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THE DICTATOR CLASS DICE: D4

A LITTLE EMOTIONAL NUDGE


When you have your D4 and could get an edge from subtle emotional manipulation,
YOUR NAME: roll it as part of your dice pool and increase any other dice’s result by its value.

You read a sad story. You cry. Do you


think that’s sinister, as if someone has
artificially taken over your emotions? Of
course not. That’s just what art is.
Anyone who’s ever met a Dictator
would disagree.
By performing, they alter other people’s
emotional states. Dictators play people like
a musician plays a harp. They can pluck the
strings. They can snap them.
They’re like bards, if everyone was
fucking petrified of bards.

PLAY A DICTATOR IF YOU WANT TO….


• Be an artist whose performances
warp others’ emotions, and even
create magical effects.
• Use your imagination and
creativity to work out exactly
what your awful gift can do.
• Be hated and feared for very
good reasons.

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the start Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT PICK ONE YOUR LOOK PICK ONE
† A dagger and a ranged weapon. You are wearing (Defence 0):
5 LOSE 1 DICE PER 6 5 4 Bow, pistol or something else. † Austere, severe angular outfits
DIFFICULTY † A rapier. † Flamboyant, straight out of a stage
6 SUCCEED IF ANY DICE REMAIN Use Dex instead of Str for its dice show
pool. Special: recover one Guard. † Spectacular eveningwear
7 SPEND 6+s FOR 6 5 † Magical death touch. † Something else:
SPECIALS May use Dex instead of Str for its dice
pool. This weapon is concealed and
cannot be taken from you.

NOTES
THE VOICE
The Voice is the Dictator’s gift and it lets you issue commands
with magical force. Emotions are tweaked, even to supernat- M LOV
IMIS E
ural extremes. The Voice can easily make people cry with joy. OPT

It can make people cry so hard their face slowly melts away in SERENITY

impossible ecstasy.

AC
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JOY

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AN
DICTATING EMOTIONS

SS

IN

SUB
ENE

E
ON
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SELECT YOUR EMOTION PALETTE

IP

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ECSTASY

IC
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ION
AN

AD
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Choose a spoke from the emotion wheel (right) to be your

AGG

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AT
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focus: these are the emotions you manipulate.

ON
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APREHENSION
ANNOYANCE

TERROR
ANGER

FEAR
RAGE
THE TELL
The Voice lets you issue commands with magical force. When

T
EN
LO
you control emotions, you merely speak commands aloud, but

EM
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CON

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something gives you away. What is it?
GRIEF

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SE
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AW
TEM

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RP
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PT

ON
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SADNESS

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AC
† Strange facial scars appear (visibly obvious)

DO

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† Demonic, loud voice (impossible to whisper)
† Strange smells emerge from your mouth (scent lingers) PENSIVENESS

† Something else:  REM


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THE PERFORMANCE
When hearing the Voice, the target knows what is happening. Pass your D4 to a player whose character you’re influencing.
It just doesn’t matter. Just because you know an emotion has To affect anyone else with your powers, you must reclaim your
been created doesn’t mean it’s any less of a real emotion—it’s D4. This is instant and ends that compulsion.
likely an emotion more powerful than the target has ever felt.
“Fear” and “me” could lead to someone running away from
To use The Voice, pick the emotion(s), say what you’re saying you. Or it could lead to their heart exploding in sheer terror,
(the emotion plus a subject is a useful formula – Fear Me, Fear depending on the intensity. But you’re an artist, Dictator. You
the colour Green, Fear oxygen…) and roll a Cha dice pool plus can be more imaginative. What could “fear” and “failure” do to
your D4. Lose 1 success for each target past the first. The D4 someone? Only one way to find out.
shows the effect’s Intensity, and each successes lets you add
or subtract 1 from it. The final Intensity affects the Audience You will decide in the Magic Circle ritual (p. 110) at the start
according to your goal – Control or Attack. of the game what will be possible, and who you’ll be able to try
to control or attack. The standard way to play DIE is that you
• Control: Manipulate them with the emotion and steal their can’t use the voice to influence Personas but you can use the
agency. +1 Disadvantage per Intensity on actions opposing voice to attack them.
the compulsion, +1 Advantage on actions that support it.
Complete control if Intensity exceeds Willpower.

