Professional Documents
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1
PLAYTEST
ANDREAS
WALTERS
2. Drifter Playtest
http://www.hld-rpg.com
Looking forward: Talents and Equipment expansion (including a look at Wielder abilities, I have a few ideas
for revising wield machines), and finally, still looking at the trailblazer (5th potential class).
• Mechanics Introduction: Woe
• Although this mechanic has been on the character sheet and mentioned in the prior playtest, we just didn’t
have a solid write-out of the mechanics until this point. The intention for Woe is that it should work like
a stress-clock, but not be debilitating. As you acquire more traits (positive or negative) from being tested,
your ability to succeed gets slightly harder.
• Woe functions like a clock (or dial) and in most cases you’ll be taking woe from failing social encoun-
ters, or even dealing with stressful situations.
• When the clock fills up, you become tested, depending on your result you will either gain a Burden or
a Boon. These persist for a time until you can resolve them.
• Mechanics Introduction: Corruption
• Much like woe, we had this mechanic in concept for awhile and just didn’t put words to it yet, until now.
Corruption is a slow burn mechanic that represents the drifter’s sickness. There will be various points
where they will interact with corrupted areas and take on a point of corruption.
• Corruption will be gained from exploring, interacting, or fighting corrupted objects, locations and
creatures. Players can also take on corruption with two special actions.
• Players are intended to gain corruption slowly, as when they reach the last stage of corruption, the
player can plan their last moment or eulogy.
• The only thing that currently removes corruption from your drifter is some discoveries.
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• Advancements: Provided a few advancement options for your characters, namely the tiered ‘paths.’ In to
one minor general advancement change.
• General advancements (1-health) and (1-energy) are now merged and are now, it’s gain 2 points to
distribute across the two as you see fit. From feedback it felt that 1 health or energy was a bit weak
compared to the other avaliable options, so this modification both simplifies and expands it in a good way.
• Presenting Tiered Advancemnt paths. When you hit tiered advancmenets (single diamonds) you will
now have a choice of options. This will allow you pick from several options. Epxlorer is the simplest
one, allowing you to pick from Ability Scores, Boost or Health/Energy increases. From there Hero and
Paragon, provide you with choices that will give you a perk and unlock talents and abilities that you can
select in your future advancments. When you hit the next tier, you are free to select a new path that
will unlock more options (we may come up with a major upgrade to the path, but that will be later down
the road)
• Intervention Points: Made a minor change where narrator awarded intervention points are now able to be
awarded by a table consensus.
• This was a suggestion that came from Adam’s stream. Personally, I struggle with giving players opportunities
to abuse open ended mechanics like this, but he provides a very good point, given the tone we are trying to build
for players around the game.
• Talents Choices/Selection: Clarified language on starting abilities, increased starting talents and added
dashes to talent options.
• In prior versions, it was muddled whether you would get all talents for the class or just a limited number. We’re,
firming this up and making the selection limited, in addition to adding class-uses of dashes, by doing this we’re
increasing the number of talents each class gets. Last Second and Quick Dash are being added to the combat
actions list, as everyone gets them.
• Other Changes
• Removed consequences from the Heal action. (narrator can still inject a intervention)
• When at 0 hp, removed references to Death’s Door, and replaced with Corruption’s Not Today.
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We really appreciate that you’re looking to take GAME ROLES
Drifter for a spin and have a good time with your There are two types of roles for those playing tabletop
friends. Many of you may be unfamiliar with tabletop RPGs: the narrator and the characters. Both work
role-playing games or even the “Hyper Light Drifter” together to create a dynamic and interesting story
game. Never fear, we want to make sure that everyone together.
is well-prepared and on the same page when you One member of the group is the narrator. If you
embark on your journey into the unknown. are the narrator, you are responsible for describing
the environment and deciding the consequences to
WHAT IS A the players’ actions. You provide the framework of the
TABLETOP RPG? story, creating a canvas that unfolds for you and your
friends. You roleplay the unique and diverse cast of
Tabletop role-playing games are cooperative story- characters and locations, whilst making decisions for
telling games where you and your friends get together the actions of various adversaries against whom your
to tell an interesting story. Unlike video games, you friend’s characters will be fighting. In most tabletop
are free to interact and explore the world as you see RPGs, this role is also known as the gamemaster.
fit, no invisible walls will hold you back. In many Everyone else in the group takes on the role of
tabletop RPGs including Drifter, dice are commonly a character. Like in a video game, you create and
used to determine the outcome of an action which control a unique individual in the world of “Hyper
would yield an unknown or interesting result. This Light Drifter.” This character is yours to control and
could be trying to sneak past a group of blade- customize as you see fit, from how you appear, iden-
bots, convincing a sanctuary guard to let you by, or tify, talk, act and react to things in the world.
attacking your enemies. Otherwise, you have the
creative freedom to tell any kind of story, fight any
adversary, or explore in any direction you see fit. You
are constrained only by your imagination.
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on a Drifter: Single-Player mode of the game that you If your group lives near each other, it’s common
can enjoy. This will be released after we publish the to meet up at one of the group members’ residences.
core game. However, if where you live isn’t a good or safe place to
play, you can always meet up at other locations. We’ve
TIME AND PLACE seen groups be highly creative regarding where they
Every time your gaming group gathers to play, we call play, from coffee shops, local game stores, the park,
that a session (but you can call them whatever you’d to private rooms in the library. If your group is sepa-
like). Typically sessions last anywhere between 3 to rated or meeting locally isn’t possible, online play is
5 hours, this may vary depending on the availability totally an option as well.
and playing preferences of your group.
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TOKENS SESSION ZERO
There are a few things that you need to keep track of
in Drifter, including Health, Intervention Points, and Before everyone can start preparing to embark on a
your Energy Pool. Although you don’t need a token for grand adventure, it is essential for the whole party to
everything, we highly recommend having something be on the same page about the rules and etiquette of
physical to track Energy and Intervention Points playing Drifter. This is done to ensure that everyone
as these see frequent adjustments as you play. This knows what kind of experience to expect, and what
makes bookkeeping easier and helps to improve the the campaign will and won’t explore.
f low as you play. Welcome to “Session Zero”, the calm before the
For tracking your Energy Pool, we like to use glass storm, the opportunity to create your characters, ask
or plastic beads. For Intervention Points, we prefer to questions about the game, and agree on the shape,
use coins. If you don’t have these specific objects, you style, and tone that everyone would like the campaign
can substitute and use nearly anything, from pieces of to have. No matter whether you’re going into Session
paper, keys, pins, and even small treats (just be sure Zero as an experienced player or a complete novice,
you don’t eat them all). it is always recommended to go over the basic rules
when you’re joining a new adventure.
NOTE PAPER Below are a few discussion points that may be
Sometimes you need to draw a map, take notes, sketch brought up.
a creature, illustrate a puzzle, or catalog the adven-
tures of the party. It’s always helpful to have some GAME STYLE & SETTING
paper handy. As presentation tools, some narrators What kind of game are you going to play? What do you
prefer to use graph paper, or whiteboards. These or your character want to achieve in this game? Here
are great tools for drawing up the combat board or are a few topics that are good to keep in mind to steer
showing relative environmental distances (and white- the conversation.
boards being easy to erase is also handy).
