rogue & slayer rpg

Upload: activerabbit

Post on 01-Mar-2018

249 views

Category:

Documents


0 download

TRANSCRIPT

  • 7/25/2019 Rogue & Slayer rpg

    1/12

    ROGUE & SLAYER

    By Tiridates

    Rogue and Slayer (R&S) is a rules-lite game of sword and

    sorcery adventure for 3-4 people. The rules inscribed here

    are Narrative, meaning that the description and feel of the

    game is much more important than the actual mechanics.

    This game does not seek to detail every rule or action;

    rather it provides a focus for collaborative story telling

    between friends.

    In a time before the great glaciers covered the

    world there was an age now forgotten. For here a

    lotus soaked vision of ancient earth could befound resplendent with strange cultures, exotic

    gods and cruel sorcery. A thin veneer of

    civilisation masks a savage and barbaric age of

    tyranny and bloodshed. And it is here that our

    heroes ply their trade, savage slayers, daring

    rogues and cunning thieves all eager for

    adventure and riches.

    LET US BEGIN

    Before we start, our game will require some six sided dice

    and two sets of tokens.

    For each player a Blue Action Dice. This dice can be

    the difference between life and death - treat it

    well.

    Three Red Danger Dice to be cast against our

    heroes. Each player can hold his own set or they

    can be shared amongst our heroes.

    A stack of Red Danger tokens, accrued by our

    heroes during their adventures

    A pile of Yellow tokens signifying Coin hard earned

    and highly prized.

    Now choose one among you to be the Scribe. They will be

    the narrator of our tale, presenting the world to the other

    players and playing the parts of the other characters that

    our Heroes interact with. The role of the Scribe will be

    detailed later but for now let us focus on the remaining

    players, for they will be our heroes.

    CREATE YOUR HERO

    Creating an interesting and colourful hero is the first step

    towards playing in a dramatic and exciting game. Paint him

    or her with broad colourful strokes, leaving the subtle

    details to be filled in during play. Name your hero, write a

    couple of notes about them if you like, and youre done

    Each hero is defined by his Role and Style. These determine

    his Traits and Talents as well as his initial Drives. To get

    started one player selects a preferred Style. The next player

    then chooses one of the two remaining Styles, leaving the

    last unclaimed style for player three. The third player then

    gets first choice of Roles, followed by player two, and then

    player one.

    For larger groups or a more freeform choice allow players

    to select whichever Style and Role they wish. The only

    caveat to this is that no two players can have identical

    characters. So whereas its ok to have a Savage Slayer and a

    Savage Rogue in the same group, having two Daring Slayers

    should be discouraged.

  • 7/25/2019 Rogue & Slayer rpg

    2/12

    TRAITS

    Each character has three Traits that represent their natural

    physical and mental qualities. When you perform a task

    with a relevant trait you add its value to your dice roll. Each

    Trait starts at 0 but may be raised by your choice of Style

    and Role. During the game traits can be improved to a

    maximum of +3.

    STEELSteadfast and strong your hero counts on

    brute force and tenacity to get things done

    DARINGDecisive and agile your hero depends on

    his prowess and bravado to win through.

    GUILEAstute and perceptive your hero relies on

    quick thinking and cunning to accomplish his goals

    TALENTS

    Each hero is a capable individual with certain unique skills

    and abilities. These are his Talents and each hero begins the

    game with two. Starting Talents are determined by your

    choice of Style and Role. Although each Talent is associated

    with one style approach in practice they can be used with

    any Trait. Whenever you use your Talent your blue Action

    Dice total can never be lower than a 5.

    DRIVES

    Crom Grant me revenge! And if you do not listen, then to

    HELL with you!

    You may be a hero but you still harbour the same self-

    serving ambitions and questionable virtues of lesser men.These Drives are your characters desires and motivations.

    There will be many opportunities to act upon your Drives

    but one must be wary for the ambitions of men are often

    petty and cruel.

    Each hero begins the game with 3 Drives. Choose one each

    from your Style and Role. Your third Drive can be something

    of your own choosing or determined by the Scribe. During

    your adventure anytime you achieve one of your Drives you

    earn a Coin. Each Drive can only be completed once in any

    given adventure.

    SETTING THE SCENE

    The Scribe starts the game by describing an opening

    sequence. Start with a basic sketch - the characters are on

    the rooftops at night, carousing in a favourite tavern, or

    moving through a crowded bazaar. Bring the scene to life.

