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Durtodd Yurthadrigan

The Drifter, and hero of our story

Durtodd has found himself in Lisergia

- Ready Pool: 6/6

- Exhausted Pool: 0

- Conditions: lame

- Skills: melee strength trickery

- Equipment: twine 300', pot of tar (5), grease (6), shield, wand of the wind, strong hourglass

- Rituals: compel animals, slow time, follow thread, wind (wand), rage (hourglas)

System

The following text is direct from Abenteuerspiel! by Terribly Beautiful Games

Resolving Risky Actions

Roll one die from your pool for each of the following statements that is true for your character.

- Devil's Bargain

- Stress (All risky actions are stressful)

- They are not injured.

- They are skilled in their action.

- They are making use of their equipment or the environment.

- They have assistance.

- They have the upper hand.

After rolling, read the highest result.

- 1-3 is a bad outcome.

- 4-5 is a mixed outcome.

- 6 is a good outcome.

If your pool runs out of dice, then roll two dice and read the lowest result.

Tempt Fate

You may try to resist outcomes by rolling your stress die and narrating a new outcome based on the result.

- 1 - 3 you make things slightly worse

- 4 - 6 you make things slightly better

Assigning Conditions

Bad outcomes should create character conditions that impact the fiction.

Upon Rolling the Stress Die

Compare its result to the size of your dice pool. If the result is equal to or higher than the number of dice left, exhaust one die from your pool. Exhaust the stress die last.

Replenishing Your Dice Pool

After a long rest or equivalent activity, roll all of your exhausted dice. Rolls that result in a 4, 5, or 6 replenish your pool.