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DEMON CITY MOTIVES

魔鬼城动机
CURIOUS  Curious-Motive PCs get an
extra throw if they Work/Train
The Curious character is motivated by and do so alone. They do not
fascination. Typically an academic or gain an extra throw if they
a former paid Investigator, the choose to Work/Train with
curious character wants to know another PC (i.e. they don’t
what’s causing the horror, where did benefit from the Pal Throw).
it come from? And maybe even…can  
it be controlled? Panic mode:
  The curious character's panic will
The Curious character’s Calm come in the form of wanting to know
Characteristic is treated as 2 lower more. In addition to this general role-
for the purpose of any test which playing prompt, in the round after
might allow the character access to they hit 0 Calm they must try to find
hidden knowledge. Make a note of out something new about the
that on your character sheet. situation they're in.

FRIEND
 
The Curious character gains the
Research Skill at Perception+2 or The Friend doesn’t know what all this
Knowledge+2, whichever would be is about and doesn’t want to guess.
higher. But the friend is loyal to someone
  else on the case and that’s what
The Curious character gains 2 extra counts.
Knowledge Skills (ranked at the  
associated Characteristic +1 as usual). At the beginning of the game, the
  Friend picks another PC they are
Downtime: devoted to.
 The Curious character regains 1
Calm during Downtime if they Every party must include at least one
finish the session knowing non-Friend.
more about the Horror than
they did since the last The Friend gains an extra throw (see
Downtime. Getting Things Done In Demon City
section) when protecting whichever everything and they'll try to get
character they are devoted to from whichever character they are most
direct physical harm. loyal to (or one of the characters they
are most loyal to) out of the
The Friend maintains a sense of situation. In addition, they must
detachment and perspective, giving spend the next round after they hit 0
them a +1 to their Perception Calm trying to get/keep their friend
Characteristic or the Calm out of or away from the situation—
Characteristic, free. Maximum of 5. even if they aren’t there.
The rule for re-rolling to confirm 5s
does not apply.
INVESTIGATOR
If a Friend’s friend dies, their Someone wants to get to the bottom
Maximum Calm goes down by one, of this, and they’re paying the
and they select another PC as their Investigator to do it. The Investigator
new pal. is typically a private detective, or --
  up until the supernatural gets
Downtime: obviously involved and the
 Friend PCs get an extra throw if department decides it's bullshit -- a
they choose Other Hobbies, cop, but they can also be a journalist,
Exercise, Cooking, Drinking, or an insurance adjuster, or almost
Drugs as their Downtime anything else. There are lot of
activity and do it with their reasons to pay a private citizen to
friend. They get the benefit of sort out a sticky situation.
that extra throw only for
themselves. The Investigator starts with either 2
 The Friend character regains 1 extra Skills (at Characteristic +1 as
Calm during Downtime if they usual) or 1 extra Starting Contact, or
finish and their Friend is alive 1 extra Skill and 2 extra Starting
and sane (this is before any Contacts.
other thing that might happen
in Downtime to improve their The Investigator wouldn’t have been
situation). hired if they didn’t have Knowledge
  or Perception of at least 2—if they
Panic mode: don’t, as rolled, raise at least one of
When in a panic, the friend these Characteristics to 2. Yes, this
character's loyalty will override means if you roll a completely
random character and make them an
investigator, you can get rid of one of
your low numbers by making them an
investigator.

The Investigator cannot start with a


Cash Characteristic higher than 3.

Downtime:
 Investigator-Motive PCs get an
extra throw if they spend
Downtime hanging out with
their contact and their people
alone—they do not gain an
extra throw if they bring
another PC along (i.e. they
don’t benefit from the Pal
Throw).
 The Investigator character
regains 1 Calm at the end of a
session if they know more
about the Horror than they last
Downtime or if they’ve made
more money since then.
Panic mode: investigating and fighting all
Used to relying on method, the supernatural threats.
investigator in a panic is simply less
effective. In addition, they must A Victim’s cannot start with a Calm
spend the next round after they hit 0 Characteristic higher than 4.
Calm either fleeing or acting with
only 1 throw. Downtime:
 If Victim PCs choose

VICTIM Volunteering or
Isolation/Meditation as their
They say victimhood doesn’t define Downtime activity, they gain an
you -- well, for The Victim it does, at extra throw
least at the start of the game.  The Victim gains 1 Calm at the
Something terrible has happened to end of the session if they hurt
the character or one of their loved the Horror in some way
ones and it’s left a scar.  
  Panic Mode:
Victims’ earnestness is manifest— The victim in a panic is energized. In
they automatically gain the the round after they hit 0 Calm they
Persuasion skill equal to their Appeal will act with 1 additional throw and
Characteristic plus two. will keep that Throw for that purpose
The Victim is privy to special until the menace is defeated or
information, the victim was there -- driven off (again: only in combat).
the Victim gains an extra Perception
Characteristic Throw when in the
presence of any clue associated with PROBLEM
the crime or kind of crime they were Like the Victim, the Problem starts
witness to. the game having already come into
contact with the enemy — only for
The Victim gains an Extra Throw in the Problem, the scars are not just
combat with any entity they believe mental, but physical and even
to be responsible for the crime that spiritual. The Problem is manifesting
has traumatized them. strange abilities and aversions. The
Problem may have demon blood,
If the initial crime is solved and they may have dawning psychic
avenged, the above bonuses apply to abilities, they may be turning into
something more than human.
 
There may only be one Problem PC at If the Host chooses the kind of
a time. If the game group has players Problem they are, they gain a +1 to
that regularly pop in and out of the Calm up to a starting Calm of 4 (no
campaign, have players who want to more).
play a Problem make an additional
non-Problem PC in case two players Downtime:
with Problem characters show up to  If Problem PCs choose
the same session. Isolation/Meditation as their
  Downtime activity, they gain an
The Problem’s player can choose the extra throw.
kind of Problem they are or they can  The Problem regains 1 Calm at
let the Host pick. the end of the session if they
  use their abilities in a way that
The Problem gains abilities specific to helped their fellow party
the brand of Problem they are. members.
   
So far Artificial Life Form, Vampire, Panic Mode:
Lycanthrope, Psychic, and Part- The problem will revert to instinct
demon characters are supported by when in a panic. In the round after
this book (see the Horrors section in they hit 0 Calm they must use their
the Part 4: The Library for specifics on special abilities
each). Hosts are officially encouraged
to make more if these aren’t enough.
 
If the player chooses, The Host must
state which kinds of supernatural
creatures (and which kinds of PC
Psychic abilities) they wish to allow
before the player makes their choice.

If the player chooses the type of


Problem their character will be, their
maximum starting Calm
Characteristic is 3, any roll above that
is wasted.
 

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