1,400,000 | 1,500,000 | 1,600,000 | 1,700,000 | 1,800,000 | 1,900,000 | 2,000,000 |
| Ascended | Strong | 2,100,000 | 2,200,000 | 2,300,000 | 2,400,000 | 2,500,000 | 2,600,000 | 2,700,000 | 2,800,000 | 2,900,000 | 3,000,000+ |
Throw Limits
| Tier | -3 | -2 | -1 | 0 | 1 | 2 | 3 | 4 | 5 | 5+ |
| Normal | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| Paradoxical | 10 | 20 | 30 | 40 | 50 | 60 | 70 | 80 | 90 | 100 |
| Magical | 100 | 200 | 300 | 400 | 500 | 600 | 700 | 800 | 900 | 1,000 |
| Divine | 1,000 | 2,000 | 3,000 | 4,000 | 5,000 | 6,000 | 7,000 | 8,000 | 9,000 | 10,000 |
| Ascended | 10,000 | 20,000 | 30,000 | 40,000 | 50,000 | 60,000 | 70,000 | 80,000 | 90,000 | 100,000+ |
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Things to Consider when Designing your Character Role
Rarity of Certain Character Options
- There are certain roles that are so rare that there is only a few or even one of them at a time. These are for some examples are the Maiden, the Whirlpool, the Monkey King, the Mad Scientist and the Hydra. Of course if the Narrator wishes they can do away with this rule if they have a plot-based reason to do so.
Using the Ascended and Divine Character Option
- These character roles are intended for more experienced players, they require special permission from the Narrator to use and a conversation with said Narrator to decide the abilities. The special variant rules will be fully explained in their respective expansion books and due to their nature, they can easily be overpowered compared to other Travellers and other character roles.
Making your own Character Role
- They must have an origin, alternate form and character type
- They must have a good and bad inevitable ending
- They must have a weakness and a weak condition
- They must have the starting stats: +3, +2, +1, 0, -1, -2 and -3
- They must have six unique abilities
- The sixth ability can only be accessed once you level up to Sixth Tier that meant to be your most powerful ability for most character options
- If you decide to add a seventh ability it, it can only be accessed at Seventh Tier
TEMPLATE
Origin:
Alternate Form:
Character Type:
Character Tier:
Health Points:
Damage:
Movement:
Inevitable End:
Weakness:
Weak Condition:
Starting Stats
- Combat:
- Danger:
- Social:
- Willpower:
- Mundane:
- Expertise:
- Lore:
Abilities
- 1
- 2
- 3
- 4
- 5
- 6 (Ulitmate)
- 7 (Opitional)
