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THE RESISTANCE TOOLBOX

The text of this product is licensed under Grant Howitt & Chris Taylor, 2018
Creative Commons (CC BY 4.0). rowanrookanddecard.com
https://creativecommons.org/licenses/by/4.0

WELCOME
TO THE
RESISTANCE

The Resistance Toolbox is a system reference desperate dark elf revolutionaries trying to
document (or SRD) for the Resistance System, destabilise, and ultimately overthrow, a cruel
a generic roleplaying game system. This doc- and unjust ruling caste of colonialist high elves.
ument is released under creative commons, There, the system modelled the characters get-
so you’re free to use it, copy it, modify it and ting in over their heads - going mad from stress,
publish it as long as you credit us. dealing with ongoing injuries, running out of
money and forced to perform dubious side-
WHAT CAN THE RESISTANCE jobs, and avoiding the attention of secret police
SYSTEM DO? black-bag squads. We wanted to create a game
We don’t know yet! where failures were as interesting and exciting -
At the core of the Resistance system is a fo- if not more so - than successes.
cus on loss, change, and - appropriately enough But past that, the stories you can tell with the
- resistance. The system looks at what charac- system are endless; you’ll just need to work out
ters have to lose an what they’re willing to do to all the moving parts.
keep hold of it.
We wrote the Resistance system as part of
the Spire roleplaying game. In Spire, you play

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WHAT CAN’T THE RESISTANCE and thought of a world to use it in, you’ll need
SYSTEM DO? to fill in the blanks around them - decide what
We don’t know yet! resistances characters in your world have,
That said, there are a few things that you what skills and domains cover their aptitudes,
might want to bear in mind. and so on.
This isn’t a plug-and-play system that you in-
sert into a setting and get started right away. EXAMPLES
This is a toolbox, and you’ll need to use the tools We’ve tried to illustrate the flexibility of the
we provide to define the game world and write Resistance system with the examples, but we
abilities for the characters. didn’t want to stick to a single world (or a single
The Resistance system is a story-game, so it set of worlds) in case we ended up accidentally
isn’t well-suited to tactical, simulationist games. defining a “default” setting for it. As such, our ex-
We abstract a lot away - especially in physical amples might refer to implied rules - that is, re-
terms - and focus on outcomes and conse- sistances or skills that don’t exist anywhere else
quences over approaches and skills. in the document, but should be clear enough to
It’s also about losing things, rather than gain- suss out through context.
ing them - and by things we mean equipment, The main reason we’re saying this is to stop
resources, parts of yourself, and people. If you you from fruitlessly looking for more informa-
were interested in a game about getting lots of tion on the IRON resistance you saw on page
stuff and keeping hold of it, the Resistance sys- whatever, because it isn’t here.
tem might not be the best fit for you.

WHAT DO YOU NEED TO DO?


Firstly, you’ll need to read through this doc-
ument. Once you’ve got a handle on the rules

HOW TO USE THIS


DOCUMENT

As mentioned previously, this is a toolbox - not WHAT IS THE SETTING?


a complete games system. As the designer, First things first, you’ll need a rough idea of what
it’s your job to use the mechanical concepts your setting is. You don’t need more than a few
within to provide a foundation for your game sentences to get enough to go with - don’t wor-
world. This boils down to answering the fol- ry about writing reams and reams of backstory.
lowing five questions; however, feel free to You can also put down some notes about tone
rewrite and change your mind as you progress and content, too.
and the setting grows under its own steam.

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For example: This game takes place on the WHAT CAN THE CHARACTERS DO?
high seas in the golden age of piracy - it’s full This is the hardest part of the process. Primar-
of rollicking adventure and derring do. Or: This ily, you need to determine what the skills and
game is a cyberpunk story of insurrection and domains are in your game - these power the ba-
struggle against megacorporations. sic actions and knowledges that the characters
will perform.
WHO ARE THE PLAYER You can find examples of skills and domains
CHARACTERS? in the Skills and Domains chapter later on.
The characters are the most important part of Secondly, you’ll need to determine abili-
the game - after all, it’s going to focus around ties. Abilities are powers, earned by advancing,
them more often than not. Work out what sort that give a character additional mechanical or
of people the player characters are going to fictional advantage in certain situations as ex-
be, their place in society, their motivations and plained in the Abilities chapter later on. This is
goals, etc. the most labour-intensive part of the process,
For example: The player characters are sep- but often the most exciting and rewarding, as
aratist forest creatures rebelling against the you’ll hopefully come to discover.
machinations of the Wicked Witch. Or: The play- As you can see, there’s a lot of work involved
er characters are demon-summoning warlocks in designing a new game using this core sys-
on the lowest rung of the occult mafia. tem, but we think that the results can be well
worth it.
WHAT ARE THE RESISTANCES?
What do the characters have to lose? How can
they be hurt? Not just physical pain, either. The
Resistance system is powered by resistances
(appropriately) and they form the core of the
game, so this is an important decision.
You can find examples of resistances in the
Resistance section later on.

HOW DO THE CHARACTERS GROW?


Characters advance when they fulfill the nar-
rative requirement of your game - what is that
requirement? What sort of in-character behav-
iour to you want to promote? What counts as a
meaningful achievement?
You can find examples of advancement con-
ditions in the Advancement section later on.

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CORE MECHANIC

Generally, play happens as a conversation be- Don’t roll if there’s nothing at stake; if the
tween the players and the GM, with both par- character could do it, it works, and if they
ties adding description to the story and re- couldn’t, they don’t. Only roll if the character
acting to one another’s actions. When the GM has something to lose.
thinks that it might be interesting if a charac-
ter’s action fails, or if there’s something sig- PARTIAL STRESS: Sometimes you’re just
nificant at stake, they can ask the player to rolling to avoid taking harm and not trying to
roll to see if they succeed - and whether they achieve anything else in particular - you test
lose something in the bargain. to see if you can hang onto your mind after
To see if their action succeeds, the player rolls seeing something horrific, to avoid damage
a D10 and consults the following table: from someone taking a swing at you, or to es-
cape from a burning building. On a 6-7 result
1 Critical Failure (take double stress) on such an action, you still take stress, but it’s
2-5 Failure (take stress) one dice type lower than usual. The same rules
6-7 Success at a cost (take stress) apply when you’re trying to buy something
8-9 Success (take no stress) for cheap.
10 Critical success (inflict +1 stress for
each 10 you roll)
DIFFICULTY
If the character has a relevant skill, they roll If an action is difficult, the GM subtracts dice
another D10. from your pool equal to the difficulty. Difficulty
If the character has a relevant domain, they ranges from 0 (standard) to 2 (very challenging).
roll another D10. Surprise or ambush is a common reason to sub-
If the character has mastery over the action, tract dice; an NPC’s skill level is also represented
skill or domain, they roll another D10. (Mastery by their difficulty, which applies to all rolls made
doesn’t stack - you can only use it once per against them.
action, no matter how many sources you get No matter how high the difficulty of a task,
it from. You don’t need a skill to benefit from if it’s at all possible, you’ll always roll at least 1
mastery when using it, although often you’ll dice. For each point of difficulty that would take
have both.) your dice pool below zero, the result is down-
The player selects the the highest dice result graded by one step on the core mechanic table
they rolled to resolve the action; the other dice above. For example: if a character with a dice
don’t matter, unless they show 10 and they’re pool of 1 attempts a difficulty 2 action, this
inflicting stress on someone else. would leave them with a dice pool of -1. They