• Attack: Make them feel so hard it hurts. They take +1


Disadvantage per Intensity on attacks, and are killed or
incapacitated if Intensity exceeds Willpower.

INTENSITY OF EFFECT
1 Enough to influence them. If Intensity < Willpower,
2 They feel it intensely. targets may resist with a Wis
3 They feel it as intensely as roll at a Difficulty of
most people will ever feel it. 1/2 Intensity.
4 More intense than love for
a soulmate. On a Crit Fail, you’ve broken
5 All-consuming obsession. them; the influence
6+ Supernaturally intense. is permanent.
Likely lethal.

THE DICTATOR AND CONSENT


It’s possible for the Dictator’s voice to take consent away from characters. It must never be used to take consent away from players.
Every DIE game starts with Preparing The Magic Circle (p. 110) which includes a stage where the group delineates what the
Dictator can or can’t do, and whether Dictators will even be in the game. No matter what’s decided, Dictators should use the safety
tools (p. 142), get consent from all players and check in frequently throughout play.
THE GODBINDER CLASS DICE: D12
GUIDANCE
You can add your D12 to your dice pool any time your god’s power is influencing it,
YOUR NAME: whether Scripture or Miracle. If it comes up 1 on a Scripture roll, gain 1 God Debt.

You don’t believe in gods.


They exist, obviously. You owe the Fire
God for that time he burned that fortress,
and you’ve got that favour from the God of
the Wild when you saved her rainforest. But
believe? That’s a strong word.
You don’t believe in gods. You believe in
tools. Useful tools.
Because if you think about it,
the difference between “cleric” and
“demonologist” is the same as the one
between “freedom fighter” and “terrorist.”

PLAY A GODBINDER IF YOU WANT TO….


• Unleash the power of a pantheon of
your own design on the world.
• Barter with your gods for anything
you want… for a price.
• Deal with the awful costs of the deals.

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 start of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT PICK ONE YOUR LOOK PICK ONE
† Two-handed hammer, heavy You are wearing (Defence 0):
5 LOSE 1 DICE PER 6 5 4 protection (Defence 1) † Heavy-metal holy crusader, looking
DIFFICULTY † Quarterstaff (Special: recover 1 Guard), for trouble
6 SUCCEED IF ANY DICE REMAIN robes or loincloth † Beatific holy seer, looking for peace
† Worn leather gear, dagger or † Wild tattoos, frenzied eyes, looking for
7 SPEND 6+s FOR 6 5 knuckledusters, a set of knives in a drugs
SPECIALS carefully concealed hiding place † Urbane street magician, looking for
the gold in someone’s pocket
† Something else:


NOTES
CONTRACT WITH GOD
Choose one of the gods on the right, or from p. 87-96 of the
manual: this is the god you have a special relationship with. , GOD OF LIGHT LEVEL
What’s their name? You have the first level of a relationship The classic god of healing and protection, though DEBT
with the god, with all the benefits described in its entry. “caring” need not mean “kind”.

SCRIPTURE SCRIPTURE: HEALING LIGHT. Heal a target within a short distance.