    What does the place look and sound like? How busy or

    quiet is it?

    Next the Scribe creates a Threat. A threat is anything that

    presents a challenge to the heroes, from a monstrous

    Crimson Ape to a raging fire to a seductive enemy agent.

    These Threats need to be defeated before our heroes can

    finish the scene. Each scene can have several possible

    threats and more can be added by the Scribe as the scene

    progresses.

    Once the scene has been set and the threats revealed, ask

    the players. What do you do?

    SPOTLIGHT

    The hero who first steps up to tackle the threat is now in

    the spotlight. During this time we zoom in on them as they

    describe how they will deal the threat. Other things may be

    happening in the background, but the focus is on the hero.

    Remain in the spotlight by narrating more actions. Your

    turn ends and the spotlight cuts to another player when the

    threat is overcome, you elect to Pass or you are Defeated!

    Your time in the spotlight is measured in segments called

    Exchanges. Each Exchange consists of a player narrating

    how he will deal with a threat and rolling the dice to see

    how successful he has been. An Exchange has no fixed

    duration; during Action scenes they may last only last a few

    seconds while during an election campaign may comprise

    months of canvassing and making speeches

    DRAMATIC OPENING

    Start your sessions so that something exciting happens right

    from the start. All that truly matters is that your opening

    scene is dramatic enough to get everyone on the edge of

    their seat and feeling fully engaged

    Its a crimson dusk on the first night of the Festival of

    Laments, and the streets are more crowded than usual.

    Wine and song dull the dying heat of the day as masked

    celebrants dance around you. Suddenly the crowd partsand Hargun, feared enforcer of the Thieves Clan, locks eyes

    with you. He clearly has not forgotten the last time you met

    and the debts still owed. At his signal, a dozen cutthroats

    swarm out of the crowd and surround you.

  • 7/25/2019 Rogue & Slayer rpg

    3/12

    THE EXCHANGE

    When its your time in the spotlight be bold! Use colourful

    narrative to describe your actions. Never just sneak over

    and kill the guard. Instead slink through the shadows up

    behind the lone guardsman and with an iron grip, wrench

    his neck until the snap of bone and tendon can be heard.

    Then lower the lifeless body to the cold stone floor and

    melt back into the shadows.

    Say how you deal with a Threat and choose a Trait. The trait

    should be based on your approach and the actions you

    described. You cant creep through a dark room using Steel

    and you cant smash open a locked door using Guile

    Use STEEL to accomplish feats of strength and

    endurance. Wrestle a bear, stare down a thug take

    by force, stand your ground, resist temptation or

    shrug of influence.

    Use DARING to perform feats of athletic prowess

    and agility dodge an arrow impress draw attention

    to yourself leap across roof-tops or jump out of

    burning buildings.

    Use GUILE to observe carefully solve problems

    outwit others, negotiate a deal Sneak into places

    hes not welcome conceal yourself evade scrutiny

    or suspicion

    ROLL THE DICE

    Once you have finished your narration, its time to roll the

    dice. Pick up your Action Dice and at least one red Danger

    Dice. Narrate more details by adding more Danger dice

    (max 3). The more dice you roll the more hits you can

    achieve, but the greater the risk of being defeated andremoved from the scene before its done.

    Roll your Action Dice and add your Trait for a final

    result between 1 and 6 (the result can never be

    lower than a 1 or higher than a 6.)

    Roll your Danger Dice and compare against your

    Action Dice result

    For every red dice that is lower you score a Hit

    For every red dice that is equal to or higher youscore a Miss

    What Happens on a HIT?

    Each Hit you score takes you one step closer to defeating

    the Threat. If you score 3 hits to a threat during your time

    in the spotlight you gain an advantage. This gives a +1 to

    your Action dice against this threat.

    Chased across the rooftops of night caressed Shadizar, our

    hero rolls his third hit. He narrates reaching into his belt and

    scattering a handful of caltrops behind him. Although this

    action doesnt help him directly escape it should slow his

    pursuers giving him +1 to his next Action Dice.

    Regardless of how well you do your description is true. This

    allows our heros a certain narrative freedom when

    describing their actions and how they deal with threats. But

    it does come with two stipulations. You cannot contradict a

    previously established element of the scene and you cant

    narrate victory before you've accumulated the required

    number of hits

    If you pass you can give your Advantage (+1) to the

    next hero who attacks the same threat.