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may not wish to engage with any content revolving table. These are entirely up to you and the people
around claustrophobia; this means, as a fellow player you are playing with, and while the Core Rulebook
or narrator, its best to not include such descriptions does not dictate table manners, here are a few topics
or depictions during the session. Full stop. A veil is which you should keep in mind while the campaign
something that can be mentioned or glossed over, is being set up.
but the player prefers that the group does not go into
detail on such topics. One common veil, for example, SESSION ATTENDANCE
is sex and sexual encounters. Between characters is When and where will sessions take place? How will
okay, but the scene might “fade to black” after indi- the time and location be decided? What happens
cating that such a thing is taking place. when people are either late or do not show up? What
will be done in case a member of the group needs
THE X-CARD to leave early? How does that affect their character
The X-Card is a special card that should be used within the story, and does the Narrator continue the
whenever any player at the table (narrator or player) session at all?
feels uncomfortable with the situation at hand. It’s a
simple index card with an “X” written on one side, ELECTRONICS
placed in the middle of the table. When you tap or Are cellphones, tablets, and/or laptops allowed at the
pick up the card, its a signal to everyone that they table? What happens if those become a distraction
are uncomfortable with the current state of events from the game?
and should skip or move on, immediately and without
question. In case you are confused as to why someone FOOD & BEVERAGES
else used the X-Card, it is recommended to bring it up Are food and drink allowed at the table? When
privately after the session. ordering food, who pays, and how will repay-
ment work? What happens if a rulebook is sullied
TABLE MANNERS or damaged? May rulebooks only be touched with
Once everyone knows what kind of adventure to washed hands?
expect, the group should agree upon the rules of the
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CHARACTER BONDS CHARACTER ASPIRATIONS
Characters may have interlinked backstories between Think about what motivates your character. What
them, making them more than mere strangers. Again, goals are they trying to achieve? Is it something
there are many options to enact that idea. Are the that would benefit the whole group, or is it more of a
characters related to one another? Have they had a personal objective? Make sure to consider the drive
run-in with each other in the past, maybe even gone behind your character’s actions. Give them hopes and
on an adventure of their own? Whatever the case, dreams, let them enact revenge for past wrongs, or
make sure that any type of aggression between two have them find meaning within the group they end
characters is kept to a civil level, as it tends to be up travelling with.
more detrimental than beneficial to the overall mood
of the group. Make sure that whatever conf lict they
have does not impede their ability to cooperate during
the campaign.
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If you rolled, there are there are three potential CONSEQUENCES
outcomes to your actions: Fortune (a full-success), If you roll a Judgment or Temperance, things might
Temperance (mixed-outcome), and Judgment (a not go according to plan and you will suffer a
negative outcome). If your roll result is greater than Consequence. These can take the form of a variety
your Discipline rating, you will score a Fortune result. of negative effects, setbacks, damage or scene compli-
If your result is below a 9, a Judgement, and the values cations that add wrinkles to the story at hand.
in-between, Temperance. Remember, if you are not Consequences typically take the form of health and
happy with the outcome that you rolled, you can woe damage, but they are not limited to them and
spend energy to Boost your roll. can be more dramatic, causing unexpected events
or outcomes. For instance, as a merchant who tells
BOOSTING a partial truth or a dirk calling for reinforcements.
As previously mentioned, if rolled a terrible result The severity of these consequences is determined by
and you want to succeed, you can choose to spend the target’s Adversity Level. Abilities that suffer
energy to improve that result, this is called Boosting consequences will be marked by this ◈ symbol.
your roll. Some abilities will modify severity of the conse-
Every action you perform is associated with a skill, quence. For instance, Temperance results will always
an ability score, and a boost score. There are two boost suffer a lower consequence than the Judgment result.
scores. Grit, covering physical actions and, Nerve, Likewise, a risky manuever may result in a greater
covering mental actions. For each point of energy you consequence than standard. Modifications to the
spend, you increase your result by your boost score. adversity level will be marked as (◈ - x), where “x ” is
the modification to the Adversity Level.
For Instance:
If you rolled a 5 for a physical action and your Grit The narrator will always be the one to decide
score is 2. This means you need to spend 2 points what the consequence is however, anyone is free to
of energy to bring the roll up to a Temperance contribute what they think may be a fitting outcome.
result [5 + (2x2)]. You wanted to reach a Fortune
result and your discipline score was 16, you would
then need to spend 6 points of energy [5 + (2x6)].
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TRAVERSE REBUILD
AND (SURVIVE) AND (MANIPULATE)
Sanctuaries are mostly isolated, with only a few being Amidst the ruins of civilization, there is lots of tech-
connected to other nearby sanctuaries and home- nology that remains functional and usable, most are
steads. Drifters make excellent wayfinders and can just afraid to try. Althrough it’s purpose and function
connect these distant communities. Perhaps there is may be unknown, these engines and materials can
a chance, if the world can be made safe again. be utilized in creative and unique ways, causing vast
destruction to helping rebuild civilization. The choice
DEFEND is yours to make.
AND (COMBAT)
The world is a dangerous place, and many things lurk, THINGS TO
deef in the wilderness and in the ruins. Your skill in KEEP TRACK OF
battle will be the difference between life and death.
although fighting may be inevitable, but it dosen’t As you explore, there are a variety of different things
have to always be the solution to every problem. about your drifter you need to keep track of.
COMMUNICATE HEALTH
AND (SOCIALIZE) Much like a video game, your health is an abstract
From sanctuary residents, elders, intelligent crea- representation of your ability to sustain wounds and
tures, sentient AI’s, to friendly travelers and bandits, injury. If you run out of health, you can take on a
there is a colorful array of characters for your drifters point of corruption to prevent yourself from dying
to interact with. Some may have best intentions and (See Corruption’s Not Today ability for more info).
others with malicious ends. It will be up to you to
forge your own alliances and find a new path, for
better, or for worse.
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Character Sheet
1. HERITAGE
Pick a Species.
2. QUALITIES
Pick one from the Traits list
Pick one from the Knacks list
Pick one from the Quirks list
4. CLASS
Choose between: Warrior, Wielder, Versifier, Delver, or Trailblazer (coming soon)
5. CLASS
Pick Talents, either from your class list or the general talent list.
6. PICK EQUIPMENT
Choose a starting package or build your own
7. RATE DISCIPLINES
Each class will provide you with starting discipline values and provide you with a pool
of points to reduce as you see fit.
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FELIFOLK RACCOONFOLK
Feeling safest in claustrophobic, maze-like environ- Shy and timid in the presence of new faces, raccoon-
ments, the sanctuaries of your kind can be difficult folk are a very reserved folk. With their sanctuaries
to find, though they always get the afternoon sun. hidden away, they are typically very difficult to locate
Shaped by the environments you inhabit, you are until the sun sets, of which the community comes to
nimble and cunning, with excellent ref lexes to boot. life. Your creativity and nimble hands have allowed
you and your people to make a living amidst the ruins.
FROGFOLK
Independent and preferring not to rely on commu- SENTIENTS
nities, you tend to fend for yourself unless survival Your shape is familiar, though unlike any other
or a common enemy demands otherwise. Frogfolk species, you are a machine that has been awak-
covet riparian sanctuaries, which puts your species in ened or created after the destruction. As a walking
direct competition over territory with the Otterfolk. artifact, you are a frightful sight to organic eyes, a
grim reminder of the horrors that continue to dwell
LIZARDFOLK beneath the earth.
As a Lizardfolk, you count among one of the most
resilient people inhabiting the continent. You are SQUIRRELFOLK
capable of living in almost any kind of environment, Preferring to travel among the safety of tall canopies,
from the most arid deserts to the wettest jungles. you tend to travel lightly, sacrificing carrying capacity
Your kind is practical and efficient, usually repur- to retain your mobility. Squirrefolk are friendly and
posing Librarian ruins into sanctuaries. welcoming towards visitors, finding joy in showing
off their network of tree-houses and hanging gardens.
OTTERFOLK
Like all Otterfolk, you have a natural affinity for
water. Your species excels at irrigation, usually
building sanctuaries upon ruins located near rivers
and other bodies of water.
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PADFOOT TUMBLER
Benefit: Reduce the Judgment threshold of Benefit: When you are falling, reduce the
[Sneak] by 2. Judgment threshold of [Ref lex] by 2.
Those who tread lightly will step into less danger Let’s just say it’s not the first time I’ve fallen out
of a tree.