All Godbinders gain access to three basic spells – Scripture 1 Health healed per success, up to your level in this god.
shared between all gods: Special: 1 extra Health healed.
Special: Disadvantage to anyone attacking the target for the
<Noun> Blast rest of an encounter.
Attacks a target within medium range. Special: Target gains Advantage to any attack made against
creatures of darkness for the rest of the encounter.
Heal
Heals 1 Health to a character within a short distance. Max 1 use
per character per encounter. , GOD OF THE WILD LEVEL
DEBT
A god of animals, plantlife and all things druidic.
Detect <Noun>
Determines if any of the <noun> is within a short distance. SCRIPTURE: FURIOUS BRIARS. Create an area of aggressive plant life
<Noun> can be any noun related to the god; for example, “The God of The
which attacks all enemies within close range of you every round
Wild” could fire thorn-blasts and detect wildlife.
for the rest of the encounter, dealing 1 damage per success up to
your level in this god. You can move freely through the area.
To cast a Scripture, roll a Wis dice pool plus D12 with a Special: immobilize target, Str test to break free.
Difficulty of 0 (see Guidance). If you succeed, the Scripture
works as described in its entry. , GOD OF FIRE LEVEL
A god of immolation, passion, destruction and DEBT
GOD DEBT perhaps invention.
God Debt determines whether you owe a god, or a god owes
you. For each god, you can accrue up to 5 God Debt. You may SCRIPTURE: FIRE BLAST. Ranged attack, single target, medium range.
also be in credit to a god up to -5 God Debt. Special: ignite foe, inflicting 1 Hit/round til extinguished.
God Debt can be called at any time it’s positive, with the god Special: this attack also affects an extra close target (up to your
requesting a task of you: levels in this god).

If accepted and completed, the God Debt is removed and the , UNDERWORLD GOD LEVEL
God is satisfied the task is completed. Some death gods are loving. Some are hateful. DEBT
They each have a place for us all.
If accepted and failed, the God Debt stays the same as the
God is not yet satisfied. SCRIPTURE: THE SKELETONS. For every success, summon one stop-
motion skeleton or similar bone-construct per level in this god. All
If refused, the Godbinder suffers 1 Wound for every point of their stats are 2, and they have Health 2, Guard 0 and Defence 0. They
God Debt the God chooses to remove. follow your orders, but are otherwise non-sentient. Casting the
Scripture again will destroy all skeletons from a previous casting.
You can remove God Debt by acting in a manner according to
the god’s desires. A Godbinder may be proactive and suggest , ELDRITCH GOD LEVEL
particular acts to the gods. A god beyond our imaginations, wrapping their DEBT
cold tentacles around existence. Its believers tend
MIRACLES to end up dead. Be careful.
At any point, you can speak to a god and request a Miracle. If
the god is willing, they’ll give you a cost in exchange for the SCRIPTURE: SACRIFICIAL KNIFE. Summon an unholy blade of el-
miracle. If you agree, the miracle happens. If not, it doesn’t. If dritch design. To use, inflict a Wound on yourself and gain a num-
you break a promise made here, the spurned god immediately ber of Advantages equal to your level in the god on your attack.
gets God Debt according to the scale of the Miracle. Special: if this hit kills a living target, remove one debt to the
Eldritch God.
Costs might include…
• Taking on God Debt
• Performing a specific task for them immediately  LEVEL
• Owing them an open ended favour DEBT
• Making a specific promise you will fulfil in the future
SCRIPTURE:
THE NEO CLASS DICE: D10
Gifts of the Fair
You can add your D10 to your dice pool any time
YOUR NAME: you’re assisted by an activated Gift.

Adventurers love gold. With their pro-


pensity for taking anything that isn’t nailed
down makes them all thieves… which
makes the classical fantasy prejudice
against rogues a little odd. They’re all at
it. Why do rogues get the glances?
But anyone who’s ever met one knows
why people are suspicious about the Neo.
There’s a special kind of gold, and the
Neo’s magical technology needs to be acti-
vated by this every day. If they can’t find
enough then all their gifts mean nothing.
They can’t skip between shadows, dance
through the sky or punch a hole through
a Fallen’s head from half a mile away.
Adventurers all want gold but no-one
needs it like a Neo.

PLAY A NEO IF YOU WANT TO….


• Be the chromed-up cyberpunk rogue
in the fantasy adventuring party.
• Select from an armoury of magic-
cybernetic gifts you can personalise
to your heart’s content.
• Hunt desperately for the next score
to fuel your powers.

