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A GMless rpg inspired by Blade Runner, Nier: Automata, Darker than Black, & Land of the Lustrous

Inhuman Condition twitter.com/SweetNAwful


karinmalady.itch.io/
ko-fi.com/karinmalady 
A One Page Tragedy by Karin Malady
Here, you inhabit the role of Agents created by the Organization for absolute loyalty and expendability. Playing the Game
You all have just been assigned a critical mission in our conflict against The Enemy. The game moves through three scenes, each scene
advancing closer to the mission’s goal.
You will not make it out of this alive. 1st scene: Introduce the immediate situation
2nd scene: Introduce the goal’s circumstances
Create The Organization: Elaborate as desired Taking Action
3rd scene: Introduce the final challenge
You are: Androids, Clones, Dolls, Whenever you take an action, you succeed. An action is anything described to
Golems, Synthetics, Revenants overcome a foe or obstacle. Narrate the result as cool or stylish as desired. If
To establish a scene, each prompt should be
Using: Blades, Guns, Magic, Psionic, Energy, Powers another player wants your Agent to act differently, they can call for a roll.
assigned to a player who speaks the phrase and
Working for a: Government, Church, Militia,
follows the instructions.
Rebellion, Cabal, Business To call for a roll, one player asks another player, “Do you show [trait]?”
“I take point.” - describe the environment
To: Win a war, Rule the world, Enforce beliefs, Mercy (When you want to stop an Agent’s action.)
“Scans indicate…” - describe the obstacle 
Control secrets, Hoard resources, Subvert order Fealty (When you want to cause an Agent to take action.)
“Hostiles detected.” - describe what they’re doing. 
Honor (When you want to cause or stop an action from your Bond.)
Create Agents: One for each player Take turns declaring actions until the scene ends.
An “in fiction” reason is not required to call for a roll but can be included.
Lucky #: Pick two numbers between one and six The scene ends when the obstacle is defeated.
Traits: Mercy, Fealty, Honor If no one rolls: last Agent to act rolls a complication
To resolve the question, roll 2d6 (Inept traits roll 1d6)
(Represents threats to your heart, loyalty, and Bond) If two dice are Lucky #s, complete resist - Agent acts as desired
One trait is Inept (more susceptible) - highlight it. If you complete the goal and face down the final
If one dice is a Lucky #, partial resist - Accept consequence to act as desired.
One trait is Adept (unsusceptible) - strike it out. challenge, the mission is a success. Due to the
If no dice are a Lucky #, you give way - Agent acts according to the trait rolled.
What are you called? - You are not allowed a name confidential nature of the mission, whoever
If your trait is Adept, reply “I cannot” - Automatically resist.
A Designation, A Codename, A Call Sign, A Title, A Trait remains is decommissioned.
If you wish to avoid Toll, reply "I give way" - then do so
What is your role? - Pick a purpose If you resist: Increase Toll by 1. If a you give way: Roll a complication Taking Toll
Battle, Infiltration, Recovery, Tactics, Traitor The biggest threat to the Agents’ success is Toll.
Complication - roll 1d6
Why do you do this? - Pick a reason Increase by 1 if an Agent resists 
1. The enemy overwhelms you. Who do you blame?
The Cause, Expectations, Loyalty, Sabotage, No Options Increase by 1  if a Traitor is killed
2. The goal is endangered. How is this your fault?
What holds you back? - Pick a regret When the Toll counter reaches 6, the player
3. Reveal how an Agent has betrayed you. Are they a Traitor?
A person, A memory, A desire, A belief, A feeling responsible for it describes how everything goes
4. Explain how part of the Mission was wrong
Who are you beholden to and why? wrong. The enemy overwhelms them, the
5. Explain how a part of your Agent was altered. 
Pick another Agent as your Bond Agents are hunted by the organization, they all
6. There was a fatal miscalculation. Explain what.
Mission Briefing - roll 1d6 for each turn on each other, etc. Ask the Agents “Do you
Player Guidelines
The destination: have any regrets?” Everyone answers the
Let complications flourish
1. A vast archive of the old world question and the tragedy comes to a close.
See the humanity in your enemies
Be overly dramatic 2. An underground complex full of secrets
Agent Indoctrination 3. A ruined city that has become contested
Oppose the enemy 4. A destroyed wilderness known for prior beauty 
Complete the mission 5. An isolated, barren battlefield 
Kill all Traitors 6. A tower stretching into the heavens
The goal: The enemy: 
Dead Agents 1. Assassinate a key figure 1. Unthinking automatrons
If your Agent is killed before the end of the game: 2. Recover classified stolen info 2. Heartless soldiers
You can call for an Agent to roll a complication 3. Learn the enemy’s weakness 3. Brainwashed rivals
You can still call for trait rolls as normal 4. Protect a devastating weapon 4. Vicious creatures
You can narrate the enemy or environment 5. Track down a Traitor  5. A corrupting force
Player Guidelines still apply 6. Make contact with an ally 6. Otherworldly entities Toll

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