POWERFUL BUILD
Benefit: Reduce the Judgment threshold of
[Lift] by 2.
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HEALING TRADING
Benefits: When using the [heal] skill, you Benefits: When using [Negotiation] to trade
can spend an ingredient to reduce the both or barter goods, a bonus to your roll equal to
success and judgment thresholds by 1. You can your [Nerve] score.
only do this as many times as your highest
boost score.
Sometimes, a silver tongue is all you need to make
The term “sanctuary” is a misnomer; no place upon scrap look like an artefact. You have a way of guessing
the continent is truly safe. When innocent people exactly what your customer wants to hear.
get caught in the crossfire of a misfortune that isn’t
their fault, someone needs to bring them back from THIEVING
the brink of death. Benefits: When attempting to steal some-
thing using Sneak, reduce your Judgment
HUNTING threshold by your [Nerve].
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EYES SCENTED
You’re not sure why, but people like to point out what A unique smell follows you. It could be metallic,
a piercing gaze you have. Your eyes could be described organic, or something familiar to others. It could be
as having an unusual color, or a defined demeanor. pleasant or pungently unpleasant in its intensity. The
But it could also be caused by some sort of headgear use of, or even changing your scent with perfume is
that easily draws the attention of others. not something a lot of people do anymore, so you’re
bound to stand out as an exception to the norm.
GENERATIONAL
Every species has a different lifespan; thus, your age STATURE
is mostly relative to the community you are a part Does your size make you tower over others or disap-
of. While drifters cover most of the age spectrum, pear in a crowd? Does how you carry your body show
you can still stand out by being exceptionally young off to the world your confidence or your caution. Your
or old. Maybe you had to abandon your home when size, build, and stature all build into how you want
you barely hit adolescence, either for personal reasons the world to see you, whether you truly believe in
or because of circumstances outside of your control. yourself or not.
Maybe you’re a grizzled veteran, privileged to grow
old only thanks to your prowess and the decades spent STYLE
honing your survival skills. You have a style, and you stick to it. When you shop,
loot, or craft, you are always on the lookout for
MARKS certain qualities that will fit with your style. It could
Survival in this world is an accomplishment in its be about specific adornments, qualities, or colors that
own right and you pride yourself on those accomplish- catch your eye every time.
ments. You keep a record of these deeds, which could
be either how many beasts you’ve slain, how many
targets you’ve killed, or something along those lines.
You might bear these marks with pride, displaying
them upon yourself where others may notice them.
BOOST TALENTS
Your class will determine your starting Nerve and In addition to all the things you can do as a Drifter,
Grit scores. These will try to be optimized with your you also have access to Talents. You don’t get all the
class’ most used skills. abilities, rather you can only a few, as designated by
your class.
As you advance you will have opportunities to get
more talents or switch out ones you don’t like.
EFFECT
ABILITY NAME Some actions will just state the outcome, though
The name of the Ability or Talent. most you will find broken out into the three thresh-
olds, Fortune, Temperance, and Judgement.
(COST | SKILL | RANGE) If the resulting threshold will suffer a consequence,
Cost: the resource cost of the talent, which can be it will be marked by this (◈) symbol. In addition, if
• Energy: This will be the most common form of there is an adjustment to the Adversity level, it will
energy cost you will see. It will be commonly be marked accordingly, such as (◈ -1 ) or (◈ -2 ).
written as “+x energy.”
• Dash: Will utilize one of your dash charges. As
written, a Dash will always refer to using one
dash charge.
• Woe: A point of insecurity, stress, or bad luck,
with these abilities you take Woe damage (filling
in your woe clock)
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This
Page is left
intentionally
Blank
12 10
Grit [ 2 ] Nerve [ 1 ]
Dashes
Features Talents
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You’re a good ally to have in a fight and you know how CLASS FEATURES
to use weapons and defend yourself. As a warrior gain the following class features.
I mpale Cleave
+ 1 ENERGY + DASH | ACTION | FIGHT +2 ENERGY | FIGHT | RANGE 0 Strategic Positioning
+1 ENERGY | FIGHT | RANGE 0
Move one tile, then make a [Fight] Make a single attack, dealing damage to
You put yourself in a position to strike,
attack against one target. every enemy in your tile.
either by helping an ally to safety or
Fortune: Deal 2[w] damage. Fortune: Deal [w]+[Vigor or Agility] putting yourself into the path of danger.
Temperance: [◈ - 1] Deal [w] + to each enemy in your tile.
Fortune: Deal [w] damage, you and
1 damage. Temperance: [◈ ] Deal [w] damage to
one ally can move a tile at no addi-
Judgment: [◈ ] Deal 2 damage two enemies in your tile.
tional cost.
Judgment: [◈+ 1] Deal 1 damage to two
Temperance: [◈ - 1] Deal [w] damage
enemies in your tile.
Take a Hit and either you or an ally can
DASH | REACTION | DEFEND
move a tile.
Prior to an ally taking damage, you can Multi-Shot Judgment: [◈ ] You or your ally can
+2 ENERGY | AIM | RANGE +
Move one tile and roll a [Defend] save. move one tile.
Make one attack roll against the highest
Fortune: Block all damage
Deal damage to damage between two
Temperance: [◈ ] Block [Shield + 2] PASSIVE TALENTS
targets.
Judgment: [◈ ] Block [Shield]
◈ The consequence for this ability is Fortune: Distribute 2[w] between
F ighting Style
the amount of damage ally was about two targets, damage can all go to the PASSIVE
to take. same target if you so choose.
At the beginning of a scene or combat
Temperance: [◈+ 1] Distribute [w] + 1
encounter, take on a fighting style.
damage between two targets.
Judgment: [◈ ] Distribute 2 damage as Power: +1 to base weapon damage.
you see fit. Resilience: +2 to [Defense] rolls.
Focus: + 2 to [Fight] and [Aim] rolls.
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WOE TALENTS
Warrior’s Aura
-1 WOE | PASSIVE
10 12
Grit [ 1 ] Nerve [ 2 ]
Dashes
Features Talents
Awaken the
Barrier Projection (dash)
Ancients
Bring to life an ancient machine Kinetic Shockwave (dash)
to assist you with a brief but
great task.
Hex Burst (+2 energy)
Tech Savant Lance (+2 energy)
You can lend your knowledge to
help your allies. Unstable Blade (+1 energy)
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The past is a mystery and you are determined to CLASS FEATURES
uncover the secrets of the past. Through experimen-
tation, you have gained knowledge and adapted tools AWAKEN THE ANCIENTS
to serve your needs. Utilizing your knowledge of past technologies,
you bring to life an ancient machine. Spend an
CLASS ATTRIBUTES Intervention Point and awaken a dormant machine
As a wielder you begin with 10 Health and an Energy that will provide one service for you and your party.
Pool of 12. Your boost scores provide you with a Grit Upon completion of the service, it will either run out
of 1 and a Nerve of 2. of energy, deactivate or continuing to move about the
world on its own, impartial to you and your mission.
DISCIPLINES If the you intend to use the service for combat, the
All your disciplines start at 18, with Manipulate wielder gains access to the following ability that they
starting at 15. You have 5 points to reduce your disci- can use up to three times.
plines as you see fit.
Awakened A ssault
EQUIPMENT +0 ENERGY | ACTION | RANGED +2
Select a kit from the following options, or select your You direct, or cause a ancient machine to attack the target of
own equipment with 5 bits, your starting gear must your choice target.
include a weapon. Fortune: Deal 2 damage to two targets.
Temperance: Deal 2 damage to one target.
CAUTION Judgment: Deal 1 damage to one target.
Wield machines, a light shield and two light weapons.
The type of services that a player can request can
be quite diverse. Work with your narrator to help
HAVOC shape your idea or desired outcome to best fit the
context and scenario.
Wield machines, an explosive, and a light weapon.