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 start of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT YOU START WITH: YOUR LOOK PICK ONE
• A dagger (or any pointy thing You are wearing (Defence 0):
5 LOSE 1 DICE PER 6 5 4 which stabs) † Black leather, studs and chrome,
DIFFICULTY • Another close weapon (short sword, white leather, bleach and catsuits
6 SUCCEED IF ANY DICE REMAIN a second dagger, or something else) † Billowing black cloak and sinister
• A ranged weapon (pistol, a rifle, or scarlet eyes
7 SPEND 6+s FOR 6 5 something else) † Exposed metallic exoskeleton and
SPECIALS vat-grown muscle
† Something else:

NOTES
FAIR GOLD Keep track of how many Fair Gold you possess.
They’ll disappear at dawn.

Fair Gold is the techno-magical fuel which powers your gifts. OVERCHARGE
It takes the form of small coins, most commonly found in the You can use extra Fair Gold to simulate an upgrade in a one-
corpses of Fallen, but you will find other sources. Your AI tells off fashion. To overcharge an activated gift, describe your de-
you if any Fair Gold is nearby. sired effect. The GM sets a cost (in gold) to achieve this effect.

A single piece of Fair Gold will activate one of your gifts (and Spend the gold, and roll your D10:
its upgrades) until the following Dawn. Each Neo has a slot on
their body where they can insert the coin – normally the neck, • If the result is odd, it works perfectly.
but you may vary. • If it’s even, it mostly works but something goes amiss.

NEOTECH One gold is enough to temporarily remove a Gift’s limitations,


You always have an AI system and basic ability to access the extend its capacities or ape an Upgrade.
Fair Field—an invisible technological data network. Your AI
system is capable of talking with you and performing basic Two gold is enough to improve the gift in several ways.
tasks relating to your gifts and upgrades.
Three or more gold let you perform truly spectacular feats.
To use your Neotech to hack Fallen, computers, automated
systems and anything technological, roll a dice pool based on
your Int. Each success lets you bypass a particular problem
your target is causing. The dice pool has a Special: actively
subvert the system to perform one action.

GIFTS OF THE FAIR


The Neo has access to otherworldly cyberpunk technology— Gifts all have narrative effects in addition to mechanical ones;
robotic limbs, loyal automatons, smart weapons, and more— they allow you to perform suitable associated tasks. A jetpack
known as gifts. When creating your Neo, select one technomagical lets you fly. A teleporter lets you teleport.
gift from the list below, and one of its upgrades. Alternatively,
you can pick gifts or upgrades from p. 73-78 of the manual.

NEO GIFTS
 GUN  ACTIVATED  BLINK TELEPORTER  ACTIVATED
The Fair have gifted you with an arcane firearm. Works as a You can chain together short-distance teleports, about as far as
normal ranged weapon without being activated. you could jump with a run up.
† Explosive. Your ranged attacks gain Special: apply an extra † Combat Shift Protocol (Defensive). Gain +1 Defence.
individual hit to another target in the vicinity. † Telefrag. You can use your teleportation offensively by tele-
† Homing. Your ranged attacks gain Special: this individual porting something inside your target. Your melee attacks
hit—not the whole attack—bypasses Guard. gain Special: Target suffers one Wound.
† Tracking. Its attacks gain Special: the target can be reliably † Shift-TK. You can teleport small nearby objects.
traced for 24 hours.
 ENERGY WEAPON  ACTIVATED
 LIGHT FIELD PROJECTOR  ACTIVATED You have a searing energy weapon. If you wish, you may use
You can generate an utterly convincing visual illusion or make Dex for its dice pool instead of Str. Works as a normal blade
yourself practically invisible. without being activated.
† Reactive Combat Invisibility (Defensive). Gain +1 Defence. † Phantom. Your close combat attacks gain Special: This indi-
† Distance Projection. Your illusion continues when you leave vidual hit—not the whole attack—bypasses Guard.
an area. † Searing. Your close combat attacks gain Special: Ignite
† Active Update. You can project an illusion onto yourself in opponent, doing 1 Hit per round until extinguished.
real-time as a disguise. † Fatality! Your close combat attacks gain Special: If this attack
kills an opponent, describe a particularly horrific death sequence.
 PET  ACTIVATED All opponents capable of being horrified in the area suffer 1
You have an awesome cybernetic pet. When summoned, it’s Disadvantage when fighting you for the rest of the encounter.
also autonomous and capable of following instructions. Its
Defence is the same as yours. Any Wound inflicted on your pet   ACTIVATED
is transferred to you. When Wounded, it dematerialises and
reappears beside you.
† Distracting. If your pet assists you in an attack, you gain
Special: Remove 2 Guard.
† Tracker. If given a sample of a target, the pet can lead you to it.
† Alert. The pet alerts you to any ambush before it happens –
you always start with full Guard.
THE FOOL CLASS DICE: D6
You can add your D6 to your dice pool any time you’re acting in a foolish,
daring or cavalier fashion. In any dice pool which includes the Fool’s D6, you gain:
YOUR NAME: Special: Roll another D6 and add it to the present dice pool.