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roll a single dice and treat it as though it scored associated with the HEALTH resistance might be
the next-lowest result on the table; a roll of 10 BROKEN BONE, or OUT OF BREATH, or VOMIT.
would count as 8-9, a roll of 8-9 would count as (But: more on Fallout later.)
6-7, and so on. In the Resistance system, all misfortune that
a character suffers works in the same way as
GROUPS the example above. Rather than tracking mon-
For each character that assists you, if they have ey, you can give characters a RESOURCES re-
a relevant skill or domain, add 1 to your dice sistance and mark stress to it when they spend
pool - but they take stress the same way you more than they can afford. Rather than trying to
would. (There is a limit to how many characters simulate or estimate the actions of their adver-
can aid you on any given action, determined by saries, you can give them a SAFETY resistance
the GM. For example, no more than two people and mark stress to it when they put themselves
can try to barge open a door without getting in in danger.
each other’s way.)
For group skill actions (such as sneaking in EXAMPLE RESISTANCE LISTS
somewhere), choose one player to lead the FANTASTICAL CRUSADES
group. If they succeed, every other player rolls BODY Physical damage, exhaustion.
with mastery. FAITH Doubt, heresy, inaction, loss of
standing in the church.
STRESS GOLD Loss of resources, supply lines or
Stress is one of the most important parts of the contacts.
Resistance system. As characters perform ac- SOUL Spiritual damage, demonic corrup-
tions in the story, they’ll allot stress to their re- tion, madness, sickness.
sistances; the more stress they have, the more
likely it becomes that it will coalesce into Fallout POST-APOCALYPTIC
- concrete ramifications of misfortune. Mark- BODY Pain, wounds, exhaustion, sickness.
ing, enduring, clearing, and refreshing stress, as BULLETS Mark stress to Bullets when you
well as having it turn into Fallout, forms the core fire a weapon, but also when you
mechanical loop of a Resistance game. attempt to buy something, as bullets
are the new currency.
RESISTANCES FUEL Mark stress to Fuel when you use a
Every player character has a number of resist- vehicle or power a generator.
ances which represent what they have to lose. HOPE Madness, depression, despair, rage.
The most immediate one to come to mind in REP Loss of respect and standing.
RPG terms is health - often characters are
caught up in danger and violence, and their OFFICE POLITICS
physical well-being can be measured in terms MANAGEMENT Mark stress when you upset
of Hit Points, Wound Levels, or some other the higher-ups, fail to perform ad-
method of tracking damage. equately, or bring the company into
To represent physical damage in the Re- disrepute. Fallout includes: addition-
sistance system, you could give a character al workload, demotion, termination.
the HEALTH resistance. As they mark stress to COLLEAGUES Mark stress when you upset
this resistance - when they’re hurt, exhausted, your peers. Fallout includes: refusal
infected with a disease or malnourished - the to help on tasks, vendettas, loss of
odds of them taking Fallout increase. Fallout standing.

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HOME Mark stress when you neglect your REMOVING STRESS
out-of-work life. Fallout includes: You can remove stress from your character in
loss of support network, break-ups, one of three ways:
ill health. You can lay low to remove all stress suffered,
but the plot will move ahead without you, and
things will occur that are outside of your control.
ADDITIONAL RESISTANCE SLOTS You can act to remove stress in a particu-
To represent that some characters are more lar category by narratively spending time do-
able to handle misfortune, they can be given ing something that would remove stress (i.e.
additional resistance slots. (How exactly they borrowing money from a friend to lower RE-
receive these is handled in the “Character” sec- SOURCES stress, visiting a doctor to lower
tion later on.) When a character has one or more HEALTH stress etc). Remove D3, D6 or D8 stress
additional slots in a resistance, they mark stress depending on the lengths you go to in order to
to these slots first. Then, when the GM rolls to recover.
see if they trigger fallout, these additional slots You can refresh (see the Character section)
do not count towards their total. by acting in accordance with your character’s
refresh action(s). When you refresh, remove D3,
HOW MUCH STRESS TO INFLICT, D6 or D8 stress depending on how fully, and
AND TO WHICH RESISTANCE how dramatically, you fulfilled the requirements
Situations inflict stress on players relative to of your refresh action.
the risk and danger involved; this is determined Also, suffering fallout reduces the amount of
by the GM. Breaking into a low-rent slum will stress your character carries - it shifts from ab-
cause D3 stress on a failure; it’s D6 to infiltrate stract to definite. When you suffer minor fallout,
a gang stronghold; and it’s D8 if you’re sneaking remove 3 stress; when you suffer moderate fall-
into somewhere really important, like a military out, remove 5; when you suffer severe fallout,
base. If a player is fighting someone (or running remove 7.
away from them) and they take stress, they’ll
usually take stress equal to the amount that FALLOUT
their enemy’s weapon inflicts, if the enemy’s Each time a player character takes stress, the
within range. GM checks for fallout - to see if there’s any kind
Hopefully it should be clear from the fiction of ongoing, serious effect at play. The GM rolls a
what resistance stress should be marked to. D10 and compares it to the current total stress
If it isn’t immediately clear, the GM and player marked against the character’s resistances - if
should discuss the situation to see what makes result of the D10 roll is lower, the character suf-
sense - and, if they can’t come to a conclusion, fers fallout. The level of fallout depends on the
maybe there isn’t a need to roll or inflict stress amount of total stress the character had when
at all. the fallout triggered:

2-4 STRESS Minor Fallout


STRESS AND NPCS 5-8 STRESS Moderate Fallout
NPCs don’t have multiple resistances or 9+ STRESS Severe Fallout
roll for fallout. Instead, they have one -
called Resistance - and when they receive Work out what happens based on the type
stress equal to their score in it, they’re at of stress that triggered the fallout; usually that’s
the mercy of the player characters. the resistance type that has the most stress