Barrier P rojection You create a small blast which pushes your enemies back.
DASH | REACTION | RANGE 0
Fortune: Push any number of targets in your tile up to a
As a reaction, block all consequence damage against you or
maximum of 1 + [Insight] tiles.
your allies in your tile. Once the barrier absorbs 6 + [insight]
Temperance: [◈ - 1] Push 2 targets into a neighboring tile.
damage, it dissipates.
Judgment: [◈ ] Push 1 target into a neighboring tile.
K inetic Shockwave
DASH | ACTION | MANEUVER
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L ance WOE TALENTS
+2 ENERGY | WIELD | RANGE +
Create a lance of hard light which you blast into your enemies.
Intimidating Power
This attack can hit two targets in two neighboring tiles. +1 WOE | INTIMIDATE
Fortune: Deal [w]+[Grit] damage to the first target and [w] There are many people who do not fully understand the power
damage to the second. that the ancients have left behind. You can leverage their fears
Temperance: [◈ - 1] Deal 1 damage to all enemies in tile. by making a display of power. Take on a point of Woe to intim-
Judgment: [◈ ] Deal 1 damage to one enemy. idate your audience.
For the next two attacks, deal bonus damage equal to your
[Agility or Vigor].
PASSIVE TALENTS
Central Console
PASSIVE
9 12
Grit [ 1 ] Nerve [ 2 ]
Dashes
Features Talents
Gale Dash (dash)
Storyteller
Mirror Image (dash)
Recall or discover interesting
i n for m at ion b y a s k i n g t he Behind You! (+2 energy)
narrator a question.
Blunder (+2 energy)
Socialite Connection (passive)
You can lend your charisma to help
your allies. Lead the Attack (+2 energy)
Pidgin (passive)
Well Traveled
Encouragement (passive)
Pick four talents.
Feint (+1 energy)
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You are gifted with a silver tongue, seeking to unearth CLASS FEATURES
stories of a time long gone.
STORYTELLER
CLASS ATTRIBUTES People give up information far more willingly than
As a versifier you begin with 9 Health and an Energy most would assume, and you know just how to coax it
Pool of 12. Your boost scores provide you with a Grit out of them. You are a collector of lore, legends, and
of 1 and a Nerve of 2. gossip alike. If someone is looking for information,
chances are you already have it.
DISCIPLINES Spend an Intervention Point to ask the Narrator one
All your disciplines start at 18, with Social starting question, and they will answer truthfully. Remember
at 15. You have 5 points to reduce your disciplines as that the information you request should be relevant
you see fit. to your current situation. Questions could include the
following: (q)
EQUIPMENT - Do threats that lurk in a certain location?
Select a kit from the following options, or select your
- What is the reputation of a certain tribe that
own equipment with 5 bits, your starting gear must makes their home in this region?
include a weapon.
- You’ve spoken to the survivor of an ambush that
lives in the last sanctuary you visited. What did
CARETAKER he say about it?
One light weapon and two stimpacks.
SOCIALITE
GUARDIAN You can lend your charisma to help your allies over-
One light weapon, a light shield, and a stimpack. come a task. If someone is using a skill check from
the S oci al D iscipline , you can spend Energy Points
to boost their roll.
DASH TALENTS Fortune: Pick two allies. The next time they take damage,
reduce the amount by your [Presence] score. In addition,
the affected allies may choose to move one tile.
Gale Dash
DASH | ACTION Temperance: Pick two allies. The next time they take
damage, reduce the amount by 2 points. In addition, the
Move up to two tiles, the enemies in final destination are
affected allies may choose to move a tile.
pushed to a neighboring tile of your choosing taking 2 +
Judgment: Pick one ally, the next time they take damage,
[Agility] damage.
reduce the amount by 2 points.
M irror I mage
DASH | ACTION
Blunder
+1 ENERGY | ACTION | INFLUENCE | RANGE 1
As you zip across the battlefield, you leave numerous projec-
tions of your likeness in your wake, confusing any enemies You call attention to yourself by causing a ruckus, throwing
that target you. Move up to two tiles and ignore the next two insults, and distracting enemies from their assault.
Consequences your character would suffer.
Fortune: Deal [w] damage to one enemy. For the next two
rolls against it, reduce all thresholds by [Nerve]+1.
Temperance: [◈ - 1] Deal [w] damage to one enemy. For the
next roll against it, reduce the threshold for a Fortune by 1.
Judgment: [◈ ] Deal 1 damage to the enemy.
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Alexander Petty (Order #32804208) Drifter Playtest
Lead the Attack Connection
+2 ENERGY | ACTION | LEAD | RANGE 0 PASSIVE | INFLUENCE
You rally your allies with an infallible call, directing a coordi- When entering a new town you either know someone or can
nated charge against the enemy. find someone that can help you. Make an [Inf luence] and the
results are as follows:
Fortune: Deal [w] damage. Two allies gain +2 to their roll
and +2 damage to their next attack. Fortune: You know or find someone that can provide the
Temperance: [◈ ] Two allies gain +1 to their roll and +1 information or services that you are seeking.
damage to their next attack. Temperance: (+1 w o e) You find someone, but there’s a catch
Judgment: [◈+ 1] One ally gains +1 to their roll and +1 or some other form of complication.
damage to their next attack. Judgment: (+1 w o e) You are unable to find someone, or, if
the Narrator is up for it, you find something you weren’t
looking for.
F eint
+1 ENERGY | ACTION | INFLUENCE | RANGE 0
Trick your target into leaving themselves open for an attack. WOE TALENTS
Fortune: Deal [w] + [Presence] damage.
Temperance: [◈ - 1] Deal [w] damage.
Encouragement
Judgment: [◈ ] Deal 1 damage. +1 WOE | REACTION
10 12
Grit [ ] Nerve [ ]
Dashes
Features Talents
Dashing Strike (dash)
Safe Respite
Find a safe place to rest and heal Temporal Tear (dash)
50.
Alexander Petty (Order #32804208) Drifter Playtest
An expert at surviving and exploring the deep under- EXPERIENCED SURVIVOR
ground facilities. You are versed in keeping yourself and your allies
alive. If anyone in the group is performing a task from
CLASS ATTRIBUTES the Survival D iscipline , you can lend your expertise
As a versifier you begin with 10 Health and an Energy to help your ally overcome the task. When assisting
Pool of 12. Your boost scores are f lexible, and you can the ally, you can spend your energy to boost your
assign the values [2] and [1] into your Grit and Nerve ally’s roll.
as you see fit.
EQUIPMENT
DISCIPLINES Select a kit from the following options, or select your
All your disciplines start at 18, with Survival starting own equipment with 5 bits, your starting gear must
at 15. You have 5 points to reduce your disciplines as include a weapon.
you see fit.
SURVIVOR
CLASS FEATURES Two light weapons and your choice of either a stim-
pack or light armor.
SAFE RESPITE
When making camp or taking a long rest, you can GUARDIAN
you spend an Intervention Point to find a safe place. Two light weapons a light shield, and an explosive.
During this rest, you are safe from unexpected
encounters and each ally recovers 3 energy, and either VERSIFIER TALENTS
2 health or 1 woe. Any energy that you recover above Powered by energy, woe, and dash charges, your
your maximum, you get to keep as temporary energy talents allow you to interact with the world in various
points, lasting until the next scene. ways. Feel free to pick from your class list (below) or
from the general talent list (on page xx).
Make a [Fight] attack, and see below for the rest of the effects You find a sensitive spot where you can bleed your target.
of your attack.
Fortune: Deal [w] and cause your target to bleed [Insight]
Fortune: Move up to two tiles, dealing [w] + [Agility] damage every round until they take action to stop it.
damage to a number of enemies equal to your [Vigor]. Temperance: [◈ - 1] Cause your target to bleed [Insight]
Temperance: Move up to one tile, dealing [w] damage to a damage for two rounds.
number of enemies equal to your [Agility]. Judgment: [◈ ] Cause your target to bleed 2 damage for
Judgment: Move up to one tile and deal 1 damage to a number two rounds.
of enemies equal to your [Agility].