    If you do six Hits to a Threat during your turn in

    the spotlight, it is defeated! Narrate your victory

    If you elect to pass or you are Defeated before you

    score six hits the threat remains and any Hits you

    scored are lost.

    What happens on a MISS?

    On a Miss the hero takes a Danger token and the Scribe

    gets to make a move - a response to the heros actions.

    They may escalate a situation or give the hero a tough

    choice to make there are no mechanical implications to

    these moves but they help form part of the back and forthnarrative that makes up an exciting exchange.

    No matter what move you make, always follow up with

    What do you do?

    Example Miss Results

    Theyre circling around you, trying to cut off your

    escape!

    He charges with his shield, pushing you back

    towards the edge!

    The things tentacles coil around you, dragging you

    under the water!

  • 7/25/2019 Rogue & Slayer rpg

    4/12

    COMPLICATIONS

    Complications are used to describe a heros current

    condition or situation. A hero takes a Complication by

    rolling three Miss Results during his time in the spotlight or

    by accumulating six Danger tokens and being Defeated!

    Each Complication gives a -1 penalty to a heros Action Dice

    whenever it would affect what he is trying to do. A

    Complication will typically last until the end of the scene

    though more permanent Complications are possible.

    Complications can be anything that hinders or impedes a

    hero. They also neednt always be physical states!

    Distracted, Angry and Scared are just as valid as bruised,

    bloody and broken. Complications can also be situational

    such as a temple having a sturdy lock or a mountain pass

    being blocked by a landslide. No matter what you call them

    Complications are always negative.

    Sample Complications

    At a Loss for Words

    Confused

    Scared

    Poisoned

    Exhausted

    Bad First Impression

    Humiliated

    Mauled

    Stunned

    Cornered

    Restrained

    Outnumbered

    Lost

    Bloodied

    Easy Mark

    Shaken

    Doubted

    Tougher Than He Looks

    Nothing to lose

    Suspicious

    Distracted

    Spotted

    DANGER TOKENS

    Red Danger tokens are a heros story immunity. As long as

    he has less than six he can play an active part in the Scene.

    During their time in the spotlight for each Miss result thehero takes a red Danger token. The more Danger tokens

    you have the greater the risk to your hero.Accumulate six

    tokens and you are Defeated!

    At the beginning of each adventure every hero

    starts with zero Danger tokens.

    At the end of every scene you clear 3 Danger

    tokens from your stack

    Reviving or rescuing a hero who has beenDefeated is treated as a Threat

    DEFEATED!

    You would rather fall beneath the blades of your enemies

    than submit. So be it proud slayer! When a hero is defeated

    he has failed at whatever task he was trying to accomplish

    and plays no further part in the scene. But never fear your

    hero can be revived and back in action soon only with a

    lasting Complication to remind him of his defeat.

    During your turn in the spotlight if things are going badly

    and you have amassed a pile of Danger tokens you have the

    option to concede. Your hero surrenders and plays no

    further part in the scene. Temporary defeat means that

    you'll be back in action soon enough and unlike being

    Defeated! you have some say in your fate rather than one

    imposed by the scribe

    TURN END

    Your turn ends when you overcome the threat, pass or you

    are Defeated! The spotlight then moves to another hero.

    Once everyone has had their time in the spotlight the

    Scribe can escalate any threats that still remain. Turns

    continue until all the threats have been dealt with and the

    scene ends

  • 7/25/2019 Rogue & Slayer rpg

    5/12

    SCRIBE

    As the Scribe you are responsible for telling our story. Adaunting task but the following should give you some idea

    on how to run a Sword and Sorcery adventure. Keep in

    mind the daring exploits our heroes undertake should be

    fast and furious - full of action, drama, sorcery and

    swordplay. Above all it is about telling a good story and

    having fun.

    Its your job to paint a picture of the world. The better your

    descriptions, the more creative your players will be. More

    than this, a vivid description brings the game to life, Ask

    questions constantly, and build on the answers. Have any

    of you faced a Witch before? Where? What happened?

    Keep them guessing. Build a sense of danger and

    excitement into every scene and keep the players on the

    edge of their seat as to what might transpire next. When

    everyone looks to you to see what happens make a move

    that demands a response. When you escalate a situation

    always end with What do you do?

    Fail forward - It is possible the characters will fail but this

    should never simply lead the characters into a dead end.

    Instead it should make their lives more complicated by

    forcing them to pursue a second, more dangerous route

    towards getting what they want.