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marked against it. If there’s a mix, or it’s not clear, •• Deny character access to certain
go with whatever sounds more interesting. resources until pre-defined conditions
Remember: On minor fallout, remove 3 are met
stress; on moderate fallout, remove 5; on se- •• Frame an upcoming scene
vere fallout, remove 7. •• Dictate an action (usually undesired)
If you’d like, you can allocate two fallout re- •• Trigger additional stress under certain
sults from the category before the one selected conditions
instead. (So: instead of being KNOCKED OUT,
you can be BLEEDING and PANICKED.) You can Fallout has a variety of durations, too. It
also upgrade fallout from one stage to the next can be:
if a character suffers fallout from repeat sourc- •• Resolved immediately, then removed
es. (So: if a character who’s already BLEED- •• Held, and resolved at some point in the
ING suffers further minor fallout during the future (usually before the end of the
same fight, you can get rid of that BLEEDING next session)
and give them a moderate result instead, like •• Permanent, removed only with extensive
BROKEN LIMB.) effort
Characters can mitigate fallout with an ap- •• Permanent, and not removable
propriate action; minor fallout can be removed When we use the word “resolved,” we mean
instantly, but anything moderate or above can that the fallout has an effect on the story and
only be stabilised and managed without long- is then removed from the character. Some fall-
term care. Abilities that let you clear stress can out can be triggered multiple times without
be used to remove fallout instead, at the GM’s being removed - for example, a character who
discretion: 3 stress to repair minor fallout, 5 lost a leg will suffer penalties when trying to
stress to repair moderate or fallout, and 7 stress move quickly or accurately. If they get a replace-
to repair severe fallout. (But severe fallout gen- ment leg and learn to walk with it, the fallout is
erally isn’t the sort of thing that you “cure.”) resolved.
When creating fallout, it’s important not to
CREATING FALLOUT RESULTS overly punish the player or block story from
Included below are example fallout results, but happening. Fallout isn’t a bad thing: it’s a way
when you create your own resistances, you’ll of creating story, and roleplaying is primarily
need to make a few fallout results to go along about telling stories together, so fallout gives
with it. Alternatively, you can make up fallout you deeper, more interesting stories by intro-
on an ad-hoc basis as and when it’s required, ducing narrative consequences. To that extent,
judging the severity by the stress incurred and fallout results that give dice penalties, make
what’s dictated by the fiction - but it’s useful player characters skip scenes, have players lose
to have things to fall back on, and players of- control of their character for extended periods
ten find it more palatable to receive pre-written of time or permanently remove upgrades and
fallout rather than something you’re coming up advances generally aren’t a lot of fun - they of-
with on the spur of the moment. ten stop stories from forming.
In general, fallout will at least do one of the Instead, think about how you can push sto-
following things: ry forward, and how fallout can trigger exciting
•• Make the player choose between two or interesting situations - fallout can give you
undesirable options additional challenges to overcome or provide a
•• Increase difficulty in a certain situation new angle on an existing scene, but it very rarely
•• Line up events to happen in the next session stops you entirely.

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As a guide, Minor fallout is generally resolved MODERATE
within a day or so; Moderate fallout takes longer, NO WITNESSES. [COVER] You receive word
or has minor permanent effects; and Severe from your handlers that the people involved
fallout can redirect a character arc or introduce in the deal can’t be allowed to survive. You’re
an entirely new facet to it. tasked with eliminating them and hiding
the bodies.
EXAMPLE FALLOUT RESULTS
With all of these results, we’ve put the rele- BROKEN ARM. [MEAT] Your arm breaks un-
vant Resistance in square brackets before the der the strain, and splintered bone juts up
mechanical explanation of the fallout. through your skin. You can’t use the arm until
it heals.
SPY FALLOUT
MINOR SERVICES RENDERED. [CASH] You’re forced
ADRENALINE. [MEAT] Your instincts kick in to sell your skills to a third party to pay your
and you do something stupid. If you’re trying debtors, and the work is not pleasant. Work
to get away or de-escalate, you lash out at out with the GM what your character doesn’t
your opponents. If you’re trying to fight, you want to do but is prepared to in order to
get panicked and retreat. This is only mo- make ends meet.
mentary, and fades after a moment - long
enough for a single, immediate action. SEVERE
TURNCOAT. [LOYALTY] Tired of being messed
ROUTINE CHECK. [COVER] Your actions at- around, your true allegiances come to light
tract the attentions of the police; they don’t - you’re a double agent. Maybe you always
come in all guns blazing, but they’re suspi- have been. While you appear to be a loyal
cious and want to learn more about what’s agent, in fact you’re serving the enemy, and
going on. putting your allies in danger.

LIE. [COVER/LOYALTY] Trying to justify your BURNED. [LOYALTY/COVER] Tired of your


actions, you tell a lie that will cause a problem incompetence, or suspicious of your true
this or next session. motives, your agency gives you false infor-
mation and sets you up to be captured and
interrogated by your enemies.
LESS-LETHAL FALLOUT
As it stands, the system for resolving fall- FEY INCURSION FALLOUT
out is pretty brutal. If you’d like to make MINOR
your game more survivable (or, more ac- TRICKED. [IRON] The patchwork unrealities
curately, limit the amount of misfortune of the fey are insidious. The GM picks some-
lumped upon the player characters) then one or something you have been interacting
you can treat each resistance as a separate with during this situation; it is an illusion, and
entity when it comes to calculating total everyone aside from you can understand
stress, rather than adding them all togeth- this. It is either completely non-existent, or a
er - rolling under the stress marked in the mask laid over the top of something else.
resistance in question will trigger fallout,
but the stress marked to other resistances WEIRD. [SPIRIT] You do something unset-
isn’t factored in. tling that bothers normal people - obsessive

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behaviour, singing to yourself, fulfilling a POLITICAL FALLOUT
strange compulsion at inappropriate times. MINOR
At the earliest opportunity, the GM can de- PROTEST. [FACE] Upset at your actions, the
clare that your weirdness puts a useful NPC people gather outside your places of power
off you (and probably your allies, too). Once and protest at the injustice. Doing anything
this happens, remove this fallout. nearby will increase the difficulty of all tasks
by 1 until the protest dissipates (either give it
MODERATE time, or break it up forcibly).
BAN. [IRON] Exposed to the fey, your body
warps and changes to mimic theirs. You are DIRT. [BACKROOM] Whatever you did wrong,
now subject to a ban, like they are - when someone knows about it, and they’ve got the
you encounter it, all difficulties are 1 higher capacity to damage your reputation with it.
than usual and you feel compelled to flee the GM, you don’t have to decide who it is, but
source of the ban. Work with the GM to figure you should work it out before the end of the
out what your ban is, but here are some ex- next session.
amples: music, running water, unforged iron,
salt, homes without a mother figure, strong FAVOUR. [BACKROOM] You’re forced to owe
liquor, smoke, scientific instruments, and un- someone a favour; they’ll call on you to help
pleasant smells. them out next session.

