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Inception - The Roleplaying Game
Inception - The Roleplaying Game
Table Of Content
Introduction
1
1
2
3
3
4
4
4
5
5
7
8
9
9
10
10
11
12
13
13
13
Chapter 4: Combat
Initiative
Your Turn
Attacking
Defending
Critical Success
14
14
15
15
15
17
22
Acknowledgments
Inroduction
Inception was a film directed by Christopher Nolan which became
a huge box success. It grossed $23.7 Million on its opening day, July
16. Many critics loved its smart use of both science and the
spectacular, its visual effects, and its phenominal story telling.
This roleplaying system was designed to allow fans of the film to
play out other mission ideas they would have. It has all of the terms
present in the film and script and is a very accurate representation of
everything that millions came to know and love.
It's a really interesting system. I like how it lets the player do what
things he wants, like creating things in dreams. It made me feel like I
was in the movie.
-Nyu Ayomi, Playtester
Inception: The Roleplaying Game takes a free-form stand on
equipment, stats, and the players requests. In essence it is a generic
system which allows players to say what they wish to do in the world
without having to say, No, I don't know how to calculate the stats
for you.
Designed to be a manual for both the player and The Architect (the
GM), every person involved in a game run with this system should at
least skim its contents, The Architect needing to read them very
thoroughly.
Thank you for looking at this system and I hope you enjoy it!
Adam Sawyer
Creator, Lead Publisher, Stillsted Publishing
Stillsted Publishing does not own any property associated with Inception, Christopher
Nolan, or Legendary Pictures. This is a privately created game with no
affiliation to any previously related group. Sale of this item without proper
authority from the former parties is stricly prohibited. If you would like more
information on Inception, Christopher Nolan, or Legendary Pictures please visit the following
Internet link:
www. legendarypictures.com
Materials Needed
Illustration 1.1
Character Sheet
Records the general information needed to successfully run your
character.
Name:
Age:
Gender:
Profession:
STR:
Skills:
AGI:
HP:
Def:
DP:
Speed:
Initiative:
INT:
Feats:
Weapons:
The Architect
Even though in the movie The Architect is a member of The Team,
The Architect is an fact the term used for the GameMaster in this
system. Creating the real world, plots, NPCs (Non-Player
Characters), and possibly Dream Worlds, The Architect essentially
acts as God during the game. It should be expected however for
them to be fair. Rolling behind a screen in very common as it
allows
change
in survive.
order to help The Team
change The
rollsArchitect
in order to help
Therolls
Team
Note: The Architect should NEVER create obstacles, enemies,
traps, or mazes that are impossible for The Team to get past. They
are there to allow the team the most satisfying victory, not crush
them.
2
Base Stats
When a Profession is chosen for a character they look at the Base
Stats for each character and add the Profession modifier.
Ability Modifiers
NUM
1-3:
4-6:
7-9:
10-12:
13-15:
16-18:
MOD
-2
-1
0
+1
+2
+3
The Team
The party of Characters are known as The Team. These collection
of characters each play a specific part in the team, each offering
something to the final product which will make the mission that
much easier.
The Extractor
The Extractor, shown to be Dom Cobb in the Film, acts as basically
the main force of The Team. Their main job is to steal or implant
secrets or memories into The Mark. For a better way to understand
this class, compare it to the Warrior damage dealer in Fantasy
games.
+4 HP
+3 Def
+3 DP
2 Points Concentration Skill
The Point-Man
The Point-Man, shown as Arthur in the Film, is the historian. They
are the ones who examine world events, find out information on
The Mark, and are the human encyclopedias. Compare it to the
intelligence based Magic users in Fantasy titles.
+2 HP
+6 Def
+2 DP
2 Points History Skill
The Chemist
The Chemist, represtented as Yusuf in the movie, is exactly what his
name states. Trained in all manner of chemicals ranging from
sedatives to pain killers, the are the ones who act as the healers and
scientists in the group. Think of The Chemist as being the Cleric in
a Fantasy game.
+5 HP
+4 Def
+1 DP
2 Points Medicine Skill
The Forger
The Forger, known to many from the film as Eames, sneaks. In the
Dream world The Forger is able to literally change their appearance
without any makeup whatsoever. Called upon for their stealth and
deceptive powers, they are essential in groups. A rogue would be a
good alternate callsign in a Fantasy setting.
