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== Part II: Playing the Game == === Helping Others === If you and a friend are in a conflict together, you can help one another. It works like this: On your friend’s Go, you can give one of your dice to your friend’s Raise. You have to have your character do something that would a) clearly and directly contribute to your friend’s character’s action, and b) be obviously something your character could do, given everything else going on. If anyone objects that your character’s too busy or in the wrong part of the scene, you should graciously withdraw. Given that everybody thinks it’s reasonable, though, just slide one of your dice over to go with your friend’s. On someone else’s Go, you can give one of your dice to your friend’s See. Again, you have to have your character do something both clearly helpful and clearly possible, and again if anyone objects, don’t insist. Either way, however, you’ve spent the die, and moreover, you’ve borrowed against your own next Raise. On your next Go, Raise with only one die. You can’t help two people between your Goes. If you could, you’d have to Raise with no dice, and that doesn’t make any sense. When you give a die to a friend for a See, it doesn’t count against her for Fallout. In other words, if your friend is able to See with one die plus yours, that’s a Reversal; with two dice plus yours, that’s a Block or Dodge; with three dice plus yours, that’s Taking the Blow for three dice of Fallout. ---- === Ceremony: The Voice of the White === Sorcerers, demons, the possessed, and anyone else cannot help but cower before someone possessed of the Voice of the White. That means that when your character’s in conflict with one of those sorts of opponents, you can use ceremony to See and Raise! Your character can perform an entire ceremony, including many ceremonial elements, as a single See or Raise, or each See and Raise can be a single element of ceremony. Choose whichever better serves the pace of the conflict. In addition, the elements of ceremony that your character uses determines the Fallout dice that your character’s opponent receives when Taking the Blow. Ceremony is like a weapon, in that way. ==== Rituals and Litanies ==== *Voice of the White d8s *Face of my Father d6s *Aim with my Heart d6s *Sign of the Eld d4s *Cloak of Coldness d8s *Manni Bobs d8s If you’re creating a multiple-element ceremony as a single Raise, inflict the highest die-size Fallout of all the elements you’re including. If, for instance, your ceremony includes Face of my Father, Aim with my Heart, and Cloak of Coldness, it inflicts d8s for Fallout. Strictly, bringing ceremony into a conflict is not escalating. You don’t get to roll new dice — unless you’ve got a Trait or Belonging that now applies. No, ceremony is useful only because it lets you Raise against demons and sorcerers on their own terms. === Fallout === ==== Fallout Dice ==== *Non-physical: d4s or ceremonial *Physical: d6s *Weapon: d8s *Gunshot: d10s ==== Fallout Roll ==== *Any 1s: Experience *2-7: Short-term. *8-11: 1 Long term. *12+: 2 Long term. *12-15: Injured. *16-19: Badly Injured. *20: Dying. ==== Things' Dice ==== *Normal: 1d6 *Big: 1d8 *High Quality: 2d6 *Big & High Quality: 2d8 *Crap: 1d4 *Guns: +1d4 Reference ==== Short-term Fallout ==== *Subtract 1 from one of your character's Stats for your next conflict. *Take a new trait rated 1d4 for your next conflict. *Change the dice of one of your character's Relationships to d4s for your next conflict. *Have your character leave the scene and spend some time alone. Only choose this one if nobody else launches a follow-up conflict. ==== Long-term or Injured Fallout ==== *Subtract 1 from one of your character's Stats. *Take a new trait at 1d4. *Take a new relationship at 1d4. *Add 1d to an existing d4 trait or relationship. *Subtract 1d from an existing d6+ trait or relationship. *Change the die size of an existing trait or relationship to d4. *Erase a Belonging from your character's sheet . ==== Experience Fallout ==== *Add 1 to one of your Stats. *Create a new Trait at 1d6. *Add or subtract 1 die from an existing Trait. *Change the d-size of an existing Trait. *Create a new Relationship at 1d6. *Add or subtract 1 die from an existing Relationship. *Change the d-size of an existing Relationship. *Write a Belonging on your character sheet and give it its usual dice. [[Category:Campaigns]][[Category:Campaign:End-World]]
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