T rapmaker
3 COMPONENTS | ACTION | INFLUENCE
T emporal T ear
DASH | ACTION
Given enough time, you can create a dastardly trap that may
Using your dash module, you can create a temporary temporal entangle or injure your enemies.
rift, giving you precious seconds to turn the tide. Spending this
Fortune: Your trap deals [w] + [Nerve] damage, in addition
allows you to move one tile and reduce the cost of your next
pick an effect from the following options, they will last for
action by 2.
2 rounds:
Target is restrained unable to move.
Target is knocked unconscious unless attacked.
Target is poisoned; target takes [Nerve] damage.
Target is blinded; Judgment Consequences are reduced to
Temperance effects.
Temperance: [◈ - 1] Your trap deals [w] damage, addition-
ally, pick an effect from the previous options. It will last
1 round.
Judgment: [◈ ] Your plan either does not bear fruit, or your
trap is discovered, alerting the enemy of your presence.
They may wait, attack, or escape.
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Alexander Petty (Order #32804208) Drifter Playtest
Sneak Attack
+2 ENERGY | ACTION | SNEAK | RANGE 0)
The best fights are won when you already have the upper-hand.
Slipping out of view, you emerge behind your target dealing a
powerful blow.
Careful A im
+1 ENERGY | ACTION | AIM
You take a moment to will make this next shot count. Gain +3
to your next ranged attack roll.
WOE TALENTS
Survival Instinct
+1 WOE | PASSIVE | MONTAGE
10 12
Grit [ ] Nerve [ ]
Dashes
Features Talents
Safe Respite
Find a safe place to rest and heal
Experienced
Survivor
Lend your survival expertise
to your allies, keeping them
from harm.
Survival
Instincts
Pick three talents.
54.
Alexander Petty (Order #32804208) Drifter Playtest
In Development
56.
Alexander Petty (Order #32804208) Drifter Playtest
Disciplines
EXPLORAT ION SKILLS SOCIAL SKILLS
Skills used to explore or traverse the environment. Skills that will be used for most interacting with char-
Awareness -Noticing unusual things around you acters and creatures.
Balance – Remaining steady and positioned.
Climb – Scaling and traversing various surfaces. Empathy – Determining the emotional state of the
Jump – Propelling yourself over obstacles and chasms. target character or creature.
Lift – Pushing and lifting heavy objects. Handle Animal – Familiarity with taming, rearing
Reflex – Reacting to and dodging.
and riding various creatures.
Sneak – Moving silently and unnoticed.
Swim – Maneuver in water and bodies of liquid. Influence – Changing someone’s behavior to do what
you want them to.
SURVIVAL SKILLS
Intimidate – Getting others to do what you want them
Skills used for camping, navigating and surviving
outside the sanctuary. to through use fear and threats.
Cartography – Drawing and reading maps. Lead – Rallying or encouraging a group of individuals
Cook – Preparing various ingredients to make a meal. to take certain actions.
Craft – Creating objects in a given art or trade. Negotiate – Getting the best agreement, price or terms.
Forage – Finding food, water, and shelter.
Perform – Carrying out a memorable or distracting
Fortitude – Resistance to various kinds of pain and
punishment. performance.
Heal – Treating injuries, poison and disease. Resolve – The willpower or ability to push through
Nature – Understanding the natural world and exhaustion or pain and resisting fear.
predicting the weather.
Track – Following and identifying tracks.
COMBAT SKILLS MANIPULAT E SKILLS
Skills that are likely to be used for fighting. Skills that will be used for using remanent technology.
Access – Activate or deactivate facility functions.
Aim – Using ranged and projectile weapons and objects Repurpose – Your ability to use Librarian tech-
against a target. nology in an unintended way.
Defend – Defending yourself from attacks. Salvage – Harvest components which can be useful
Fight – Fighting in close quarters combat, utilizing for crafting or building.
anything from weapons, fists and claws Wield – Utilizing ancient weapons and wield
Maneuver – Moving effetely across the battlefield machines to devastate your enemies.
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Alexander Petty (Order #32804208) Drifter Playtest
to climb the surface, falling down, breaking the enemy’s attack.
climbing path, causing a landslide, causing an ally Common Consequences: Unable to stop the attack
to fall. from hitting you, losing a an exchange with an
enemy, getting feinted our outmaneuvered.
COOK
S urvival | I nsight EMPAT HY
P r e p a r i n g v a r i o u s i n g r e d i e n t s t o m a ke S ocial | P resence
a meal. Determining the emotional state of the target char-
Common Uses: Meals while camping, hosting acter or creature.
feasts, creating restorative foods, impressing others Common Uses: Perceive the current goals or imme-
with food. diate needs of a target, find reason to connect with
Common Consequences: Undercooked food, or help someone.
untreated ingredients, burnt, poor taste, wrong Common Consequences: Misunderstand the char-
creature component, bad cuts of meat, wrong herbs. acter/creature. Invoke a reaction from the target,
create misunderstanding.
CRAFT
S urvival | I nsight FIGHT
Creating objects in a given art or trade. C ombat | V igor
Common Uses: Making weapon augmentations, Fighting in close quarters combat, utilizing anything
protective items, and useful tools. from weapons, fists, and claws.
Common Consequences: Taking longer to make, Common Uses: Attacking an enemy, winning a
items breaking while being used, effects of created duel, wrestling or grappling.
items are minimized, has an unintended effect. Common Consequences: Getting hit, missing a
block, getting outskilled.
DEFEND
C ombat | V igor FORAGE
Defending yourself from attacks. S urvival | I nsight
Common Uses: Block ing incoming at tacks, Finding food, water, and shelter.
protecting someone else, parrying or dodging an Common Uses: Finding a safe place to rest, hunting
60.
Alexander Petty (Order #32804208) Drifter Playtest
Common Consequences: Situation escalates, target LIFT
E xplorat ion | V igor
becomes more hostile or calls your bluff refusing to
Pushing and lifting heavy objects.
interact with you.
Common Uses: Open blast doors, lift and move
JUMP heavy or large objects, throw large objects.
E xplorat ion | V igor Common Consequences: Object is heavier than
Propelling yourself over obstacles and chasms.
anticipated, object begins to move unexpectedly, is
Common Uses: Vaulting over objects, traversing
attached to or triggers something.
over gaps.
Common Consequences: Bad jump takeoff, slip- MANEUVER
C ombat | A gilit y
pery or difficult jump landing, objects in the way
Moving effectively across the battlefield, engaging
of trajecotry, over-jumped, or didn’t jump quite
and disengaging.
far enough.
Common Uses: Moving around the combat board,
LEAD safely retreating, or maneuvering around a target or
S ocial | P resence the battlefield.
Rallying or encouraging a group of individuals to
C om mon C on s e q ue nce s: Move me nt ge t s
take certain actions.
prevented, your charge is slowed down, your enemy
Common Uses: Inspire allies, reunite locals to a
blocks your path.
cause, organize a group.
Common Consequences: People are not confi- NAT URE
S urvival | I nsight
dent in your cause or ability to lead, someone has
Understanding the natural world and predicting the
a percieved better idea, someone is voicing discon-
weather.
tent bringing morale down, someone is challenging
Common Uses: Read t he weat her, identif y
your authority.
dangerous plants and ecologies, understanding
natural processes.
Common Consequences: Wrongly identify or
misjudge the cycle, creature, natural process, or
REFLEX
E xplorat ion | A gilit y
Reacting to and dodging attacks as well as hazards.
Common Uses: Avoiding objects, falling safely,
62.