+3 HP
+2 Def
+5 DP
2 Points Disguise Skill
Skills
Skills are, in essence, what your character is good at. They are the
broad abilities your character has and is trained for.
Each player selects six skills (not including the Profession based
Skill) from the list below
Players have a total of 25 Skill Points (not including the two points
from Profession based Skill) and allocate them into their respective
Skills
Most Skills receive a bonus for the attribute they are associated with
(example: INT: Architecture)
NOTE: You may only put up to SIX POINTS into a single skill at
Character Creation
Skill Bonuses
1,2
3,4
5,6
7,8
9,10
0
+1
+2
+3
+4
EXAMPLE: Jill looks at the list of Skills and chooses six for
Stefan to use, then writes them down. Taking her twenty five
points, she puts them into the seven skills she has (six chosen, one
from her Extractor Profession) and writes them down along with
the Bonuses as follows:
Feats
INT:Concentration
AGI:Athletics
STR:Fighting (Unarmed)
INT:Insight
STR:Intimidate
n/a:Marksman
n/a:Perception (Sight)
lll
lllll
llllll
ll
lll
llllll
ll
0
+2
+2
0
+1
+2
0
EXAMPLE:Jill looks at her Skills and see that only two of them
have six points in them, Fighting (Unarmed) and Marksman.
Looking at the different Feats she has as options, she chooses
three and records them on her sheet:
Feats:
Pressure Points
Assault Rifles
Ranged Rifles
Weaponry
Weaponry in this book is not drawn out as specific weapons.
Rather, each weapon falls into a category which gives all the
stats you will need (example: M16 goes under Assault Rifle,
Desert Eagle goes under Pistols). This allows players to pick and
choose what exact weapon if they desire or, for those with less
weapon knowledge, just take the name of the category.
At Character Creation each character writes down the stats for
punching/ kicking and chooses one starting weapon. This
weapon stays with you in the Real World as well as the Dream
World without requiring Dream Points to summon.
Type
Punch/Kick
Improvised
Bludgeoning
Knives
Assault Rifles
Ranged Rifles
Pistols
Shotguns
Balistics/Grenades
0
0
+1
+2
+5
+3
+4
+1
+1
1d4+STR
1d4
1d4+STR
1d6
1d8
1d10
1d6+2
1d12
1d12 Burst 6 FT
Range
n/a
n/a
n/a
0/6 FT
30/60 FT
60/120 FT
6/30 FT
0/6 FT
30/60 FT
DP
0
1
2
4
7
8
5
10
10
Attack Bonus- Numerical bonus given to Attack Rolls when using that
weapon type
Range- Doing a ranged attack gives the following modifiers depending
on distance:
0-1st #: No Modifier
1st-2nd #: -3 Attack Roll
2nd + #: -10 Attack Roll
8
Armor
Armor statistics are designed in a much more moderated way that
weaponry. Each character always starts with normal clothing of
some sort. Whether it be a suit or street clothes, it is the players
choice to determine how they are dressed. Once in the dream
world players are permitted to summon new armor using dream
points.
Type
Cloth
Medeival
Modern
Def Bonus
DP
0
+1
+2
1
4
6
Totems
Dream Levels
Probably the single most important element of this system is that
of entering someone elses dream. As stated in Chapter One (page
one) a JENGA tower is used to illustrate how stable a dream is.
Whenever a player changes something in the world, whether it be
summoning a weapon, vehicle, or killing projections, that player
will have to remove the amount of blocks as seen appropriate by
The Architect (usually ranging from one to three) then replacing
them on top of the tower.
When the tower falls over the dream collapses and everyone wakes
up.
When the dreamer of a dream is killed, the dream automatically
collapses. No blocks. No options.
Skill Checks
Skill checks in this system are run in a slightly similar manner to
other systems. When a player wishes to do something or when The
Architect feels it is necessary for a player to make a check, The
Architect will tell them the skill to roll against and the appopriate
feat bonus the player may use.
If a player does not have a single point in the skill that is asked for
that player will take a minus two to that roll.
EXAMPLE: Jill wishes to sneak up on a guard in a building. The
Architect, looking over the feats list, tells her what to roll.
Make a Hide, Silent Movement Check to sneak up on him, then a
Fighting (Unarmed), Pressure Points to knock him out.
10
Looking over her skills and feats she rolls the Hide, Silent
Movement Check and gets a roll of 16 but minuses two because
she does not have the Hide skill. Comparing it to the guards
Perception (Sight), Survey roll, she successfully snuck up to the
guard.