    Push hard, but be fair Killing your heroes means the end of

    the game When the characters do not stop them in time,

    let events unfold describe the consequences of their

    successes or failures Let Nameless NPCs die Push people off

    cliffs, cut ropes, kill hostages, carry people away.

    Keep the adventure moving at a brisk pace. If a scene does

    not drive the story forward, just narrate it and move on Try

    to make sure that every scene advances the story in some

    meaningful way, and when the time comes start looking for

    a way to tie the remaining plot threads together into somekind of big finale

    DRIVES

    Subotai: A good thief could get in there, steal the princess,and be off before she's missed

    Valeria: Good thieves could do that, but not vengeful ones.

    To a hero each Drive represents a chance to earn Coin. To

    the scribe drives present opportunities to challenge each

    hero. Put them in situations that force them to make a

    tough choice. Do they refuse the reward of coin by not

    fulfilling their Drive or do they take the Coin and deal with

    the consequences?

    Encourage the heroes to come up with their own Drives.

    During their adventures potential new Drives will present

    themselves. Certain Drives are event driven and short term.

    For example the Drive Avenge my father by slaying Etor the

    Glib is a short term Drive and only achievable once. Once

    Etor is slain the Drive is removed.

    Lastly a Scribe can use Adventure Drives. These are a list of

    Drives created especially for a given adventure. Assign each

    hero a Drive or allow them to choose. These Drives can be

    relatively straight forward or for more cut throat play the

    Drives may be conflicting, designed to put heroes at odds

    with the Adventure Drives other heroes have selected.

    COIN

    So what of the riches promised for risking life and limb?

    During their adventures heroes can earn Coin. Regrettably

    they have little to do with gold and gems; although they do

    form a currency which can be traded in to improve your

    hero. Earn Coin by completing adventures and achieving

    Drives. Once you have amassed six Coin trade them in for

    an advancement.

    For more cutthroat games a hero can earn Coin by saving

    another hero from a dire fate (though its the rescuedheros choice on whether to reward them with Coin) or by

    tricking or betraying another hero and taking one of their

    coins (if they have any). At the end of the adventure the

    hero with the greatest number of coins is declared the

    winner

    Increase STEEL (max +3)

    Increase DARING (max +3)

    Increase GUILE (max +3)

    Learn a new Talent (max 3)

  • 7/25/2019 Rogue & Slayer rpg

    6/12

    SCENE TYPES

    Each adventure is made up of a number of linked scenes.

    Action scenes are for fighting, Interludes are for recovering,

    and Suspense scenes are for figuring out (and inventing)

    what is going on. While combat and action are a big part of

    a Sword and Sorcery adventure, dont make every scene a

    physical encounter. Allow room for investigation,

    interaction, and exploration. Challenge your players with

    opportunities for roleplaying and narration.

    With every new scene establish its purpose as clearly as you

    can. A good scene revolves around resolving a specific

    conflict or achieving a specific goal. Keep the scene moving

    let things continue so long as the players are all invested

    and enjoying themselves. As soon as the momentum starts

    to flag, move on. Its always better forscenes to end quickly

    rather than drag on for too long.

    ACTION SCENES

    Whether frantic rooftop chases, daring rescues or brutal

    duels to the death Action scenes make up a large part of

    every sword and sorcery adventure. Action is the key in any

    adventure and it is the Scribes job to set up interesting

    conflicts and dangerous situations with real consequences

    for failing. Imagine your hero trying to reach the heroine

    before the rope breaks and she falls to her doom.

    By their very nature Action scenes should be fast and

    dangerous. During fast paced Action Scenes the Scribe can

    flip the spotlight between heroes at suitably dramatic

    moments, cutting to another exciting time within the scene.

    Whenever possible, try to make one player's turn flow into

    the next, by shifting a threat onto them or offering an

    opportunity.

    No scene should happen in an empty, colourless space andthis is especially true for Action scenes. Set each Action

    scene in a location ripe for colourful narration, daring

    manoeuvres and tricky situations. Mix in bustling crowds,

    snake infested pits and crumbling temples to provide

    interesting complications and added Danger.

    CREATING ADVANTAGES

    If a hero has time to prepare before confronting a Threat hecan gain an Advantage. Preparing an ambush or escape

    route, fortifying a position, revealing an adversarys

    weakness or arming yourself with garlic and crucifix before

    confronting a vampire are all situations where a short term

    benefit may be rewarded. This can be an automatic bonus

    given by the Scribe or a Threat representing the planning

    and provision required before gaining an Advantage.