Alexander Petty (Order #32804208) Drifter Playtest
S A LV A G E T RACK
M anipulat e | V aries S urvival | I nsight
From the remnant technology, harvest components Following and identifying tracks.
which can be useful for building or crafting. Common Uses: What left the tracks, how recently
Common Uses: Finding components in dead autom- did they pass through, what is the state of the target,
atons or ruined machines. how many creatures ran through.
Common Consequences: Getting shocked, causing Common Consequences: Follow the wrong tracks,
an explosion, damaging potentially good compo- lose the trail, misread the tracks, weather compli-
nents, feedback reaction. cates tracking.
SNEAK WIELD
E xplorat ion | A gilit y M anipulat e | I nsight
Moving silently and being unnoticed. Effectively use wield machines and hard light
Common Uses: Move around or up to a target unno- weapons.
ticed. Hiding or concealing characters or objects. Common Uses: using wield machines, using other
Common Consequences: Generate interest but ancient weapons.
not yet noticed, lose your cover, target finds or gets Common Consequences: Feedback, misf ire,
distracted by something you left behind, get caught. energy short, energy leak, unexpected reaction,
explosion, sputters or f lickers,
SWIM
S urvival | V igor
Maneuver through water and other bodies of liquid.
Common Uses: Swimming, holding breath,
Common Consequences: Struggle to make it
across, waves or other water features, dangerous
creatures.
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Alexander Petty (Order #32804208) Drifter Playtest
Item Cost Effect
Light Armor 3 bits Armor 1.
Medium Armor 5 bits Armor 2, Agility +1 energy, thresholds +2.
Heavy Armor 6 bits Armor 3, Agility +2 energy, thresholds +4.
M E DI U M A R M O R HEAVY SHIELD
Cost: 5 bits Cost: 2 bits
Armor: 2 Shield Defense: +2
Agility: +1 Energy Cost of Attacks: +1
Thresholds: +2
66.
Alexander Petty (Order #32804208) Drifter Playtest
• Damage: The amount of damage dealt per MELEE WEAPONS
attack, this is typically recognized as [w] damage Light Melee Weapons
in abilities. Cost: 3 bits
Range: 0
• Additional Energy Cost: Does attacking with Damage: 2 damage
this weapon cost additional energy? All weapons that you can wield in one hand, such as
power gauntlets, axes, whips and swords.
Note (Dual Wielding): You may choose to wield a Heavy Melee Weapons
weapon in both hands, doing so increases the energy Cost: 4 bits
cost and weapon damage by 1. Range: 0
Damage: 4 damage
UNARMED & IMPROVISED WEAPONS Additional Energy Cost: +1
Cost: 0 bits Weapons that require two hands to wield. These
Range: 0 can be giant hammers, polearms, war axes, and
Damage: Light (1), Heavy (2). big swords.
There are times where you will need to resort to
fighting with your claws, teeth and fists or anything RANGED WEAPONS
you can get your hands on. Light Ranged Weapons
Cost: 1 bits
Range: +1
Damage: 2 damage
Slings, blasters and pistols that are light in weight
and power. They are relatively easy to conceal,
allowing you to pull them out at a moment’s notice.
Small devices that allow you to create and manip- Throw your explosive into the fray, damaging enemies.
ulate Hyper Light into great destruction. Wielders Fortune: Deal 3 damage to all enemies in the tile
are most proficient with these, though other drifters Temperance: Deal 2 damage to all enemies in the tile
have been known to fall back on Wield Machines in Judgment: Deal 1 damage; Consequence (I).
a pinch as well.
Overcharge: Before you roll an attack, you can Stimpack
increase the damage output of your Wield Machines. Cost: 3 bits
For each extra point you want to increase your Use: 1/scene
damage, you must pay an additional 2 energy. This Effect: Restore 2 health or 2 energy.
cost is added to your base ability cost, though you A vital device that injects a fast-healing agent into
may reduce the cost depending on your relevant your body, providing a brief boost of life that can
ability score. make all the difference in a bad situation.
68.
Alexander Petty (Order #32804208) Drifter Playtest
Use R estorative
(+0 ENERGY | ACTION | HEAL | RANGE 0)
Module Expansion
Cost: 6 bits
Effect: Increase the number of dashes you have by 1.
Dash modules are tricky devices to work with
and improve. This enhancement provides enough
regulated energy for you to safely perform an addi-
tional dash.
(from roots, leaves, fruits, mosses, mushrooms, to Fortune: Create 3 consumables that you can distribute to
other unusual or unique organics). Collected by using your allies. When consumed, each recovers either 2 health
[Forage], [Nature], and ocassionally [Awareness], these or 3 energy.
ingredients can be utilized in [Cooking] to create short Temperance: Create 2 consumables that you can distribute
term consumable restoratives, or as part of applying to your allies. When consumed, each recovers either 1
the [Heal] skill. health or 2 energy.
Judgment: Create 2 consumables that recovers 1 energy, and
COOKING one will have actions cost +1 energy for two rounds.
Whether you’re preparing a fine meal to impress
Note for Narrators: Assuming t hat players
the respected members of a sanctuary, cooking up a are not abusing t he existing systems, you
well-earned meal after a great hunt, or scavenging could waive the need for tracking ingredi-
ents. That said, to prevent potential abuses
for scraps to just stay alive, the cooking skill is there
with the [Heal] skill, we recommend that char-
for you. acters can only benefit from [Heal] a number
When you want cook, you must declare what you of times per scene equal to their Grit score.
want to make, and spend the requisite ingredients.
A lso, it’s worth pointing out that we’re not
intending t he ing redients to be used as a
rationing-survival system (though you could very
much tweak the system to do such).
70.
Alexander Petty (Order #32804208) Drifter Playtest
HEALING
Ingredients can be used to apply the heal skill.
Heal
(+1 ENERGY & 2 INGREDIENTS | HEAL | RANGE 0)
of technology can be found which can be repurposed A small device that projects energy, intercepting incoming
into something useful for the drifters. Typically attacks for a brief time. Note: to be used requires you must
acquired using the the [Salvage] (Wielder-only skill), “Activate Simple Item,” you can only have one active at a time.
[Awareness], or [Forage] skills. Fortune: Intercepts 3 damage (health or energy) before
The exact nature of each component you collect being destroyed
does not need to be directly correlated or specified. Temperance: Intercepts 2 damage (health or energy) before
When you spend components it could instead relate being destroyed.
to a rare piece of technology, represent a complex Judgment: Intercepts 1 damage (health or energy) before
process, crafting methodology, or other abstraction falling apart.
as fits the use/scene.
We’ll be adding more cooking and crafting recipes as
we move along the playtest.
Enhance Weapon
(2 COMPONENTS | DOWNTIME | CRAFT )
72.
Alexander Petty (Order #32804208) Drifter Playtest
Alexander Petty (Order #32804208) Drifter Playtest 73.
Advancement
When you return to the relative safety of a sanc- You r adva ncement t rack has t wo t y pes of
tuary, you are able to spend your bits on upgrades advancements, General Advancements and Tiered
and advancements. Advancements.
By looking at your Advancement Track, you will find General Advancements are composed of 4 advance-
that there are two types of advancements, those that ments, and Tiered are a single advacement. You will
are single diamonds (Tiered Advancements) and those progress through the advancement board from left
composed of 4 diamonds (General Advancements). to right, filling in the dimonds as you purchase your
Each diamond costs 4 bits to advancements.
When you purchase an Advancement you will be Spending 4 bits allows you to pick an advancement
purchasing your advancements from left to right, so from the list provided below. Once you settle on one
your first advancement will be the Explorer advance- of them, look to the XP section of your character
ment. Then your next 4 Advancements will be General sheet and fill out one diamond on the left, continuing
Advancements, and so on. towards the right with each new advancement. Bits
◊ Tiered Advancement - Explorer may also be spent on special equipment, though this
◊ General Advancements (4) doesn’t count towards your XP progression.