PERMANENTLY WEIRD. [SPIRIT] As WEIRD, MODERATE


but: it lasts until you get proper treatment, ENCAMPMENT. [FACE] As PROTEST, but it
and the GM can trigger it whenever they like. will not dissipate without your direct action.
You can suppress the effects of this fallout for
a scene by marking D3 stress against Mind. STRIKE A DEAL. [FUNDS] Running out of
credit, you cut a deal with a wealthy support-
SEVERE er to earn funding - someone you’d rather
CHOSEN. [BLOOD] You pass out and awak- not work with. They’ll call on you at some
en in a half-dream state before a fey Noble, point during this or the next session of play,
and you can strike a bargain with them in ex- and ask for a favour; they can do this once
change for your life. If you accept their terms, per session from now on.
you return to consciousness (changed, al- WITHDRAWAL OF FUNDS. [FACE/BACK-
ways changed) and if you don’t, you slip away ROOM] A prominent supporter withdraws
into death. their funding after what you did upsets them.
Until you find a replacement, when you take
FETCH. [IRON] When no-one is looking, the stress to FUNDS, roll twice and pick higher.
fey replace you with a animated copy made
of feathers, dead leaves, animal bones and SEVERE
clockwork enchanted to look and feel like HIGH-PROFILE INVESTIGATION. [FACE]
flesh. You will act as normal and slip into the You come under intense scrutiny from offi-
life your double had (your original character cial agencies looking to root out corruption
is trapped in a fey prison somewhere beyond and/or illegal acts in your administration.
the incursion barrier) but always act in ser- Any stress suffered to BACKROOM is dou-
vice of your fey maker. bled during the investigation procedure; if it

9
uncovers anything serious, you will be forced you. You can go along with their commands,
to retire or hounded out of office. trying not to draw any unwanted attention,
or take one last shot at claiming power and
PUPPET. [BACKROOM] You possess no real making an impact before they remove you
power - instead, you are controlled by people from office.
in your organisation who have leverage over

SKILLS

Skills are one of the most fundamental ways We would advise on fewer skills, rather
you can define your character in the Resist- than more, and grouping skills together when
ance system - not only do they state what a possible. For instance: if you choose FIGHT,
character is good at, but they also inform the which covers any and all violence, rather than
core actions that will take place in the game. SHOOT, MELEE and UNARMED or even SHOT-
As such, it’s hard for us to dictate a “core” GUN, RIFLE, PISTOL, SNIPER, etc - this shows
set of skills that can be transported over to any that while you want combat to be a part of the
system. Instead, we’re going to talk about what game, you don’t care about the nitty-gritty of
goes into making a skill list, and then show some how it’s done and instead want to focus on the
examples of our own. end results.
You could go even further and decide that
MAKING A SKILL LIST your game doesn’t focus on violence, so you
Skills are the levers that you give your players to don’t have a FIGHT skill at all, and instead think
interact with the world, and as such they pro- in terms of what the characters would want to
vide a guide to the sort of actions that they are achieve with fighting. Instead of having a spe-
expected to attempt. The skills you leave out cific skill for it, the character could tap their
are in some ways just as important as the skills SCARE skill or their PROTECT skill, and in-fic-
you put in - for example, putting a DRIVE or PI- tion, say they’re doing it through the application
LOT skill says that vehicles are important, and of violence.
important enough to get their own skill (rather If you don’t put a skill in the game, play-
than using, say, CHASE or KILL depending on er characters can still attempt that action,
what the player is attempting). Leaving that skill but it doesn’t get a bonus dice when they do.
out (in a game that features vehicles) commu- Of course, if it’s an impossible action, then it
nicates that the vehicles themselves aren’t that fails, and if it’s a simple action, then it suc-
important - it’s the characters, and what they ceeds, and there’s no need to break out the
want to do, that is. dice at all.

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DOMAINS “DEFAULT” SKILL AND
Domains aren’t intrinsically linked to action DOMAIN LISTS
types, like skills are, but also to areas of the We don’t have any! If we define a “standard” fit,
game world and contacts you might have. we start to define the setting and world you’re
Domains are a way of explaining what’s building through the actions and situations that
important in the world - the different areas of are important. Instead, we’ve provided three
influence that make up the story that you’ll be sample sets - you can use these in their entirety,
telling together. They’re also a way of giving for inspiration, or as a starting point for one of
characters broad competency within certain ar- your own.
eas, allowing them to act more effectively when
operating in that space. Within the fiction, this TRADITIONAL FANTASY
shows that the character is experienced with SKILLS
the sort of things they can expect to face; in ATHLETICS Run, jump, climb trees.
mechanical terms, it allows a character to spe- DECEIVE Lie, cheat and carry off disguises
cialise in areas of the setting, rather than skills, without being discovered.
and thus confer competency (and spotlight HEAL Repair damage suffered to the body
time) when those areas arise. or mind.
For example, in a game about warring noble INTIMIDATE Scare or threaten people into
houses, each house (and the attached territo- doing what you want.
ries and customs) might be Domain; in a game INVESTIGATE Learn information that others
set in a single city, the Domains could represent have tried to conceal.
different factions, areas, social strata and areas MELEE Hit things up close with swords,
of knowledge - HIGH SOCIETY, LOW SOCIETY, clubs or your bare hands.
GOVERNMENT, COMMERCE, CRIME etc. PERCEIVE Notice things that others might
not.
KNACKS PERSUADE Convince people to do what you
If you possess a skill or domain and gain it a sec- want via charm and pleasantries.
ond time, you gain a knack - proficiency with a RANGED Hit things at range with arrows,
particular facet of the broad spectrum covered thrown weapons, or spells.
by the skill or domain. Using a knack allows you RESIST Struggle on through pain, foul magic
to roll with mastery but, as ever, you cannot gain or hardships.
more than one dice from mastery per roll. SNEAK Conceal yourself or items from the
SAMPLE KNACKS: notice of others.
DECEIVE
Roll with mastery when you: TRADITIONAL FANTASY
Create forged documents DOMAINS
Use a disguise ARCANA Magic and the occult.
Impersonate a named individual DEMONIC The territory and categorisation of
Drop a casual lie into a conversation the infernal legions.
LOW SOCIETY DUNGEON Dangerous places full of monsters,
Roll with mastery when: traps and treasure.
In the docks FEY The lands and customs of the fair
Interacting with workers folk.
Blending in as part of Low Society OUTLAW Crime, banditry, and robbery.
Defending the people of Low Society RELIGION Gods and goddesses.

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URBAN Cities, technology, and civilisation. DEFEND Protect yourself or others.
WILD Nature, animals, and unoccupied FLIRT Turn people on.
land. HURT Do people harm, either physically or
socially.
VAMPIRE HUNTER SKILLS LIE Tell mistruths to get what you want.
INSIGHT Work out if someone’s on the level MEND Repair broken hearts, bikes, legs or
or not. other things.
STEALTH Hide from sight. STUDY Investigate information, remem-
ENDURANCE Endure blood loss, vampiric ber facts and come to your own
mind control, exhaustion, etc. conclusions.
KILL Viciously end the life of someone, or
something, else. 90’S AMERICAN HIGH SCHOOL
TRACK Hunt and follow a target. DRAMA DOMAINS
INVESTIGATE Search the places a target has GOTH Depressing music, deep emotions,
been to uncover more information and audacious makeup use.
on them. JOCK Sports! Sports! Sports! Also make-
CONVINCE Persuade someone to see things outs, parties and belittling others.
from your point of view. NERD Book-smarts, all-night study ses-
RUN Move as fast as you can. sions, anime trivia.
WEALTH Use money to get what you want. PARENTS Anyone more than ten years older
than you who doesn’t work at the
VAMPIRE HUNTER DOMAINS school.
CRIME Breaking the law to get things done. PREPPY KID Spend daddy’s money, dress up
DHAMPYR Half-blood vampires who inte- nice, probably be a lawyer someday.
grate into human society. PUNK Crime, rebellion, fighting and
HIGH SOCIETY Posh folk with money and vandalism.
power. STONER Connections to dealers, masterful
LOW SOCIETY Common folk without money class-skipping, unusual tangents.
or power. TEACHERS Anyone who works at the school.
PHANTOMS Ethereal leeches who harvest the THEATRE KID Cause a scene, learn lines, get
life-force from humans. obsessed with interpersonal drama.
POLICE Government employees devoted to
keeping the peace.
PRIMALS Bestial vampires who dwell in wild
places and adopt animalistic traits.
STRIGOI Old-fashioned traditionalist vam-
pires who rely on spirit-magic.
WILD Woods, mountains, swamps - any-
thing far from civilisation.