    Advantage grants a +1 bonus to a heros Action Dice where

    his previous preparation would help. Such short term

    advantages will usually only last against a single threat.

    Longer term advantages require an Investigation scene

    Scene Name: Combat

    Combat in Rogue and Slayer is narrative driven which

    means things like weapon type and initiative is

    unimportant. Combat should be cinematic and visceral so

    encourage your heroes to narrate daring swordplay and

    savage fury.

    Action: Sooner or later blades are drawn and blood is shed.

    When you hack and slash lethal moves (decapitations, kill

    shots, stakes through the heart, etc.) should be saved until

    after the threat has been Defeated!

    Success: The victor is entitled to any dramatic killing blow

    (or other kind of scene resolution) they wish to inflict upon

    their helpless victim.

    Use STEEL to hack and slash, cleave through

    shields inflict grievous wounds push them back

    overwhelm and hurl axes

    Use DARING to perform acrobatic stunts and bold

    manoeuvres, deflect an arrow, duel a masterswordsman, fire a bow, parry and dodge.

    Uses GUILE to ambush or strike suddenly with

    concealed blades, outmanoeuvre feint and exploit

    weakness.

    (-1) Complications can have many results beyond mere

    wounds. Swords are knocked over cliffs. Shields are

    shattered. A cascade of blows drives a warrior to the

    ground fatigue loss of position surrounded cornered

  • 7/25/2019 Rogue & Slayer rpg

    7/12

    CHARACTER SCENES

    Between action scenes our heroes need a chance to rest

    and regroup. These interludes allow the Scribe tosummarize what has happened so far and for the heroes to

    ask questions and introduce new characters, locations or

    plot points to the adventure. The Scribe can use these

    elements to form the basis of the next scene and any future

    threats. Character scenes are also the time for heroes to

    ask questions of each other.

    When you do an Interlude scene:

    Include your hero, plus another or a Scribe

    character. Say where you are (or ask for ideas) and

    whats happening when the scene starts.

    Roleplay! Reveal your relationship with the other

    characters. Introduce a clue, plot point, or possible

    future threat. Ask questions (in character)

    Reset your Danger to 0 and remove any conditions

    Scene Name: Social Interaction

    When you Engage and interact with others, extract a

    promise, discover a hidden truth or negotiate a deal to your

    benefit. If a scene consists of nothing but conversation,

    they should be laden with veiled threats, undercurrents of

    hostility or other elements to add tension

    Success The target is re receptive to a bargain, or inclined

    to grant you a favour. Asking him to do something

    unreasonable or dangerous will require threats or leverage.

    Use STEEL to threaten, Coerce, show yourenot to

    be messed with, resist temptation, or refuse to

    become a liability,

    Use DARING to negotiate, persuade, impress, talk

    your way in, make a convincing case or gain

    someones trust Use GUILE to manipulate, outwit deceive, spot a

    weakness to exploit, discern a person's intentions

    or conceal your own

    (-1) They need some concrete assurance of your promise,

    right now. You misjudge someone you reveal something

    unintended or you are deceived. You get put in a bad

    position, you make an enemy or they refuse

    INVESTIGATION SCENES

    After the action and interludes, there will be questions

    unanswered. Stuff like, Who was the mysterious figure?and What was stolen during the attack? and What does

    the captive warrior reveal about the plans of her master?

    These questions become the focus of an Investigation

    scene. The scribe will frame each question with a brief

    description before the scene starts and each question is

    treated as a threat that needs to be overcome. When a

    question is defeated, its answered definitively by the

    Scribe or the hero who defeated it. Each threat that is

    Defeated brings them one step closer to their goal.

    Use STEEL to intimidate coerce kick in doors and

    extract confessions

    Use DARING to charm and gain someones trust,

    talk your way in and trade gossip.

    USE GUILE to gain access to places, shadow

    suspects, overhear secrets, draw conclusions and

    conduct research

    (-1) You are deceived; the information comes at a price.

    Interested parties become aware of your inquiries.

    Investigation scenes can also encompass long term

    planning and research. Similar to the Create Advantage

    bonus this equates to a +1 bonus for the entire scene for

    each hero involved. For example, when planning the theft

    of a priceless treasure the Scribe lays out three questions to

    be answered. After these are successfully Defeated our

    heroes embark on their heist armed with a permanent

    Advantage due to their extensive preparations

    INVESTIGATION SCENE EXAMPLES

    A plague ravages the city. What is causing it and can it becured? Finding the cause gives you a +1 to finding a cure.