Next she rolls the Fighting (Unarmed), Pressure Points Check. She
rolls an eight then adds two for having six points in her Fighting
(Unarmed) Skill and an additional two for having the Pressure
Points Feat, totalling in a roll of 12. The Architect rolls the guards
defense roll, getting a three.
You easily knock him unconcious without him knowing any
better.
Sanity
PASIV Device
The Portable Automated Somnacin IntraVenous (PASIV) Device is
the equipment used by The Team to enter the Dream World.
Shaped similar to a suitcase, this item draws no extreme attention
from anyone not previously associated with it.
As opposed to the film it is suggested that the characters not start
out with the PASIV Device and that whenever a dream is entered
they do not have it in there possession. If this advice is taken it can
allow for quite a while of game play, possibly even up to a full
session.
Limbo
Described as unorganized dream-space, Limbo is the bottom most
layer of the subconcious. If a player enters Limbo, whether it be
through extended use of the PASIV Device to drop another dream
layer or by dying when one is sedated, they will automatically lose
their mind.
The reasoning behind this is that when a player enters the dream
time is extended. In the film it relates it to time in the dream
running six times faster than in the Real World. In Limbo time runs
for an undeterminable length. It is suggested that, if a player enters
Limbo, The Architect gloss over their time there so that other
players do not get bored.
Limbo will become your reality -Cobb
Rewards
At the end of each session of gameplay each player earns either one
or two skill points (as determined by The Architect) to spend on any
skills they wish, even new ones.
Dream Points are awarded to players at The Architect's disgression.
It is generally a good idea to not give them away lightly as it will
create a more tense situation of balancing spendature and resources.
12
Dreamer
When characters enter a dream they must select one to be the
dreamer. This person creates the dream around them based on who
they are. For instance, if a character was heavily interested in
science fiction his dream would probably consist of elements
containing that.
When the characters decide who is the dreamer that player may
design the dream they are going into or may give The Architect a
list of characteristics the dream should have.
Secrets
Projections
STR: 5, -1
AGI: 4, -1
INT: 6, -1
13
Chapter 4: Combat
This chapter will cover everything needed to run an effective and
fun combat in this sytem.
Initiative
Initiative is the die roll bonus given to each character when combat
begins. When a battle begins all players roll 1d20 and add their
initiative bonus. Whoever has the highest total goes first and order
proceeds downward.
EXAMPLE: Stefan (Jill's character) and a guard are in combat.
Stefan rolls a d20 and gets an 18. Looking at his Initiative he see
that he receives no bonus because the total of his AGI and INT is 19,
which he divides by 2 then compares the number to the Ability
Modifier table (page 3).
The Architect rolls a d20 for the guard and gets a four then adds one
for the initiative bonus. Stefan has won initiative with his score of 18
beating the guard's five, allowing him to go first.
Your Turn
All turns take place in a single second. On your turn you have the
following options:
Hit Location
d20
1-6
7-12
13-18
19-20
Location
Leg
Arm
Chest
Head
Effect
Speed
-5 Attack Rolls
+1d8 Damage
x3 Damage
-2
-2
0
-4
Attacking
All combat rolls are made on a d20. When you roll you are
determining whether or not your attack was able to hit. The process
goes thusly:
Roll 1d20
Add any weapon bonuses
Add the bonuses from the skill the attack is based off of
(shooting with a sniper rifle is Marksman, Ranged Rifles)
Add STR bonus if it is a physical based attack
Subtract hit location (if applicable)
Defending
Roll 1d12
Add your DEF bonus
Add any Armor bonus (if applicable)
Critcal Success
15
16
Marlena
Gender: Female
Age: 7
Profession: Forger
HP: 13
DEF: +2
DP: 15
Speed: 4 Ft. Walking/ 8 Ft. Running
Initiative: +1
Skills
Disguise
Bluff
Fighting (Armed)
Hide
Insight
Perception (Sight)
Thievery
Feats
Disguise Feeling
Concealment
Silent Movement
STR: 10, +1
AGI: 12, +1
INT: 13, +2
Weapons
Punch/Kick
Scalpel
0
+2
1d4+STR
1d6
n/a
0/6
Totem
Butterfly Hairpin with scratch on right wing
Marlena is a young girl with a knack for murder. She has the
uncontrollable urge to hurt others and derives pleasure from
inflicting harm on others.
