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COMRADES
THE GAME STATS MOVES EXPERIENCE
Comrades is a tabletop roleplaying game A comrade’s attributes are represented There are two types of player moves: • When a comrade rolls a 6 or less, they
about the dangerous lives of leftist revo- by five stats: modifiers that range from the basic moves and the special moves mark experience.
lutionaries. Players create characters and -3 to +3. When a move asks a player to listed on each playbook. The GM will tell • When one comrade’s bond with anoth-
imagine a story together. Sometimes “roll with” a particular stat, they roll two players when their narration triggers a er reaches +4, they mark experience
they roll dice, but mostly they talk. The six-sided dice (2d6) and add or subtract move. If the move asks them to roll dice, and reset the bond to +1.
gamemaster, or GM, helps keep them on the relevant stat from the result. the results are as follows: • When one comrade’s bond with an-
track, but the players are the stars. other reaches -3, they mark experience
• Body represents physical strength, • 10+: It’s a strong hit. Things go the and reset the bond to 0.
OUR MANIFESTO toughness, constitution, and fighting player’s way. • When a comrade rolls a 7-9 on a path-
Like any revolutionary party, the heroes ability. Roll with body to get rough. • 7-9: It’s a weak hit. Things go the play- way move, all comrades in the party
of Comrades have certain principles they • Mind represents intelligence, book er’s way, sort of. mark experience.
must uphold. Keep these in mind as you learning, critical thinking, and orga- • 6-: It’s a miss. The GM will say what
create your comrades and play the game. nizational skill. Roll with mind to ask, happens. It won’t be good. After marking 5 experience, a player eras-
“what’s going on here?” es all their experience checks and takes
1. FIGHT • Spirit represents energy, passion, dar- HARM an advance.
Respond to injustice not with silence, not ing, and devotion to the revolutionary When a comrade gets hurt, they take
with disapproval, but with fury. Sprint cause. Roll with spirit to take a risk or harm. What constitutes 1 harm is up to GANGS
into battle, head high and heart open, start something. the GM and can be adjusted depending When a comrade acts in concert with their
proud that this day could be your last. • Guile represents trickery, deception, on the situation. Some guidelines: gang, they may add 1 to any relevant rolls
charisma, and all things underhanded. while in conflict with a group of equal or
2. REFUSE COMPROMISE Roll with guile to sway or sneak. • If you get hit with a fist, take 1 harm. lesser size.
Forget being civilized. Fight for what you • Bond represents your connection • If you get hit with a brick, take 2.
want and don’t let anyone—even your to another comrade. Your bond with • If you get shot from distance, take 3. THE X-CARD
comrades—get in the way. them need not match their bond with • If you get shot at close range, take 4. Comrades is supposed to be fun. If the
you. Roll with bond to help or hinder material in the game ever becomes
3. DON’T LET THE BASTARDS GET AWAY WITH IT a comrade, share a quiet moment, At 1-2 harm, injuries heal with time. At upsetting or un-fun, raise or tap the card
In real life, no matter how wrong they or cradle a dying comrade. 3 harm, injuries get worse. Harm can be marked with an X in the middle of the
are, the bastards usually win. Here, they healed using moves like share a quiet table. The unwelcome content will be
don’t. Name them, find them, and show The total modifier applied to a roll can moment. In-game first aid can usually be edited out, and the game will proceed
them what the people can do. never exceed +4. counted on to heal 1 harm. without question or judgment.
BASIC MOVES
COMRADES
GET ROUGH START SOMETHING SHARE A QUIET MOMENT ADJUST BOND
When you try to hurt someone, roll with When you try to provoke a crowd to strike, When you and a comrade share a mo- At the end of each session, name a
body. On a 10+, deal harm and pick two demonstrate, riot, or brawl, roll with spir- ment of affection, honesty, or peace, roll comrade to whom you feel closer and in-
from this list. On a 7-9, deal harm and it. On a 10+, it goes the way you want—at with bond. If the moment is romantic, crease your bond by 1. If this raises your
pick one. first, anyway. On a 7-9, pick one: add 1 to the roll. On a 10+, pick two from bond to +4, mark experience and reset
• You deal great harm • The mob is large the list. On a 7-9, pick one: your bond to +1. If there is no comrade
• You take no harm • The mob is peaceful • Carry 1 ongoing while acting as a team to whom you feel closer, choose one from
• You disengage • The mob heeds your instructions • Add 1 to bond whom you feel alienated and reduce your
• Heal 1 harm bond by 1. If this brings your bond to -3,
“WHAT’S GOING ON HERE?” SWAY mark experience and reset your bond to 0.
When you take a moment to assess a per- When you try to convince an NPC to do CRADLE A DYING COMRADE
son or situation, roll with mind. On a 10+, what you want, roll with guile. On a 10+, When you comfort a comrade who has
ask the GM three questions from this list. they ask something small in return. On a taken 4 harm, but could conceivably sur-
On a 7-9, ask 1 question. On a miss, ask 1 7-9, they ask something big. vive, roll with bond. On a 10+, they live,
question and brace for the worst. barely. Add 1 to bond. On a 7-9, they die,
• What’s the best way in / out / past? SNEAK but you hear their last words. Carry 1
• What should I watch out for? When you try to smuggle a message, forward while acting in their name,
• Who is most vulnerable? an object, a person—even yourself—right and add 1 to any pathways to
• Who is the biggest threat? under the nose of your enemy, roll with revolution roll.
• What do they want? guile. On a 10+, it works, no problem. On
• Who’s in control? a 7-9, pick one:
• Are they lying? • You waste no time
• How do I get them to do ______? • You incur no costs
• What am I missing? • You draw no suspicion
THE GM
COMRADES
SESSION PREP SESSION RECORD
KEY NPCs INCIDENTS
FRONT ACTIVITY
IDEOLOGY:
PURPOSE:
LEADER:
SLOGAN:
AFFILIATED NPCs
NOTES