This one-page RPG is inspired by dystopian sci-fi genres and focuses on playing expendable agents created by an Organization to complete a critical but doomed mission against an Enemy. Players take on the roles of agents with traits of Mercy, Fealty, and Honor that can be challenged. The game is played through three scenes advancing the mission until the final challenge is faced. Taking actions succeeds but calling for rolls introduces complications that increase the threat of everything going wrong. The agents are not expected to survive as confidentiality of the mission requires decommissioning of any survivors.
This one-page RPG is inspired by dystopian sci-fi genres and focuses on playing expendable agents created by an Organization to complete a critical but doomed mission against an Enemy. Players take on the roles of agents with traits of Mercy, Fealty, and Honor that can be challenged. The game is played through three scenes advancing the mission until the final challenge is faced. Taking actions succeeds but calling for rolls introduces complications that increase the threat of everything going wrong. The agents are not expected to survive as confidentiality of the mission requires decommissioning of any survivors.
This one-page RPG is inspired by dystopian sci-fi genres and focuses on playing expendable agents created by an Organization to complete a critical but doomed mission against an Enemy. Players take on the roles of agents with traits of Mercy, Fealty, and Honor that can be challenged. The game is played through three scenes advancing the mission until the final challenge is faced. Taking actions succeeds but calling for rolls introduces complications that increase the threat of everything going wrong. The agents are not expected to survive as confidentiality of the mission requires decommissioning of any survivors.
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