◊ Tiered Advancement - Hero
◊ General Advancements (4) GENERAL ADVANCEMENTS
◊ Tiered Advancement - Paragon • Distribute two points across your Health and or
◊ General Advancements (4) Energy pool as you see fit.
◊ Tiered Advancement - Legend • Add a new Talent from either class or general list.
• Reduce one of your Discipline Thresholds by 1.
74.
Alexander Petty (Order #32804208) Drifter Playtest
TIERED ADVANCEMENTS EXPLORER
As your drifter advances, you will start to specialize You have just begun your journey, and still have
in one way or another. This takes the form of Tiered much to travel. The world is bigger than it seemed,
Advancements, as you acquire one you (picking from and despite the clarity you have found, there are only
the list below), you gain it’s benefits. In addition, more questions that need to be answered.
your path tiered advancements will provide you new When you gain the explorer tier, pick one of the
advancements that you can pick in addition to your paths below and gain it’s benefits.
existing options.
Advent urer
Benefits: Gain 2 points to distribute across your four
ability scores as you see fit.
Pat hfinder
Benefits: Gain 1 point to put in either of your
boost scores.
Journeymen
Benefits: Gain 3 Health and 3 Energy.
Propriet or
Increase dash distance by one tile. Gain access to the
following talents:
• Dash Deflect:
• Killing Dash:
Gunsmit h
You are able to use your components to modify and
create weapons. Gain access to the following talents:
• Improved Blast:
• Increase Range:
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Alexander Petty (Order #32804208) Drifter Playtest
Alexander Petty (Order #32804208) Drifter Playtest 77.
Intervention Points
The recommended amount of Intervention Points Use - Class Abilit y
is equal to the number of people partaking in the Each class has their own unique way to spend
adventure. Intervention Points.
Delvers: Creates a safe space to rest, recovering
POINT S AT T HE T ABLE: extra Energy and Health.
Using physical objects like tokens or coins to represent Warriors: Allow some characters to gain the first
the group’s available Intervention Points is advised in strike in combat.
order to keep everyone aware of their availability. Wielders: Activate a dormant machine to provide
a simple service.
GAINING AND USING Versifiers: Recalls useful information about an
INT ERVENT ION POINT S area or person.
Use - Upgrade a R e s u lt
Likely the most common use of Intervention Points. Gain - Downgrading a R e s u lt
When you are unhappy with a roll result, you Players may choose to downgrade the outcome of a roll
may spend a point to move your roll result up one (Fortune -> Temperance, or Temperance -> Judgment) in
threshold. order to add a point to the Intervention Point pool.
78.
Alexander Petty (Order #32804208) Drifter Playtest
Gain - Narrat or Int ervent ions
When the Narrator raises the stakes during a scene
or battle, it’s called an Intervention. When an
Intervention is invoked, a point is added to the pool.
G a i n - C o mm u n i t y R e c o g n i t i o n
If a player makes a important decision, memorable
action, or does something of great significance at the
table or in the story. Someone at the table can nomi-
nate that player for community recognition. If all
players at the tablet agree, then add a intervention
point to the pool.
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Alexander Petty (Order #32804208) Drifter Playtest
DI S C I P L I N E M O DI F I E R R E S O LV I N G B U R D E N S
In addition to being unable to use one skill, burdens Once you’ve acquired a burden, you can attempt to
will make all the skills in it’s discipline more diffi- resolve it. Much like knacks, pick from the list of reso-
cult to perform and succeed. Starting with a base of lutions to
2 + modifier(s), each burden you acquire will increase • Indulging in a vice at a sanctuary (spend 4 bits)
both Judgement and Fortune thresholds. Your roll • Resting at a discovery
result will determine what your modifiers will be • Undoing a past wrong
(Temperance +1, Judgment +2). If you have multiple • If another character uses the Empathy skill on the
burdens that apply to the same discipline, they will character with the Negative Condition and receives
stack. The final number, will be used to modify that Fortune or Temperance
disciplines Fortune and Judgment thresholds.
BURDENS LIST
You currently have the unresolved Directionless (
+1 ) burden. This means your Survival thresholds • Lost - Track | Survival
all increase by +3 ( 2 + 1 ). • Directionless - Cartography | Survival
If you acquired a second burden, and happened • Confused - Forage | Survival
to pick Confused ( +2 ), your Survival thresholds • Afraid - Handle Animal | Social
would increase to +5 ( 2 + 1 + 2 ).
• Insecure - Influence | Social
D ur ing your advent ures you resolve your
• Tasteless - Cook | Survival
Directionless ( +1 ) bane, leaving you with just
Confused ( +2 ) . This means your new total modi- • Creative Block - Craft | Survival
fier for Suvival is +4 ( 2+2 ). Once you remove this • Afraid - Handle Animal | Social
bane, and there are no other Survival banes, then
• Indifferent - Negotiate | Social
the penalty would fall off althogher.
• Irritable - Empathy | Social
• Exhausted - Jump | Exploration
• Anxious - Perform | Social
• Timid - Lead | Social
benefits to those who do. Duration: Until the end of the Scene
Second Wind
Effect: Regain all your energy and distribute 4 points of
energy between your allies.
Duration: Immediate
82.
Alexander Petty (Order #32804208) Drifter Playtest
Alexander Petty (Order #32804208) Drifter Playtest 83.
Corruption
One reason many do not leave the safety of the sanc- CORRUPTION TIERS
tuaries is to protect themselves from corruption. A There are 5 corruption tiers, these do nothing for
sort of sickness eventually aff lict all drifters and players, but do provide the narrator with some useful
eventually consumes them. tools to aid you in your adventures
On your character sheet you will find a corruption
track that has 12 marks broken out into various tiers. TAKING ON CORRUPTION
These tiers don’t do anything for you, the player, but There are a few things that players can do to take on
serve as benchmarks of how far along your corruption points of corruption.
is and how you may choose to have it manifest.
As you advance in corruption you will fill out each Not Today
diamond, progressing from left to right. If you are reduced below 0 hit points, you fall unconscious
You may take on a point of corruption from and take a point of Corruption and Woe.
exploring the depths of an ancient facility, or make You can choose to take on two points of corruption if you
a [fortitude] save against corruption when fighting want to regain all your energy and continue fighting.
show symptoms, but this does not impact your ability the narrator (if they so choose) can offer you a bargain.
84.
Alexander Petty (Order #32804208) Drifter Playtest
CORRUPTION GIVING OUT CORRUPTION
FOR THE NARRATOR There are multiple ways that you can give out corrup-
tion to your players. It’s important to try and distance
Corruption is a representation of the Drifter’s sick- out instances of corruption. Although many of the
ness in the Hyper Light Drifter video-game, where examples could be stacked multiple times in an
over-time the main character is visibly, slowly dying venture, its not the intent to have them all applied at
to a unknown condition and is both driven and once. Pick the one that best fits how the party
haunted by it.
In the tabletop rpg, corruption can function as EXPLORAT ION
an important pacing tool. However, on the f lip-side Corruption gained while exploring will likely not
this could also be a very natural approach to having allow a save.
players make meaningful sendoffs of their drifters • Venturing inside a corrupted location.
and remembering their past deeds. • Resting inside a corrupted location.
If it leads to the end of a campaign, thats all in the • Reaching a particular depth in a corrupted location.
natsural course of things.
Another thing to think about is whether the party COMBAT
will have a shared corruption track or have indi- • Fighting a corrupted creature (save)
vidual ones. • Corrupted creature uses a special attack (save)
MANIPULAT E
• Interfacing or manipulating corrupted tech. (save)
TURN ORDER
When you enter combat, when each player will get
to act, this is known as initiative or turn-order.