    Failing to locate the cause of the outbreak does not stop

    you from finding a cure and theres always the complication

    of becoming infected

    A brutal murder needs to be investigated. What was the

    motive and who is the murderer? Deception or missing

    evidence makes clues and facts surrounding the mystery

    hard to uncover; advantages represent revelations about

    the crime that make it easier to solve, but alone do not

    reveal everything going on>

  • 7/25/2019 Rogue & Slayer rpg

    8/12

    THREATS

    A threat is anything that presents a challenge to the heroes.

    The most obvious Threats are those that can be defeatedby beating them to a bloody pulp but Threats dont have to

    be all about hacking and slashing your way through hordes

    of minions. Solving a puzzle, seducing an enemy, fleeing a

    collapsing temple and other non-combat situations all work

    great as threats

    Indeed any objective, situation, or conflict can be written

    up as a Threat. From disabling a complex trap to

    negotiating peace between warring kingdoms, the nature

    of the challenge is irrelevant. What is important is that the

    outcome is important enough to focus on.

    When it comes to adding Threats to a scene think about

    what the character is trying to accomplish. If our heros

    need to escape the crumbling temple before it collapses

    then this is the Threat the fact that they are being

    pursued by its ghoulish denizens is irrelevant though they

    may be incorporated into the ongoing narrative or utilised

    by the Scribe

    No matter the Threat they all follow the same rules. Score

    three Hits to gain an advantage against a Threat and score

    six Hits to Defeat it.

    THREAT ESCALATION

    The threats you face won't just stand around and wait for

    you they will fight back! Threats take action as a result of

    what the players do (or fail to do) Once each hero has had

    his time in the spotlight the turn ends and any remaining

    threat will take action - flames will grow higher, ships will

    sink farther and plans will unfold. /more

    TIMED THREATS

    Can the characters make it out of the temple before the

    whole ziggurat collapses? Assign a countdown timer to a

    threat to give the scene a sense of drama. At the end of

    each turn, reduce the countdown. When it reaches 0, the

    threat achieves its goal and everyone who has not defeated

    the threat is Taken Out! This should give the players an

    incentive to resolve the scene quickly.

    THREAT EXAMPLES

    Burning Building: During the night, unknown villains set fireto the tavern where the heroes are sleeping. They wake to

    the smell of smoke as fire quickly engulfs the building. This

    threat seeks to trap those inside and harm those who try to

    put out the flames. How do they escape? Leap from the

    window or brave the flames to exit through the front door?

    And what if someone needs to be rescued?

    (-1) Collapsing Roof Timbers, Raging Inferno

    Chase: Pursue a suspect through a busy market jumping

    over obstacles and dodging through the crowds. Cut back

    and forth between each hero to mimic a frantic movie

    chase scene. Our heroes could spot a shortcut, travel the

    rooftops or push through the throng before finally

    apprehending their quarry. Only to find they have been

    lured into a trap

    (-1) lose sight of the suspect, fall behind, exhausted

    Cross the Desert: A perilous journey indeed! The wide

    deserts of the South are scorching hot and lifeless. Our

    heroes have to contend with relentless heat, poisonous

    insects and desert raiders.

    (-1) Lost, Dehydrated, Sandstorm,

    Infiltrate the temple: Within lies the treasure you seek!

    Stealth and Guile are the keys to defeating this threat as

    Danger results in the alarm being raised. Heroes may Back

    away and remain unseen, but without what they want or

    run the risk of being identified or exposed. Once they have

    their prize they still have to exit the temple. Defeated

    heroes have been Trapped or Caught.

    (-1) Spotted, Intruders! Cornered,

    Wary of Strangers: Earn the trust of the village eldersbefore receiving help or much needed information. This

    Threat requires roleplaying to overcome the villagers initial

    distrust. Defeated heroes are mistrusted or asked to leave.

    (-1)

    Bad First Impression, Mistrusted,

  • 7/25/2019 Rogue & Slayer rpg

    9/12

    ADVERSARIES

    Adversaries are the human (and inhuman) threats that our

    heros will meet in their adventures. They come in twovarieties; minions and named characters. As with any

    threat, score six hits and they are defeated

    Guards, cut throats, ghouls, thugs in a tavern; these are the

    nameless characters with little or no impact on the course

    of events. Groups of minions are dealt with as a single

    threat and once defeated are either all dead or running in

    abject terror.

