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  • There and back and there again

    _From the personal journal of Indri Mother-Wolf:_ The team performed adequately at field exercise at the ziggurat at 43B. [[:bazz | Bazz]] scaled it and found some kind of air shaft or decayed stone that fell in, opening a path and unfortunately …

  • High and Mighty

    _Internal correspondence, High Academy of Kredo:_ Agata: I'm going to need those scanning modules and the hypersextant back for a little while. Field work! You know those super-rich visitors that are making all that noise these last few days? Turns …

  • Impressive Distraction

    _Intercepted traffic, three-times encrypted:_ Red: I'm heading back. Looks like those folks you sent out to kidnap the da Rosa kid did my job for me too. No way will that thing function now. They managed to dismantle the control panel and I saw [[: …

  • Home Page

    h1. Die-Sun _The world before this world ended four times._ _First came the Apocalypse of Water. The oceans rose to swallow the land and the people drowned._ _Second came the Apocalypse of Fire. The people made war on each other and burned …

  • Main Page

    * Rules ** [[Core Concepts]] ** [[Basic Moves]] ** [[Battle Moves]] ** [[GM Moves]] ** [[XP and Advancement]] ** [[NPCs and Gangs]] * Character Creation ** Set your [[Stats]] ** Choose two [[Personal Moves]] ** Choose your [[Gear]] ** Tell your …

  • Basic Moves

    *_Skirmish_* When you *_engage in melee combat_*, take your enemy’s damage and roll @+Strength@. On a hit, you inflict your damage. On a 10+, choose two. On a 7-9, choose one: * You demoralize your foe * You defend yourself effectively. You’re @+ …

  • Stats

    All characters have six stats: * Strength * Dexterity * Constitution * Intelligence * Wisdom * Charisma The names are familiar, but check the [[Basic Moves]], [[Battle Moves]], and [[Personal Moves]] lists to see precisely what abilities …

  • Battle Moves

    h3. Assault and Hold Moves *Assault a Secure Position* To *_assault a secure position_*, exchange harm, but first roll @+Strength@. On a 10+, choose 3. On a 7–9, choose 2. On a miss, choose 1: * You inflict terrible harm (@+1harm@). * You suffer …

  • Personal Moves

    *_All My Vices Are Devices_* At the beginning of every session, roll @+Intelligence@. On a 10+, hold 3. On a 7-9, hold 1. You can spend your hold 1 for 1, at any time, to have a piece of hand-me-down tech useful to whatever situation you find yourself …

  • Gear

    At character creation, start with 3-barter and up to three items, chosen as you like from weapons, armor, and tech items. You're assumed to have mundane adventuring gear: ropes, pitons, rations, ten-foot poles. If you take fewer than three items, start …

  • NPCs and Gangs

    h3. NPCs NPCs suffer damage differently than PCs do, but that damage can scale according to how “hard,” skilled, trained or just plain dangerous the NPC is. For reference: When an ordinary NPC suffers… * 1-damage: cosmetic damage, pain, concussion, …

  • XP and Advancement

    You mark XP when you fail any move, or when a move tells you to mark experience. When you’ve marked your fifth experience, reset to zero, and select an advancement from the chart below. * +1 to a stat (max stat +3) (up to 4 times) [] [] [] [] * +1 …

  • Core Concepts

    h3. The Narrative

    The narrative is all important. This is the fiction generated between the Player Characters (PCs) and the Game Master (GM). The PCs describe what their characters are doing, saying, sometimes even thinking. The GM describes how the …

  • GM Moves

    GM Moves Whenever a player makes a move, the GM may make a move. Generally this will be a soft move, driving the narrative or setting things up for later. Whenever a player makes a move and fails (rolls a 6-) the player marks experience and the GM …

  • Persona

    Based on your concept, stats, and personality, the GM will create one *_unique move_* for your character. Furthermore, if you provide a dossier with all the following information, you will get a free advance for your character (5-XP): * Tell me the …

  • Relationship Stories

    As initiates, you have all spent years training together, and so you all know each other fairly well. Work together with each other player to tell a quick story that exemplifies the relationship between you. This could be: * The story of how you met * …

  • Names

    A member of the Trenith ('The People of the River') receives two names in their life. The first-name or birth-name is given by their parents, is often taken from nature but just as often merely a collection of syllables chosen for aesthetics, and is …

  • Lodges

    A lodge is an organization of a group of people among the Trenith who come together for a common purpose or profession, not unlike a medieval guild but differing from one in that members of a lodge are likely to have a more diverse set of skills. A person …

  • Spirituality

    Most Trenith are not fundamentally religious but do practice a form of basic animism: the world is alive and the land, water, plants, and animals nourish the people. It is taken as a matter of faith that leaving the valley for too long will cause a …

  • Villages

    There are seven villages in the territory of the Trenith, all spread along about twenty miles of the Trena River. The two largest are Trenavan, which houses the central meeting hall, house of records, and the Sanctum, and functions as a center of …

  • Tech

    'Tech' is a catch-all word the Trenith use for the wonders of lost ages; it functions as both a noun and an adjective. The Tinkers are quick to tell anyone who'll listen that most likely there have been several civilizations to have risen and fallen in …

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