Right before combat begins the Narrator will ask the
players to make an initiative save, for this roll disre-
gard the thresholds. Players can roll either [Ref lex] or
[Awareness], applying boosts as they see fit. Enemies
have static values for their initiative, and enemies
of the same type usually act on the same initiative
order unless otherwise specified. Record all of the
final initiative values and order them from highest
to lowest, and let the encounter begin.
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Alexander Petty (Order #32804208) Drifter Playtest
REACITON ACTIONS T hrow Explosive
+1 ENERGY | ACTION | AIM | RANGE +)
You can use this ability to reduce damage of a single action to 0. Fortune: Deal 3 damage to all enemies in a tile
Temperance: [◈ - 1] Deal 2 damage to all enemies in a tile;
R eposition
+1 ENERGY | ACTION | MANEUVER)
Melee attack with a weapon of your choice. You level your weapon with your enemy, staring your enemy
down with an unfaltering gaze. They pause, wary of your
Fortune: Deal [w] + 2 damage.
intent, giving you a few valuable seconds to recover.
Temperance: [◈ - 1] Deal [w] damage.
Judgment: [◈ ] Deal 1 damage. Note: you could also use [Intimidate] for this ability.
Attack enemies far away from you. Range depends on the F ull Defense
+2 ENERGY | ACTION | DEFEND | RANGE 0
utilized weapon.
Assume a defensive stance to block or parry incoming attacks,
Fortune: Deal [w] + 2 damage.
shielding you and your allies from harm.
Temperance: [◈ - 1] Deal [w] damage.
Judgment: [◈ ] Deal 1 damage. Gain a pool of points used to reduce Health and Energy
damage based on your roll.
Note: You can use these points to reduce conse-
quence damage.
Fortune: Gain a pool of 2[Shield Defense + 1] points you can
use for yourself or all allies regardless of tile location
Temperance: Gain a pool of [Shield Defense + 2] points you
can use on yourself or allies in your tile
Judgment: [◈ ] Gain a pool of points equal to [Shield Defense]
or 1, whichever is higher to use on yourself or allies in
your tile
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Alexander Petty (Order #32804208) Drifter Playtest
Heal Other Skill
+1 ENERGY & 2 INGREDIENTS | ACTION | HEAL | RANGE 0 + ~1-2 ENERGY | ACTION | RELEVANT SKILL
Take a moment to apply aid to yourself or your allies. Utilize a skill in a reasonable, yet creative way to produce
an interesting outcome.
Fortune: Pick one of the options below: you may distribute
Fortune: Desired outcome is attained.
the Energy and/or Health between yourself and one other
Temperance: [◈ - 1]: Partial success at execution, however
ally in your tile.
something goes wrong or something unexpected occurs.
Heal 3 Health
Judgment: [◈ ] The plan either starts to work or goes
Heal 5 Energy
horribly wrong.
Heal 2 Health and 3 Energy
Temperance: Pick one of the options below: you may
distribute the Energy and/or Health between either your-
self or one other ally in your tile.
Heal 2 Health
Heal 3 Energy
Heal 1 Health and 2 Energy
Judgment: Either you or an ally in your tile, heal 1 energy.
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Alexander Petty (Order #32804208) Drifter Playtest
LEVEL I. LEVEL IV.
• 1 health damage • 4 health damage
• 1 energy damage • 4 energy damage
• Knock-down • Combination
• 3 health + 2 energy
LEVEL II. • 2 health + 3 energy
• 2 health damage • Knock-down + 2 health or energy damage
• 2 energy damage • Force move one tile + 2 health or 3 energy damage
• 1 health + 1 energy damage • Summon enemy (2).
• Knock-down + 1 energy damage
• Force move one tile
LEVEL III.
• 3 health damage
• 3 energy damage
• Combination
• 2 health + 2 energy
• 2 health + 1 energy
• 1 health + 2 energy
• Knock-down + 2 health or energy damage
• Force move one tile + 1 health or 2 energy damage
• Summon enemy (1).
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Alexander Petty (Order #32804208) Drifter Playtest
To demonstrate: The party needs to travel to the mountains to investigate why the water has stopped f lowing. The
narrator decides to start a montage to get the players to the base of the mountain, stating that each action will cost
2 energy and that a Judgmentwill result in everyone losing 1 Health and 1 Energy. A Temperance result would cause
the player to lose 2 Energy, while everyone else suffers a loss of 1 Energy.
Player 1 starts. To start off the journey right, they use Nature to forecast favorable weather in order to avoid
running into any storms. Player 1 has 2 Intuition, and thus does not need to spend any Energy to execute the action.
They roll and get a Judgment, deciding against boosting their roll to a Temperance. All players take 1 Health and 1
Energy damage.
The narrator starts, explaining that Player 1’s character attempts to read the weather, making a prediction that will
likely affect the party later during the journey.
Player 2 starts, and picks Fight, perhaps because the incorrect weather prediction caused the group be forced to seek
shelter in a ruined facility. Said facility might be already occupied, which is where Player 2’s Fight action comes into
play. Player 2 has a Vigor of 1 and spends 1 Energy to execute the action. Player 2 rolls a Fortune.
The narrator chimes in, recapping the events that have taken place thus far. “You all start off on your journey,
following a path along a river which Player 1 predicted to be optimal for avoiding a nasty storm. Lo and behold, the
unfavorable weather welcomed you with open arms, and you must seek shelter if you want to wait out the storm and
live by the end of it. You are lucky to find an old dam facility along the river, a structure that seems safe enough to
hide in. You make camp, keeping watch, though you find yourself as trespassers within the home of a group of Ogres.
They are drawn up by the smell of your cooking. You fight them off successfully, but what would you like to do? Kill
all of them? Kill just enough to scare the remaining Ogres back into the depths of the facility?
Player 2 decides on the latter, thinking the group could come back later.
The narrator agrees, informing the players that they slew a couple of mutated Ogres, forcing them into a retreat into
the darkness. Then, Player 3 is asked to continue the story.
This goes on until every player has their turn twice. Then, the group will arrive at their destination.
100.
Alexander Petty (Order #32804208) Drifter Playtest
BLADEBOT (2)
Health: 12
Initiative: 11
Consequences:
Ju dg m ent: P refers 1 hea lt h d a m age a nd
knock-down
Attacks: Only one bladebot makes an attack
Variant s:
• Reinforced: 16 health
• Self Destruct: Upon the bladebots death, all char-
acters in the tile need to make a [ref lex] save or
take damage from the blast.
• Energy Shield: Reduce incomming damage by one.
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Alexander Petty (Order #32804208) Drifter Playtest
DRIFTER (2) Variant s:
Health: 20 • Armored: Increase Combat thresholds by +2, and
Disciplines: Combat +1 reduce all incoming damage by 1.
Initiative: 11 • Wielder: gain the Lance ability.
Attacks: Drifters make one attack per 2 drifters in
the fight. L ance (R ange 2 | R eflex)
Pick two targets, within two tiles, they both must make a
Blade Slash (R ange 0 | Defense) [Ref lex] or take damage.
Temperance: 2 health Temperance: 2 damage
Judgment: 3 health Judgment: 4 damage
Blaster F ire (R ange 1 | R eflex or Defense) • Delver: gain the Wither ability.
Temperance: 2 health
Judgment: 3 health Wither (Passive)
All damage sources of health damage also deals 1 point of
Special Act ions: energy damage.
• Dash: If a drifter takes more than 6 damage, the drifter
will use their dash module to evade as much of the • Versifier: gain the Taunt ability.
attack as they can. The Dirfter moves one tile and
takes half the total damage. This ability can only be Taunt (R ange 1 | R esolve)
used once. Target one opponent to make a [Resolve] save
Temperance: 1 energy damage and increase Judgement
• Grenade: At the start of a round, a drifter may throw threshold for the encounter by 2.
a grenade, all players in the target tile must make Judgment: 1 Woe damage and increase Judgement threshold
a ref lex or take 3 health damage or 2 health and 1 for the encounter by 2.
energy damage.