    Named characters are unique important enough to have

    names, talents and their own distinct persona. Many

    adversaries possess skills and abilities that make them

    particularly dangerous in certain situations. Each will have a

    list of moves the Scribe can use based on their talents.

    These adversaries will drive many of your plots and

    adventures. If our heroes want to thwart them or beat

    them to some goal, they have to act, and act decisively.

    Hulking Brute

    The leader of a gang of violent thugs looking for easy prey

    Drive: To be feared and respected

    > Inflict Brutality

    > Demand tribute

    > Sheer Brute Strength

    Revenant Slayer

    Highly trained in the murderous arts

    Drive: Fulfil the Contract

    > Trained Killer

    > Hunt you down

    > Strike without warning

    Sorcerer Priest

    A powerful practitioner of black magic and leader of a

    diabolical cult

    Drive: to seek forbidden power

    > Bind and torture with cruel sorcery

    > Call upon fanatical worshippers

    > Offer someone his or her darkest desire

    Fierce Beast

    Highly aggressive and capable of ripping a man to shreds

    Drive: To stalk and kill its prey

    > Ambush the unwary

    > Tear through flesh> Predatory Cunning

    PUTTING IT ALL TOGETHER

    What follows is a sample adventure that illustrates one way

    you might prepare your own adventures. The adventure isset over five scenes that you can use, rearrange or ignore.

    Our would be heroes come to be in possession of an map

    showing the location of the Idol of Dhru, an ancient

    treasure rumoured to be made of solid gold! Our adventure

    begins in the bustling caravan city of Bulak.

    Who wants the map? News of the map has drawn the

    attention of other interested parties who will do anything

    to get the map. This key aspect to the adventure has been

    left intentionally vague for the Scribe to decide. Whoever

    they are they have enough henchmen to make a direct

    confrontation dangerous. The heroes only option is to

    decipher the map and beat them to its secret location!

    Scene Name: Escape the Bulak market

    Location:the crowded streets of Bulak. Tall stone and mud-

    brick buildings surround the busy central market; stalls and

    tents, dens and emporiums run off in all directions along

    winding, narrow streets.

    Action: The heroes have just acquired a map to the Idol.

    Unfortunately, someone else wants the map and they have

    arrived in force to take it. While the characters could fight

    them, it might be easier to flee. Do the characters escape?

    Danger: Escape the Hired Thugs. The characters are

    captured; the map is lost.

    Scene Name: Translating the Map

    Location:A dark paga den or back room, somewhere in the

    city. The smell of strong coffee and exotic spices permeates

    the room.

    Action:The heroes have the map but must now translate it,

    puzzling out the Ancient glyphs and markings. Do they

    translate the map?

    Danger: Decipher the Map. The map is damaged or

    incomplete; the heroes misread the map; they cannot read

    the map and must get help from an expert in ancient

    languages.

  • 7/25/2019 Rogue & Slayer rpg

    10/12

    Having successfully deciphered the map our heroes

    discover the Idol lies within an ancient temple located high

    in the Kezankian Mountains. The journey to the temple canbe narrated by the Scribe or can be its own series of

    threats. The Kezankian Mountains are treacherous and

    within their twisting canyons dwell savage bands of hill men

    who tolerate no intruders

    Scene Name: Ruined Temple Complex

    Location: Fashioned into the side of a mountain. Grand

    statues of sinister looking gods line the walls. Dust covers

    everything. The tunnel leads deeper into the mountain

    down twisting passages.

    Action: Our heroes must penetrate to the heart of the

    temple, but the map warned of nefarious traps and terrible

    guardians. Can they make it past the traps to the

    Catacombs below?

    Danger:Reach the Catacombs. Nefarious traps are tripped,

    crumbling floors and dead ends all conspire to stop our

    heroes.

    Narrative systems often struggle to emulate traditional

    dungeon crawls. It is important to note that traversing the

    temple and its catacombs are treated as any other Threat.

    The Scribe can use any Miss result to trigger traps or

    impede progress. Let the heroes actions inspire an

    appropriate trap: an attempt to sneak down a corridor

    could trigger poison darts for example. Deadly and more

    complex traps should be treated as their own Threat.

    Scene Name: Haunted Catacombs

    Location: Dusty stone corridors lined with niches of

    damaged sarcophagi and ancient sepulchres finally give

    way to a long antechamber adorned with broken columns.The sense of being watched lingers with every step.