Always look on the bright side of life,


as the song goes. It’s true.
If a Fool’s laughing, you’ll get out of this
hell alive. If you get a laugh, your enemies
won’t be laughing for much longer. Don’t
take things too seriously, and it won’t get
too serious. At least, for the Fool.
The Fool’s the swashbuckler, a romantic
rogue, the life and soul of the adventuring
party. The rest think they’re irresponsible,
but the Fool’s abilities mean the only
responsible thing to do is be irresponsible.
Screw everyone else if they can’t take a joke.
Fools rush in... and their friends have
to deal with the consequences.

PLAY A FOOL IF YOU WANT TO….


• Bound into action with a grin,
knowing your luck will protect you.
• Get out of any situation by the skin
of your teeth, even if it means mak-
ing a few sacrifices.
• Deal with the chaos when pushing
your powers too far inevitably bites
everyone on the ass.

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 start of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT PICK TWO YOUR LOOK PICK ONE
† A fine noble longsword. † A pistol or other You are wearing (Defence 1):
5 LOSE 1 DICE PER 6 5 4 Get 1 Advantage talking ranged weapon. † Light fabrics, exposed
DIFFICULTY
with regal sorts (and those † A cutlass. Get 1 skin, a big grin
6 SUCCEED IF ANY DICE REMAIN impressed by them). Advantage talking to † Black leather, a deck of
† A rapier. Use Dex instead underworld sorts and cards and fast fingers
7 SPEND 6+s FOR 6 5 of Str for its pool. Special: impressionable romantics. † A long cloak balanced
SPECIALS
Recover one Guard. † Martial arts. May use between elegantly-
† Concealed throwing Dex instead of Str for its wasted and scruffy
weapons. Knives, pool while fighting with † Something else:
throwing stars, etc. no weapons. 

NOTES
YOUR TRADE FLUKES
What style of fool are you? Pick one: Choose one face of your D6 and draw a circle on it. When you
roll your D6, it has special results:
† Swashbuckler. Choose another option from your
equipment list and gain any trinkets you think you need to • Circle: describe the fluke of luck that benefits you. The GM
look the part. can then choose to modify it – the more advantageous you
make it, the more they’ll likely tweak it. Then erase all but
† A Trickster Wizard. Can cast minor magical spells (max one circle, and add a cross to a different face.
difficulty of 0). See what you can talk your GM into and use • Unmarked: add a circle to a different face, unless all sides
Cha as your dice pool. Check out the Appendix (p. 370) for are full.
some magic spells, • Cross: Something unfortunate happens to you or (more
likely) the people around you. Erase all crosses.
† A Rogue. Add concealed throwing weapons and thieves’
tools to your equipment. If you do something that is particularly foolish or entertaining,
the GM may give you an additional circle on your dice.
† A Bard. Add a musical instrument of your choice and a
book of fine folk songs to your equipment. IF ALL ELSE FAILS
If you’re in a dire situation, hand the GM your D6. The GM
† A Con Artist. You have access to fake dice, marked cards will describe the unfeasibly good luck that rescues you (and
or similar con-artist equipment. possibly your friends) from danger.

† A Hustler. Add a bag of assorted trading wares of While the GM has your D6, they can describe an entirely
questionable origins and variable value to your equipment. unfair event on a similar or lower scale of awfulness and then
give you back your D6. If you deliberately cause a spectacular
or amusing disaster, take your D6 back.