90’S AMERICAN HIGH SCHOOL


DRAMA SKILLS
CHARM Be nice to get what you want.
CONCEAL Hide yourself, your intentions, or
other things from people.

12
BONDS

Bonds are connections that the player charac- D3 STRESS Get you and your comrades
ters share with other people, groups or organ- access to a private area or event;
isations. A bond is a broadly positive connec- lend you a piece of equipment;
tion, if perhaps a complicated one. put in a good word with an au-
GM, give out bonds to the characters as re- thority in their domain; turn a
wards for recruiting allies or achieving objectives. blind eye to minor transgressions.

HELPING OUT YOUR FRIENDS D6 STRESS Gift you a valuable piece of


Once per scene, when you act in a way that ben- equipment; provide a safe haven
efits someone you share a bond with, you may for you and your comrades; be-
do so with mastery. tray the trust of an outsider; turn
a blind eye to major transgres-
NPC BONDS sions; commit minor transgres-
You can also ask an NPC bond to perform a sions; engage in moderate-risk
favour on your behalf - something that they actions.
wouldn’t normally do and which puts them,
and the relationship, under stress and danger. D8 STRESS Betray a friend; commit ma-
They’re under no obligation to do what you ask jor transgressions; engage in
- and the GM might ask for a check to get them high-risk actions; donate large
to comply - but if they do so, they incur stress amounts of resources.
based on the scale of the favour asked.
Treat performing a favour as a normal roll. You can remove stress from a bond by doing
An NPC bond rolls 1D10, +1D10 if it’s with- a favour for your ally in return; the bigger the
in their area of expertise, +1D10 if it’s in their favour, the more stress you’ll remove.
neighbourhood/home. If an NPC bond suffers
stress when they roll to achieve a task, treat the BOND FALLOUT
relationship a separate resistance allocated to Bonds don’t count towards your total stress
the character and allocate stress to it. Here are for fallout - they’re handled separately, each as
some sample stress levels: their own track. At the end of each session, roll
1 Stress Give advice or access to general to check for fallout on each bond that a player
information within their domain; marked stress to that session. (If a bond is tem-
allow safe passage through space porary, such as one earned from an ability, then
they control; offer temporary roll for fallout when it is removed.)
accommodation.

13
Much like the other resistances, you’ll need A bond’s level reflects its overall capabilities,
to determine some suitable fallout results for and the scale it works at. The GM and player are
bonds - perhaps they get in trouble, draw un- encouraged to use their common sense here
wanted attention to the player characters, re- and judge fairly as to what an organisation of a
quire resources, get upset and refuse to help, given size might be able to achieve.
or turn against the party entirely depending on If a bond works against an entity with a low-
the severity. er level than its own, it does so with mastery. A
bond can’t work against an entity with a higher
BOND LEVEL level than its own - find a level-appropriate en-
Each bond has a level associated with it to illus- tity within it for them to tackle.
trate the scale of the power it can wield in the
player characters’ favour. These levels are de- COMBINING BONDS
termined by you to reflect the world your story You can combine two similar bonds of equal
is set in, but here are some examples: level and similar description to advance them to
one bond of the level above if it makes sense in
Fantasy revolution: PERSON, STREET, CITY the fiction of the game.
Sentient spaceships: HUMAN, SHIP, COVENANT,
COUNCIL
Mythic heroes: MORTAL, CHOSEN, DEMIGOD,
GOD, ANCIENT

EQUIPMENT

Equipment, for the most part, lets you do a negative aspect and one positive aspect,
job. A lockpick lets you pick locks; climbing for example:
gear lets you scale a wall; perfume lets you
smell like a fancy courtier. Most equipment A warm but unfashionable cloak
you use will fall into the above category, and it An over-written but insightful guidebook to the
has no mechanical effect on the game. area you’re in
(Trying to perform a task without the proper An intimidating but hard-to-steer hot rod
equipment can increase the difficulty of the ac- A fast but stupid horse
tion, or even make it impossible.) Magic goggles that let you see through walls
However, when you acquire an item that but not in front of you
matters to you, you’ll define two things about
it that are special which mark it out from If you take advantage of the positive aspect of
the many others like it. Make a note of one the item, you roll with mastery on checks where

14
you use it. If you’re forced into a situation where RANGE
you have to rely on the negative aspect of the The base range for weapons is up-close and
item, the difficulty of the action increases by 1. personal unless they have a tag that confers
Weapons and armour have slightly more an increased range on them. It’s up to you
complex rules, detailed below. (However, if you how granular you want to get with distance -
don’t want to get too in-depth on combat, you you could have the Ranged tag and attach it
can certainly use the above rules for weapons to every projectile weapon, or you could break
too instead of tags; that’s up to your group.) it down into Thrown, Short-Ranged, Ranged,
Long-Ranged and so on. Ranges are relative
to the situations and characters that feature in
your story - a “long range” weapon on a space-
Buying and selling ship has a significantly longer actual range than
One option, when building a world, is a “long range” bow in a low-tech survival horror
to come up with a currency system and game, but both use the same relative wording.
price list for every imaginable item in the If you outrange your opponents you take
world and have players keep track of their a maximum of 1 stress per roll until they are
spending. However: there is a much easier close enough to use their weapons efficiently.
way, and here it is. If you’re outranged by your opponents, you’ll
To buy items, the GM decides on the cost need to succeed on a roll to get close enough
involved: D3 for minor purchases, D6 for without marking stress.
moderate, and D8 for really expensive or
exotic materials. Some items just can’t be AMMUNITION
purchased without expending a lot of ef- If a character has a weapon that requires am-
fort to find a seller and do whatever it is munition (bolts, bullets, arrows, etc) we assume
they want (that’s worth more than mon- that they have a ready supply of ammunition
ey) to acquire it. Then the player makes a for it - there’s no need to track each individual
roll using whatever skills and domains are piece. Running out of ammo, if it’s a part of the
appropriate; on a success, they get what story, can be represented as fallout.
they want without incurring stress, and
on a failure, they’d mark stress to a resist- TAGS
ance like GOLD or RESOURCES or CREDIT Weapons may also have tags attached to them
RATING. that mechanically affect the way they’re used.
Most tags will only take effect when a player
uses the weapon; as a rough guide, if a tag re-
WEAPONS fers to rolling dice, NPCs can’t use it. (Tags such
Weapons inflict stress on targets based on their as Piercing, though, can be used by both player-
type. Most weapons have their stress dice in and non-player characters.)
brackets after their name, but as a rough guide: Here are some sample tags:

1 STRESS Unarmed damage Accurate: If the user takes a minute or so


D3 STRESS Civilian or improvised weapons to set up the shot (as part of an ambush or
D6 STRESS Military or professional surprise attack, and not possible once com-
weapons bat has started) they roll with mastery when
D8 STRESS Heavy or exotic weapons attacking.