    Action:Further into the temple the heroes realise why the

    local tribes avoid the temple. The restless remnants of long

    dead priests rise up to slay the living. Can our heroes make

    it through the haunted catacombs?

    Danger: Find your way through the Catacombs and Defeat

    the Temple Remnants. The Scribe is free to decide on what

    haunts the catacombs, be they incorporeal spectres who

    form from nothing or emaciated cadavers who crawl from

    the shadows. Whatever the Threat try and instil a sense oftrepidation and dread as they battle these undead horrors.

    Scene Name: The Inner Sanctum

    Location:You enter a great empty sanctum lit from aboveby great braziers. The walls are decorated with sprawling

    religious frescoes, now faded and damaged. The middle of

    the sanctum is dominated by a great stone plinth and upon

    it the Idol of Dhru! Unfortunately you are not alone.

    Action:The characters enter the chamber only to find that

    their adversary and his minions are here too! Do they

    defeat them and escape with the Idol?

    Danger: Seize the Idol. Although this could be played as a

    straight up combat encounter try to make it about who can

    get to the idol first and more importantly keep possession

    of it. Though in true pulp fashion as soon as the idol is

    removed from the plinth the temple begins to collapse and

    a new timed threat comes in to play- Escape the Temple!

    COMING SOON! Shadizar the Wicked, city of a thousand

    pleasures and a thousand more!

  • 7/25/2019 Rogue & Slayer rpg

    11/12

    Choose a Style

    This is how your hero gets things done. The Savage style relies on force and tenacity, the Daring on boldactions and those who favour Cunning on stealth and subtlety

    Each Style gives a Trait bonus. Mark this on your character sheet

    Each Style gives a Talent

    Each Style list three possible Drives. Choose one

    Savage (+1 Steel)Whether born to the slums or raised in the barbaric north youve had to fight your whole life. You rely on

    brute force and tenacity to get things done

    Talent: When you resist pain, coercion, exhaustion or stand your ground

    when you settle matters with unwarranted or excessive force

    when you refusal to yield causes others to suffer

    when someone wrongs you, you dont let it go.Ever

    Daring (+1 Daring)

    Life is an endless adventure for those who live by their wits. You trust in your reflexes and charm to win

    through

    Talent: When you react to sudden danger or perform acrobatic feats of agility and skill.

    when you make a dramatic entrance or escape

    when you put yourself in harms way to aid another

    when you risk everything on a roll of the dice

    Cunning (+1 Guile)

    Secrecy, lies, and a penetrating gaze: these are the tools of your trade. You count on quick thinking and

    subtle manipulation to get what you want

    Talent: When you assess a dangerous situation or discern someones motives

    when you escape from a dangerous situation

    when you outwit someone more powerful

    when you uncover a compromising secret

  • 7/25/2019 Rogue & Slayer rpg

    12/12

    Choose a Role

    This is what your hero is good at. The Slayer excels in combat, the Rogue in dealing with people and the

    Thief in stealing anything thats not nailed down.

    Each Role gives a Trait bonus. Mark this on your character sheet.

    Each Role gives a Talent

    Each Role lists a further three Drives. Choose one.

    Slayer (+1 Steel)

    Watch what you say to me. This is not for cleaning my nails.

    You are a warrior highly trained in the red arts. Shadizar is no place for the weak, and skill with a blade is

    often the difference between life and death (or worse).

    Talent: Slayers Art: When you intimidate, threaten or inflict brutality

    when you dispatch a powerful foe in bloody fashion

    when you complete a dangerous job or desperate rescue

    when you seize by force; be it loot or loyalty.

    Rogue (+1 Daring)

    To risk it all and lose is unfortunate, but to have never played at all is the greatest tragedy.

    You are a streetwise criminal blessed with a charmed life. With a deceptive word and a clever ploy you

    prey upon the greedy and the foolish, taking their coin, their trust and their secrets

    Talent: Roguish Charm: When you manipulate, deceive or charm others

    when you avoid conflict or defuse a tense situation

    when you betray someones trust to get what you want

    when you make an enemy of someone powerful

    Thief (+1 Guile)

    Some call me the greatest thief in Ar. And who am I to argue?

    You are skilled in the arts of larceny and guile. No lock can stop you, no trap can catch you and no riches

    are beyond your reach

    Talent: Thief: When you use stealth to steal, avoid detection or pursuit

    when you pull of a daring heist when you endanger others for the sake of riches

    when you pass yourself of as someone or something youre not