If you don’t want


to draw on a die,
use this net
THE  KNIGHT CLASS DICE: D8
EMOTIONALLY ENGAGED
When you’re feeling your sacred emotion (at 1 or above on your scale),
YOUR NAME: you may add your D8 to any attack made with your Arcane Weapon.

These orders of Knights are the world’s


greatest warriors, each devoted to one of
the eight sacred emotions. Whether it be
joy, hate, or fear: if they feel it, they can
use it to fuel the power of their sentient,
arcane weapons.
When consumed by their sacred
sensation, they’re incomparable warriors,
capable of miraculous feats. Nothing
can stand against their blades–armies,
mountains, not even ideas. They can
defeat anything.
Except the passion which drives them.

PLAY AN EMOTION KNIGHT IF YOU


WANT TO….
• Be the most powerful fighter in the
land, capable of fighting armies
single-handedly.
• Develop a bond with a signature
weapon born of your psyche.
• Process your tumultuous emotions
by using them as incendiary fuel for
your powers.

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 start of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT PICK ONE YOUR LOOK PICK ONE
You get your Arcane Weapon, and pick one You are wearing (Defence 1):
5 LOSE 1 DICE PER 6 5 4 to explain your striking resilience to harm: † Worn leather, a long cloak and
DIFFICULTY † You’ve got an uncanny danger sense. a scowl.
6 SUCCEED IF ANY DICE REMAIN † Your scarred flesh is incredibly resistant † Gladiator gear, all skin, spikes and
to pain. black leather.
7 SPEND 6+s FOR 6 5 † You have the finest armour, and keep it † Covered head to foot, with a full helm
SPECIALS in good condition. showing only your eyes.
† Something else: † Something else:

 

NOTES
YOUR SACRED EMOTION
As an Emotion Knight, your powers are driven by you feeling a
specific, Sacred Emotion. Choose a spoke from the emotion wheel M LOV
IMIS
to the right that best fits that emotion and write it into the blank OPT
E

space on the front of this sheet. All three of the words on the SERENITY

spoke are aspects of your Sacred Emotion. You feed off them all.

AC
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JOY

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THE ARCANE WEAPON

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All the Emotion Knight’s special abilities are channeled via their

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arcane weapon. All arcane weapons, whatever their form, are

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sentient and can communicate with their owner (audibly or with

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short-range telepathy). They can sense strong sources of its emo-

APREHENSION
ANNOYANCE

TERROR
ANGER

FEAR
RAGE
tion in their vicinity. Pick one from each to customise yours:

T
YOUR WEAPON IS: ITS PERSONALITY IS:

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† Sharp.

HI
† Aggressively determined to

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GRIEF

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Sword, machete, rapier pursue its Sacred Emotion

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† Heavy. † A critical voice, doubting

ON
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SADNESS

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Greataxe, hammer, gauntlet the Knight’s worthiness

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† Esoteric. † The adorable opposite of
PENSIVENESS
Chain, trident, whip what you’d expect from it.
REM AL
† Something else:  † Something else:  ORS
E
DIS
APP
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ITS MAIN TRAIT IS:


† Brutal. Special: If this hit Wounds, it deals two instead.
† Fast. Special: If this hit removes a Guard from your foe,
remove two instead of one.
† Elegant. Uses Dex instead of Str for its pool.
Special: Recover two Guard.