Marlena's Dream
A large swamp with thin strips of land that stretches on far into the
horizon. There are four children playing around the swamp, all the
age of Marlena. Their names are Greg, Stan, Beth, and Susan. All of
them appear to be afraid of a monster in the water.
17
lll
lllll l
ll
lllll l
lllll l
lll
l
+1
+2
0
+2
+2
+1
0
Skills
Concentration
Marksman
Fighting (Armed)
Fighting (Unarmed)
Bluff
DP: 13
Speed: 6 Ft. Walking/ 8 Ft. Running
Initiative: +1
Feats
Pressure Points
Assault Rifles
Shotguns
STR: 11, +1
AGI: 12, +1
INT: 10, +1
Weapons
Punch/Kick 0
Assualt Rifle +5
lllll l
lllll l
lllll l
lll
lllll l
1d4+STR
1d8
n/a
30/60 Ft.
Totem
Soda Pop lid that always lands on side in dream
Scott is a man who is very impulsive. Known for his acts of extreme
violence, Scott will go into a rampage if he is inflicted any harm,
even at the expense of the rest of The Team.
Scott's Dream
An indoaor gun range where each player starts in their own seperate
cubicle along with twelve other police trainees. On the wall behind
the players there are hundreds of high security lockers. There are no
doors to be seen.
18
+2
+2
+2
+1
+2
Police Trainee
HP: 12
DEF: +1
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +2
STR: 10, +1
AGI: 9, 0
INT: 8, 0
Skills
Marksman
lllll l
+2
Feats
Pistols
Pistol
+4
1d6+2
6/30 Ft.
Skills
History
Concentration
Language (Ancient)
Technology
Insight
Craft
Feats
World Events
Translator
Create Weapon
1d4+STR
1d6
lllll l
l
lllll l
l
llll
lllll l
+2
0
+2
0
+1
+2
n/a
0/6 Ft.
Totem
A double headed coin which is normal coin in Dream World
Jerum is a college student majoring in history. Being fascinated with
ancient war techniques, he is very adequate with medeival
weaponry and tactics.
19
Jerum's Dream
The inside of a medeival era castle. There is a large battle going on
between Knights Templar and Persians. On one side of the castle
walls there is a door leading to a children's classroom. On the other
side there is a door leading to a large lake. When stepping by the
lake players are attacked by archers.
Templars (and Persians)
HP: 10
DEF: +3 (+2)
Speed: 4 Ft. Walking (6 Ft.)/ 8 Ft. Running (12 Ft.)
Initiative: +1 (+2
Skills
Fighting (Armed)
lllll l +2
STR: 13, +2 (8, 0)
Feats
AGI: 8, 0 (12, +1)
Knives
INT: 12, +1 (13, +2)
Sword
+2
1d6 0/6 Ft.
PASIV Device Location: Inside teacher's desk in children's
classroom
Secret: He lied on his application which gave him a full-ride
scholorship
Alex
Gender: Male
Age: 29
Profession: Forger
HP: 13
DEF: +2
DP: 15
Speed: 6 Ft. Walking/ 12 Ft. Running
Initiative: +1
STR: 11, +1
AGI: 10, +1
INT: 14, +2
Weapons
Punch/Kick
Shotgun
0
+1
Skills
Disguise
ll
Craft
lllll l
Architecture lllll l
Concentration llll
Insight
lll
Technology lllll l
0
+2
+2
+1
+1
+2
Feats
Create Weapon
Create Item
Create Vehicle
1d4+STR
1d12
n/a
0/6 Ft.
Totem
A small cat statue that always lands on it's feet in the dream
20
STR: 10, +1
AGI: 15, +2
INT: 6, -1
0
+4
Skills
Medicine
Craft
Bluff
Athletics
Fighting (Unarmed)
Technology
Feats
Create Item
Pressure Points
Situations
1d4+STR
1d6+2
lllll
lllll l
ll
lllll
lllll l
lll
n/a
6/30 Ft.
Totem
Invisible Nail Polish that actually paints in Dream
Shanaenae is an african american teenager with quite an attitude.
Beleiving she is very attractive when she is in fact hideous, she will
always try and whoo any man she comes in contact with.
21
+2
+2
0
+2
+2
+1
Shanaenae's Dream
A gigantic beauty salon with all the walls, ceiling, and floor being
made entirely of glass. If this glass is broken the dream will collapse
automatically.