15
Brutal: When you roll for stress with this Spread Dx: If you succeed on an attack with
weapon, roll two dice and pick the highest. this weapon, you inflict half the stress you
Multiple instances of the Brutal tag stack; if dealt to the original target to a number of
you managed to get Brutal three times, for other targets standing nearby, equal to the
example, then you’d roll four dice and pick result of your Dx roll.
the highest when inflicting stress.
Surprising: The first time you use this weap-
Concealable: When you attempt to conceal on in a situation, roll with mastery.
this weapon, roll with mastery.
Stunning: If you succeed on an attack roll
Dangerous: If your highest D10 shows a 1 or with this weapon, you may declare that any
a 2 when you use this weapon, it has explod- affected targets take no stress, but their
ed. Take D6 stress; the weapon is destroyed. difficulty is reduced to 0 until they gather
their senses.
Defensive: While using this weapon, you gain
an additional Armour resistance slot. Tiring: When you fail an action using this
item, its damage decreases in dice size by 1.
Double-barrelled: You can use this weapon
twice before reloading, or fire both barrels at Unreliable: When you fail an action using this
once to give the attack the Brutal tag. equipment, it cannot be used for the remain-
der of the situation.
Extreme Range: This weapon can be used at
extreme range. ARMOUR
Armour confers additional stress slots equal
One-shot: You can only use this weapon to its value that can be used to absorb physi-
once per situation - it takes a very long time cal stress; at the end of every situation, clear all
to reload. stress marked to armour. Armour can also have
tags, like weapons:
Piercing: You cannot allocate stress inflicted Camouflaged: The armour is designed to
by this weapon to Armour, unless the armour camouflage the wearer in specific terrain;
has the Implacable tag. when they conceal themselves in that terrain,
they do so with mastery.
Point-blank: When used at extremely close
range, this weapon’s damage increases by 1 Concealable: When you attempt to conceal
dice size; at anything over medium range, it this armour, roll with mastery.
decreases by 1.
Implacable: Piercing weapons do not negate
Ranged: This weapon can be used at range. this armour, but Devastating weapons do.
Reload: Once you’ve used this weapon, it Heavy: When wearing your armour, you may
cannot be used again until you spend time not use the Pursue or Sneak skills to gain ad-
reloading it - and it takes a while, too. ditional dice.

Scarring: Causes savage, ugly wounds on


targets.

16
EXAMPLE WEAPONS BATTLE-WIZARDS
STEAMPUNK •• Lucifon’s Baleful Gaze (D3, Ranged,
•• Grackler Heavy Revolver (D6, Brutal, Stunning)
Ranged) •• Bolt of Heaven’s Wrath (D6, Ranged,
•• Mining Pick (D3, Piercing) Reload)
•• Galvanic Resonator (D8, Ranged, •• Keshpeth’s Demonic Servant (D6,
Unreliable) Defensive, Dangerous)

SPACE COMBAT
•• Defence Batteries (D6, Point-blank,
Reload)
•• Experimental Laser Assault System
“E-LAS” (D8, Piercing, Extreme Range,
Brutal, One-Shot)
•• Macro-cannon (D6, Ranged)

ADVANCEMENT

Advancement forms the core of the game - it EXAMPLE ADVANCEMENT


dictates how characters grow in power, and REQUIREMENTS
what their aims and actions are, and as such In a traditional fantasy game, the characters
the central reasons for advancement is a very advance when they clear an area of monsters,
important design decision to make. recover treasure, or otherwise impose the will of
Picking it out is one of the hardest parts of their civilisation on the world.
your job; it can’t be too easy, or too hard, and it In a noir detective game, the characters ad-
has to encourage the right sort of play. Don’t be vance when they uncover the truth behind the
afraid to change or modify it halfway through as world - a high advance for solving a whole case,
your setting and system grow around it. and a low advance for getting answers out of a
Depending on the scale of the actions per- recalcitrant witness.
formed, you might divide up advancement into In a sci-fi game, the characters advance when
size categories - Minor and Major, or Low, Me- they discover new planets and technology or
dium and High, for example. When a character make contact with strange alien species.
advances, their player can select an additional In a criminal game, the characters advance
ability from the lists available to them. when they steal things from other people.

17
In an urban horror magic game, the charac- equipment vital to combating or escaping the
ters advance when they sacrifice something im- threat. (In this game, equipment and advance-
portant to their driving obsession. ment are one and the same, and finding a cache
In an exorcism game, the characters advance of items might allow every character present to
when they bring a demon (or agents of demons) take a low advance.)
to justice, banishing or binding it. In a cultist game, the characters advance
In a horror game, the characters advance when they enact the will of their dark lord and
when they uncover hard-to-find information or bring his summoning closer to reality.

CHARACTER

Generally, a character will have all of the fol- justice, or a mechanic might refresh when they
lowing facets at the start of a Resistance repair or build a complicated machine. In Spire,
campaign: classes and additional advances come with a
•• Access to skills and domains refresh condition attached to them. When you
•• Extra slots in some resistances create classes, you can attach refresh condi-
•• Basic equipment tions, or you can have players select theirs from
•• A refresh condition a list.
•• An NPC bond Refresh conditions define the day-to-day
•• A PC bond goals of the character - but they also drive play
•• Two or more abilities (see below) in a certain direction. By establishing interesting
refresh conditions, you can steer your players
As they advance in power and progress towards roleplaying choices that they might not
through the story, they’ll have the option to pick otherwise make, because they’re rewarded for
up more facets in the categories above through doing so.
earning advances. Here are some examples of refresh conditions:
Community Leader: Do something that im-
REFRESH CONDITIONS proves the lives of those in your area.
Refresh conditions allow players to remove
stress from their characters through perform- Cowardly: Avoid your problems for a while,
ing certain actions. These actions are crucially which makes them worse.
important to the character and form the core
of their identity - a police officer, for example, Creative: Make or build something that has a
might refresh when they bring a criminal to lasting impact on the world.

18
Cruel: Hurt someone’s feelings - someone up your abilities (see below) then each class
who matters. should come with a refresh condition. Other-
wise, you may want to have players select one
Curious: Uncover hidden information. or two at character creation and go from there.