YOUR EMOTIONAL SCALE EMOTIONALLY ENGAGED


0
Emotion Knights keep track of their Sacred When your scale is above zero, your Arcane Weapon’s powers
Emotion on the emotional scale, using your flicker into life. Your Stance is active and you can Vent. When
D8 as a counter. Depending how intensely you Vent, you reduce your emotional scale by one to trigger
your character is feeling this emotion in the the vent ability.
fiction, move the counter up or down the scale. 1: Strong
Discuss with your GM if you feel it would have Emotionally Engaged: PICK ONE STANCE FROM BELOW:
Can use Venting
changed. Your GM will also prompt you. If abilities and Stances.
† Riposte: When an opponent’s attack fails to hit you, make
the emotional intensity ever meets or exceeds an immediate attack in response as an extra action.
your Willpower, you are overwhelmed by it. † Ranged Attack: You can attack with your Arcane Weapon
2: Intense
Can use Creative
at a medium range.
Creative Violence: At 2+ on the scale, you can Violence to defeat: a † Intimidating Gaze: You can be a scary fucker. You radiate
expend all of it to defeat your opposition, mob, a blockage, a murderous contempt. If there’s a question of “who’s the
so long as they fit one of the nouns at your village, a strength. most murderous person in the room?” The answer is “You.”
current intensity or below. To begin with, you 3: Overwhelming † Another Stance: 
can’t access any effects stronger than level 3. Can defeat: an army,
a mountain range, a Other stances are available on p. 61-63 of the manual.
town, a weakness.
Roll your D8. If it beats your current
emotional intensity, you succeed. If not, you PICK ONE VENTING ABILITY FROM BELOW, OR P. 60 OF THE
4: Lost
do it but you or someone else close to you MANUAL.
Can defeat: a city,
suffers Wounds equal to the result and the despair, your true
† Decapitation Strike: Target and attack a single individual
GM adds complications to your success. love. and ignore Guard.
Either way, reset your intensity to level 0. † Combat Frenzy: Apply the results of this attack to all ene-
5: Consumed mies within melee range of the Knight’s position.
Each level of emotion will give a disadvantage Can defeat: a † Personal Attacks: Discover how your Sacred Emotion
on acting against the emotion. If the emotion country, a religion. could be used to hurt the target—whatever that means.
could help a task, you gain a single advantage. † Another Venting Ability: 
A GM may suggest compulsions, which can
be resisted with a Wis roll (Difficulty of half 6: Inhuman Other venting abilities are available on p. 60 of the manual.
level of emotion, halves and rounded down). Can defeat: a god,
hope, yourself.
THE MASTER CLASS DICE: D20
GM VERSION MASTERY
Your Master has Mastery: they can add their D20 when casting spells.
If they do, the dice roll includes the 20-special (activated on a 20).
YOUR NAME: 20-Special: this success counts as two successes.

Who rules?
The Master is the magic user as a reality
manipulator. Sometimes you change the
laws of physics. Sometimes you change
the laws of the game. Sometimes you
change the laws of fiction.
The Rules rule, and you rule the Rules.
And you never, ever cheat.
Ever.
Oh, this is the GM section. We can be
honest.
They cheat all the time.

PLAY THE MASTER IF YOU WANT TO….


• Facilitate the game.
• Break the rules of space, time and
narrative to cast powerful magic
• Cheat reality to get what you want at
great risk

THE CORE MECHANIC STATS 



All stats start at 2, plus 2 points assigned as you wish.
Underlined stats are particularly helpful for this class.

1 GET 1 DIE PER Str Dex Con Int Wis Cha


STAT POINT

2 ADVANTAGE: +1
DISADVANTAGE: - 1 Guard =Dex Health =Con Willpower Defence
Resets at the Lose Guard =Wis+Int Set by Gear
3 ROLL THE DICE 6 5 4 3 start of each fight before Health

4 KEEP ALL 4+ DICE 6 5 4 3 EQUIPMENT PICK ONE YOUR LOOK PICK ONE
† Quarterstaff. Special: recover 1 Guard. You are wearing (Defence 0):
5 LOSE 1 DICE PER 6 5 4 † An elegant handgun. † Wizard robes straight out of a 1980s
DIFFICULTY Special: if a hit Wounds, it does 2 kids fantasy cartoon.
6 SUCCEED IF ANY DICE REMAIN Wounds against unarmoured foes. † Killer suits straight off a 1980s corpo-
† A huge tome. Advantage on tasks rate bad guy.
7 SPEND 6+s FOR 6 5 involving research, heavy enough to † Fetish-wear straight out of a 1990s
SPECIALS be an improvised club. vampire LARP
† Something else: † Something else:

 

NOTES
MY WORLD, MY RULES
The Master has control over the nature of reality in the world can fly, throw fireballs, turn invisible, heal people, create
they’re visiting—the rules of the world, the rules of the game incredible firework displays and generally be a wizard. The
and the rules of narrative. This means they can easily perform exception to this is any magical effect potent enough to match
magical effects equivalent to anything a powerful wizard can do. the Hardcore Cheats.