In one far corner is a massive nail station with any number of colors
imaginable. In another is the hair drying station which will light on
fire when turned on.
There are two pieces of paper that can be found. One in the middle
of a pile of blow driersis colored crimson red. The other, found on
top of a pile of beauty magazines, has the picture of a flame.
PASIV Device Location: Inside a safe which can only be opened
when red fingernail polish is applied to what looks like a fingerprint
scanner and heating a cooking unit attached to the safe.
Secret: She was once a man
Skills
Marksman
lllll l
+2
Feats
Shotguns
Shotgun
+1
Game Area
22
Player Dream
Enter that dream and wait until Announcer shows up and explains,
The purpose of this game will be to find the PASIV Device. It is
hidden somewhere in this dream so the first person to touch it wins!
Announcer walks away and sits off to side. When winner is
determined the Announcer kills the dreamer, waking everyone up.
Game Area
Player Dream
For this round we will be participating in a scavenger hunt. Placed
around this area are ten pieces of paper which read 'winner.' The first
person to find two and return them to me is the winner!
Announcer shoots dreamer when winner is determined.
Game Area
What a great match! Alright, keep in mind that this is the last round
before the very last game! So let's get started!
23
Player Dream
For our semi-final round we will be participating in what I can only
safely call 'Tag' each of you will be against a plethora of watchmen I
have set up. As soon as one of these men see you you will have lost
and be kicked from the dream.
Last person to be in the dream or first person to reach the objective
is the winner! Now if the dreamer is seen before the others then we
will re-enter the dream and they will not be permitted to participate.
Let's go!
The Architect will draw out the dream as they see it and will then
place the location of six watchmen along with the starting location
of the players as well as an end location for them to get to.
When winner is determined announcer shoots dreamer. Then walks
in front of crowd as usual.
Game Area
Alright! It's all come down to this! This match has already been
determined as a survival match! Last person alive will be the
winner! Once again, if the dreamer is killed we will re-enter the
dream without their participation! So let's get started!
The Architect will map out the dream and place players at even
intervals. When dream is over proceed as usual.
What a game that was! (shoots one player who lost) I can't
believe it's actually over! (shoots another player who lost) It only
seems to have started five minutes ago! (shoots another player who
lost) But I guess all good things must come to an end! (shoots last
player who lost if they're present)
Did all of you have fun!? (waits for crowds cheering then turns to
winning player) Congratulations! We have your ten million dollars
right here! (motions for man to walk out who is carrying two
suitcases)
Unfortunately, I regret to inform you that we are out of money,
(opens suitcase) so I'm sorry, (pulls out gun and points it at players
head) you're out of lives. (Shoots player)
24
Government Facility
DO NOT ALLOW PLAYERS TO SUMMON ANYTHING IN
GOVERNMENT FACILITY
Everyone wakes up in government facility, guards all around with
assault rifles. A man steps out of a door and approaches the six
people in chairs all around the PASIV Device, the five players as
well as the Announcer.
I can't believe we finally tracked all of you down. At last we have
learned what secrets you have. Thank you Agent 947. (announcer
stands up, shakes mysterious man's hand, then leaves through door
man entered through)
Now we know all of your deep dark secrets, and demand that you
pay us $5000 dollars a month for the rest of your lives or else we
will reveal all of your secrets. I'll leave you to think it over. Call me
when you've made a decision. Oh, and don't bother moving. As soon
as you do when you've decided.
Real World
When players die they all wake up in a mental institution, a man
standing by their side who quickly wraps up the tubes for the PASIV
Device and leaves, offering thanks for the research as he does.
Players are then free to either kill themselves or, if they are still sane,
leave and pursue what goals they may have.
25
Acknowledgments
Creator
Adam Sawyer
Playtesters
Marlena Money
Joseph Dilworth
Alex Finlinson
Todd Sawyer
Jennifer Taylor
Dallas Hancock
Nyu Ayomi
Special thanks to Christopher Nolan and Legendary Pictures for releasing such
an amazing piece of popular media for all to enjoy and to all of you for taking a look
at this system.
Stillsted Publishing does not own any property associated with Inception, Christopher
Nolan, or Legendary Pictures. This is a privately created game with no
affiliation to any previously related group. Sale of this item without proper
authority from the former parties is stricly prohibited. If you would like more
information on Inception, Christopher Nolan, or Legendary Pictures please visit the following
Internet links:
www. legendarypictures.com