Desperate: Make someone adore you. ABILITIES


“Abilities” is a broad catch-all category for spe-
Hedonistic: Engage in reckless excess. cial rules that a character possesses that other
characters may not. Abilities generally possess
Insecure: Prove your dominance over one or more of the following functions, but this
another. should not be treated as a complete list:
•• Ask the GM certain questions that must
Kind: Help someone without any obvious be answered truthfully*
benefit to yourself. •• Bypass rolling for certain actions, and
instead succeed automatically
Lonely: Share a moment of intimacy with an- •• Establish truths in the fiction around a
other person. theme
•• Frame scenes of a certain type *
Manipulative: Get someone to do what you •• Lower difficulty of challenges or enemies
want, against their better judgement. •• Gain access to a useful location or faction
•• Create temporary bonds at a certain level
Protective: Defend someone from danger. •• Gain a permanent, specific bond
•• Gain an additional refresh condition
Religious: Commune with your god and gain •• Gain temporary additional slots in a
insight on your problems. certain resistance
•• Gain a valuable piece of equipment
Vengeful: Gain retribution for a real or per- •• Bestow temporary access to a skill or
ceived slight against you and yours. domain
•• Gain benefits in the fiction with no
The above conditions are provided in the most specific mechanical change*
basic terms, and may well not fit your game; you •• Ignore fallout from one resistance up to a
should come up with your own. When doing so, certain level
it’s important to strike a balance between too •• Remove certain kinds of fallout
easy (“Drink a coffee”) and too hard (“Save the •• Improve an existing piece of equipment
world”). A character should be able to satisfy the by adding or removing tags or improving
condition in some way with a little effort during stress dice type
downtime, but earning a big refresh should re- •• Put off or delay fallout until later
quire a bit of setup and roleplaying. It’s also im- •• Reallocate stress from one resistance to
portant to consider what sort of play you want to another, or from one individual to another
reward - do you want wildly different conditions •• Remove stress from a particular
for each character, or would you rather they resistance
were able to team up and clear stress all at the •• Roll with mastery in certain situations
same time? •• Confer one of the above benefits onto
Finally, how do characters gain access to re- another character, rather than your own
fresh conditions? If you’re using classes to divide

19
Functions marked with asterisks above have Gain benefits in the fiction with no specific
additional description below. mechanical change. This broad function allows
Abilities may have costs or limits associated players to define things about their character
with them too, such as: that don’t directly increase their mechanical in-
•• Usable once per session put to the system. For example, if a character
•• Usable once per situation becomes a police officer as part of an ability, it
•• Use requires a roll, and can result in stress stands to reason that they’d be allowed to make
marked to a certain resistance or failure arrests, enter a police station, and command
•• Use requires (1, D3, D6, D8) stress marked some respect from the majority of civilians.
to a certain resistance The rules only affect the fiction, rather than the
•• Useable once only (rare) numbers that underlie it.
•• A trigger condition that must be fulfilled
to activate the power ABILITY SCALES AND ORDERING
•• Use requires time be spent preparing or In Spire, we divided up abilities into three cate-
activating gories - Low, Medium and High - and tied them
•• Additional conditions where stress is to advances of an equivalent scale. You can do
marked (weaknesses) the same, if you wish.
We did this because we wanted to show a
Abilities may also come with bonuses to re- player character’s growth through their sto-
sistances, NPC bonds, knacks, or access to skills ry, and to give players something to look for-
and domains. ward and aspire to - as well as being able to
do some really crazy stuff with the High-lev-
NOTES ON ABILITY FUNCTIONS el abilities. It also allowed us to offer different
Ask the GM certain questions that must be levels of reward for different actions whilst
answered truthfully. This function is designed allowing the GM some control over the level
to skip long scenes where your character un- of advancement.
covers information - especially information that You might not do this, and that’s fine; all your
may not be crucial to the progression of the abilities can be of the same power, or you can
game. The information gathered will be specif- arrange them like a skill tree from a video game,
ic (for example, “What does this person want and players must purchase the first power in
right now?” or “What’s the quickest way out a tree before they have access to the second,
of here?”) and often tied to the character class the second before they have access to the third,
that the ability is a part of. and so on. You might have Major abilities that
Frame scenes of a certain type. When a play- define a character’s modus operandi and Minor
er is given licence to frame a scene, that means abilities that add little tweaks. It’s entirely up to
that they set up the elements and the core mo- you, and we encourage you to experiment to
tivation of it, rather than the GM - but they’re see what works best.
given restrictions. For example, “CUT A DEAL”
allows a player to establish that they have ac- FICTION
cess to an NPC that has the ability to sell them Abilities also have fiction attached to them - an-
anything they desire - but it doesn’t define the ything which is not a mechanic. Generally, this
cost, or the willingness of the NPC in question comes before the mechanical details. For exam-
to trade. Framing scenes is pretty much an ad- ple, while an ability might be:
vanced, slightly more complicated version of “Once per session, gain +3 additional HEALTH
establishing truths. slots for the remainder of the situation. At the

20
end of the situation, these disappear; if they’re additional content as and when without it im-
filled with stress, that stress is first allocated to pacting the game too much.
empty additional slots and then directly to your It’s not ideal because abilities are hard-
HEALTH resistance.” er to balance (as any combination of powers
The fiction attached to it depends on the is available), players could find it hard to get
world in which the game is set. In a gritty PI a clear image of their character, and they’ll
game, it might be: have to spend a long time sorting through all
“DUTCH COURAGE. You keep a flask of the available abilities.
good stuff in your coat pocket; when push CLASSES are pre-defined sets of abilities - a
comes to shove, you drink it to bolster your player picks their character’s class during crea-
resolve.” tion. Choosing abilities from other classes may
In a sci-fi game, it might be: be impossible, more expensive, or limited in
“STEELSKIN. Your skin is laced with mole- some way, but characters may also have access
cules of an organic polymer that can harden in to smaller sets of powers that aren’t quite full
response to an electrical stimulus.” classes but come with their own requirements
When you write fiction for an ability, you’re for entry. Classes can also come with starting
solidifying it within the game world, and adding abilities that are added to the character, or ac-
content through it. You’re also responsible for cess to skills and domains, additional slots in re-
making powers feel evocative and exciting, so sistances, and so on.
write abilities that players will want to choose! Classes are great because they allow a new
player get to started right away, picking a “pack-
CLASSES OR PICK-AND-MIX age” of resistances, skills and domains etc that
Abilities will form the majority of how charac- fit within the setting. They’re difficult because
ters are mechanically defined by their players, they limit player choice, and you’ll have to offer
so it pays to think about how they’re sorted and enough variety so two people playing the same
distributed. There are two main paths: class can make mechanically different charac-
PICK-AND-MIX makes every ability availa- ters - and you have to make sure that each class
ble to every character, although some may be has enough abilities in it to sustain growth over
locked off for reasons established in the fiction. a full campaign.
(For example: a player wants their character to We don’t have a preferred method - it de-
have access to ATLANTEAN SECRETS, but their pends on the game and the story the system
character hasn’t made contact with the secret is being used to tell. We tend to veer more to-
cult that guards the world-changing magics. wards classes, but that’s because that’s what
They can’t gain the ability until they do.) Some we’re used to, and we don’t want to stop you
powers may be “gated” behind other ones. (For from designing the best game you can.
example: you can’t gain ARMOUR-PIERCING
ROUNDS until you get the GUN ability.)
It’s a good idea to group similar abilities to-
gether to aid players in building their charac-
ters, rather than shoving them all in one place
and having them wade through it.
Pick-and-mix is great because it allows a
player to build any character they desire, and it
allows you a lot of freedom as a writer to add