Like any NPC, the Master can perform any spell you think Any attack they make can have Special: ignite opponent,
reasonable and likely, based upon character conception. They inflicting 1 hit per round until extinguished.

HARDCORE CHEATING CHEAT TOKENS: ................


The Master’s control of the rules is such they can actively break If you have no cheat tokens remaining, you can still Cheat,
them. This is called Cheating – altering the game in a special way. but are risking your existence. Hide your D20 in one of two
You can only safely use these abilities by spending Cheat Tokens. identical hiding places (e.g. your hands). Another player picks
a hiding place.
At the start of each session, gain Cheat Tokens equivalent
to the number of other players in the game. When a combat • If they choose incorrectly, you get away with it and the
begins, check the number of players who are opposing the effect happens.
Master. If you have more Cheat Tokens than players who are • If they find it, the powers that be notice you. These are the
opposing you, reduce your Cheat Tokens to that number. judges of all reality, and do not approve of Masters cheat-
ing. Your Master will not survive their attention.
To cheat, spend a Cheat Token (and in combat, use an action),
then pick an effect:
• A miraculous event: Teleport to escape. Create a temp-
tation that fulfills a desire. Summon a hugely powerful
monster. Create a fortress. Bend a rule.
• Undo the effects of what has just happened: Uniquely, this
can be done as an instant response (I.E. if you are killed,
you regenerate from the harm.)
THE FALLEN
UNLIFE AFTER DEATH
You have died in the realm of Die. You are a monster - perhaps
one similar to one of the ones you’ve been fighting.
You thought they were little more than undead zombies.
Now you know better.

You are different from some of them in one key way: you are
sentient, holding onto your consciousness and your free will.

For now.

You lose access to any special abilities granted by your class,


but keep your stats and equipment. Your vote to go home no
longer counts, because you’re dead.

NOT JUST A MONSTROUS FACE


Fallen are monsters, but some are interesting monsters. Your new form gives you a new ability. Choose one:

 FLIGHT  SIZE CHANGING  INTANGIBILITY  UNCANNY SENSES  SHAPE CHANGING


You are able to soar You can swell to four You are able to move You can perceive things You can change your
through the sky at a times your height or spectrally through objects far beyond normal form to appear to be
sprinting pace. shrink to a tenth of that bar your path. human capabilities. something else… until
your size. (This gives you no you attack.
bonus to resist damage.)

What does this look What does this look What does this look What can you sense? What’s your tell, no
like? and/or sound like? like? matter your form?
† Strong emotions
† Wings † Cracking gristle and † Classic spectral † Heartbeats and † Your voice remains
† Thrusters bone † A burst of digital noise breathing an awful undead
† Enormous blood- † Folding and † Transformation into † Narrative crackle
coated springs unfolding fractal burrowing worms † Something else † You smell like the
† Something else limbs † Something else rotting flesh you are
† An incongruous † All animals view
slide-whistle you with fear and
† Something else suspicion
† Something else.

FALLEN CLAWS SECOND DEATH?


While your old weaponry might look the same, it’s changed. Many You’re dead. At least the worst has happened, right? If you die
Fallen abandon the pretence, lose their weapons, and attack with again, you will rise again at the end of the encounter. You have
claws sprouting from their body. All attacks you make gain: a nagging feeling there are only so many times this can happen
before you lose something fundamental.
Special: If this attack causes a Wound target is poisoned. They
lose 1 Health per round until they pass a Con test.

If you provide the killing wound to another Persona-controlled


character, you immediately come to life and regain all your class
abilities. Pass the Fallen sheet to the player you’ve just killed.
They’re Fallen now. You instinctively know this to be true.

You are hungry for and jealous of what your peers possess. As
far as you know, this is the only certain way a Fallen can return
to their living status.

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