Professional Documents
Culture Documents
Character Sheet - Rituals
Character Sheet - Rituals
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
ST
CE
JOY
RE
PT
TE
AN
DICTATING EMOTIONS
SS
IN
SUB
ENE
E
ON
I
AT
TR
SIV
MIS
SELECT YOUR EMOTION PALETTE
IP
US
ECSTASY
IC
RES
S
T
ION
AN
AD
E
Choose a spoke from the emotion wheel (right) to be your
AGG
NC
M
IR
LA
AT
GI
I
focus: these are the emotions you manipulate.
ON
VI
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
AT
H
AZ
IN
CON
AM
G
something gives you away. What is it?
GRIEF
E
SE
DI
AW
TEM
RI
SG
RP
U
ST
SU
PT
ON
BO
TI
SADNESS
RE
AC
Strange facial scars appear (visibly obvious)
DO
R
ST
M
DI
Demonic, loud voice (impossible to whisper)
Strange smells emerge from your mouth (scent lingers) PENSIVENESS
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.
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.
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”.
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.
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.
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.
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.
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
T
C
ES
JOY
EP
R
TA
THE ARCANE WEAPON
TE
SS
NC
IN
SUB
ENE
E
N
IO
All the Emotion Knight’s special abilities are channeled via their
AT
TR
SIV
MIS
IP
U
ECSTASY
ST
C
RES
TI
S
arcane weapon. All arcane weapons, whatever their form, are
ION
AN
AD
E
AGG
M
AN
IR
sentient and can communicate with their owner (audibly or with
AT
G IL
IO
VI
N
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:
EN
LO
M
AT
E
Sharp.
HI
Aggressively determined to
AZ
NG
CON
AM
GRIEF
E
SE
DI
AW
Sword, machete, rapier pursue its Sacred Emotion
TEM
RI
SG
RP
US
SU
PT
T
Heavy. A critical voice, doubting
ON
BO
TI
SADNESS
RE
AC
Greataxe, hammer, gauntlet the Knight’s worthiness
DO
R
ST
M
DI
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
ROV
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.
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.
You are different from some of them in one key way: you are
sentient, holding onto your consciousness and your free will.
For now.
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.
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.