21
EXAMPLE ABILITIES GHOST HUNTERS
WWI TRENCHES MAKE MANIFEST. [Minor] Mark D6 stress to
WEAPONS MAINTENANCE. [Low] The first SOUL or FUNDING to perform this rite. Any
time you or a nearby ally triggers the Danger- ethereal creature nearby to you is forced to
ous or Unreliable tag on one of their weapons become present in the physical realm, and as
in a situation, ignore it. such can be interacted with through normal
means.
TOUGH AS OLD BOOTS. [Low] +2 GRIT. The
first time you take GRIT fallout in a session, MEMENTO MORI. [Minor] Gain the Scry skill.
ignore it and carry on. Whenever an undead creature is near you,
you are subject to visions and allegorical im-
PESSIMIST. [Medium] When a nearby player ages that show how it died. Mark 1 stress to
character (other than you) suffers minor or MIND to share these visions with others as a
moderate Fallout, refresh D3. Refresh D6 if ghostly projection.
they suffer severe fallout.
POSSESSION FIEND. [Major] +2 SOUL.
CHIN-WAG. [Medium.] Once per situation, Something about you seems inviting to
when you help someone out, they remove D3 ghosts, and you enjoy the loss of control when
stress from SANITY. Once per session, when you let them in. When you’re possessed, re-
you sit down and talk to someone, they can fresh D6.
tell you a secret about themselves and re-
move D6 stress from Sanity. DETRITUS MIND. [Minor] Gain the Ancients
domain. Years of exposure to haunted mate-
GRENADIER. [Medium] You are entrusted rial has left your brain a mess of echoes, full
with a supply of grenades. They have the fol- of half-remembered events that may or may
lowing profile: (D6, Thrown, Spread D6, Short not have happened to you. Once per session,
Supply). select a Skill or Domain you do not have ac-
cess to; you have access to it until the end of
CRACK SHOT. [Medium] When you’re firing the current situation as the spirits whisper
a weapon, ignore all difficulty modifiers for instruction to you.
weather conditions, smoke, movement, cov- RELIABLE INCOME. [Minor] Gain the Com-
er, and so on. Essentially, so long as the shot merce domain. You have access to a small
is possible, you’re treated as attempting it stipend that doesn’t require any input from
whilst standing still on even ground in good you - investments, a trust fund, or residuals
conditions. from a popular book sale. Once per session,
clear D6 stress from FUNDING.
RAPID FIRE. [Medium] Any ranged weapon
you carry that can hold more than a single DOG OF WAR. [Major] Gain the Battle skill, +1
shot gains the Spread D3 tag. BODY, and access to a revolver (D6, ranged).
In addition, once per session, you may de-
OVER THE TOP. [High] Once per session, scribe three elements that are present in a
activate this ability. Any nearby allies do not dangerous situation - cover, egress routes,
need to roll for fallout as a result marked to unattended weapons, and so on. The first
GRIT or SANITY for the remainder of the situ- time you or an ally acts using one of these el-
ation; once the situation ends, roll as normal. ements, they roll with mastery.

22
GODLY. [Major] Gain the Church domain and to figure out what this is. You are now treated
+1 SOUL. You are a pious and devout Chris- as wearing the aegis at all times, and it can-
tian. Once per situation, when a ghost would not be removed. In addition, choose one of
act directly against you (possession, attack, the following abilities:
theft etc) you can declare that it acts against
someone less religious instead. Commiting ASCENDANT. You can now fly, granting mas-
sinful acts, at the GM’s discretion, can inflict tery on MELEE and HUNT checks against
stress on your MIND and SOUL. non-flying targets

SCI-FI KNIGHTS ETERNAL. Once per situation, clear D3 stress


AEGIS ABILITY TREE from CORPUS
An aegis is an armoured hazardous environ-
ment suit, designed to protect the user from all RUIN. Add the Brutal tag to any MELEE
kinds of threats - kinetic, radioactive, phantas- weapon carried
mic, spiritual or gravitational. As the user bonds
with the strange technologies in their suit, it will
learn to protect them better. The aegis counts
as an Armour 2 piece of equipment.

TIER 1: MEDICAL SUPPORT


+1 CORPUS. While wearing the aegis you are
immune to disease, and the internal air re-
serves and recycling units can provide you
with several days’ worth of oxygen before
you’ll need to refill them.

TIER 2: REGENERATION
Aegis is now Armour 3. Once per session,
while wearing the aegis, clear a minor or
moderate CORPUS fallout or downgrade a
severe CORPUS fallout to moderate.

TIER 3: MARTYR’S HALO


+1 CORPUS. Mark D6 stress to CORPUS to
activate this ability. Roll a D3. For the rest of
the situation, when a nearby ally marks stress
to CORPUS, the stress marked is reduced by
the amount rolled on the D3.

TIER 4: REBIRTH
Should you die whilst wearing the aegis, you
do not die, and instead clear all stress. At
some point later in the session you emerge
from the aegis, now brittle and glass-like, to
reveal your second form - work with the GM

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NON-PLAYER
CHARACTERS

Non-player characters (or NPCs for short) are climbing gear) then you can represent this by
every character in the game world not con- increasing the difficulty of actions made against
trolled by a player. For the majority of these, them where that equipment is used.
they don’t need mechanics to represent them
- the GM simply arbitrates their actions and EXAMPLE NPCS
responses to player input. GOBLIN
However, if you want to make an NPC more Difficulty 0, 1 if it’s trying to hide or
complex (or dangerous), you can use the follow- run away
ing rules to measure their abilities in the game Resistance 3
world: Equipment Suspiciously dirty knife (D3)
DIFFICULTY: As mentioned in the Core Me-
chanic section above, some NPCs have a diffi- POLICE OFFICER
culty rating - this is a general measure of skill Difficulty 0
and power on their part, and is applied to all Resistance 6
rolls a player makes when acting against them. Equipment Taser (D3, Stunning, One-Shot),
Some NPCs might have different difficulties in Truncheon (D3), Stab vest
certain situations, for example: Witch: Difficulty (Armour 1).
2 when in her lair, Difficulty 0 if you can lure her
out. WEREWOLF
RESISTANCE: Unlike player characters, NPCs Difficulty 2 during the full moon,
don’t have a broad variety of resistances - and 0 otherwise.
they don’t roll for fallout. Instead, they have one Resistance 14 during the full moon,
resistance - called resistance - and when they 6 otherwise.
take cumulative stress equal to or greater than Equipment Raking claws and vicious teeth
that value, they’re at the mercy of the player (D6, brutal) during the full
characters. moon, 9mm pistol for self-de-
EQUIPMENT: This includes things such as fence (D6, ranged) otherwise
weapons (and their attached stress values and
tags), the armour they’re wearing (if any), and
also general items with no mechanical effect
on the game (clothing, trinkets, jewellery, etc).
If they have items that make them better at a
certain task other than combat (for example,

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