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Motif Toolkit SRD V1.

Motif
Toolkit SRD
System Reference Document
Version 1.1

Motif Toolkit SRD written by Jim Liao and Rev. Casey

Project Management by Leah Cohen

Test Management & Consulting by Liv Millspin

Additional Revisions & Consulting by Avni Chowla

Thought Police Interactive


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Motif Toolkit SRD V1.0

Open License
This SRD and its contents are available under a Creative
Commons Attribution license (CC-BY). You may freely
create games and add Motif features, like solo mode, to other
games. That is the entire point of the Motif Toolkit SRD. In
return, the license requires credit using the Attribution Text
detailed below. There are also a few logo use and trademark
conditions on the use of the logos and associated phrases.

Attribution Text
This work is based on the Motif Framework
(http://bit.ly/motif-framework) and Runs on Motif games
(http://bit.ly/runsonmotif), published by Thought Police
Interactive (http://bit.ly/thought-police-games). The Motif
Toolkit SRD (http://bit.ly/motifsrd) is licensed for use
under the Creative Commons Attribution 3.0 Unported
License (https://creativecommons.org/licenses/by/3.0/).
Motif Framework™ and Runs on Motif™ are trademarks of
Thought Police Interactive.
Note: All text should be included in your copyright section, in the same font
and size as your other copyright information, or otherwise included in a
similarly prominent manner near the beginning of the work. For works like
videos and other multimedia projects, it should be read near the beginning
and prominently included in the work’s description. The Attribution Text
may not be altered, obscured, or redacted in any way. For spoken segments,
as in podcasts or videos, the URLs do not need to be read aloud as long as
they are included in their listings.
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Logos and Trademarks


Motif Framework™ and Runs on Motif™ are trademarks of
Thought Police Interactive. Their plain use and logos are
exclusively reserved for Thought Police publications.
You are granted permission to attribute your products as
“Runs on Motif Licensed” or “Built using the Motif
Framework” as long as you meet the licensing conditions.
We recommend using “Runs on” for games and “Built using”
for Motif supplements or non-Motif games using Motif
features. However, there are no hard and firm requirements.
Use which feels best and most appropriate to your project.
You may also use the “Runs on” and “Built using” logos in
your products, listings, promotional materials, and other
related items as long as you comply with the license
conditions and limitations.
The logos can be acquired along with the SRD (x). You may
resize and/or recolor them to fit your products, but they may
not be altered or added to substantially in any other way. If
you use one of the logos, please add the following to the
Attribution Text:
The Motif Toolkit SRD logos are Copyright © 2021,
Thought Police Interactive, and trademarks thereof. Used
with permission.

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Motif Toolkit SRD V1.0

Limits
You may not imply sponsorship, approval, endorsement, or
other formal relations with Thought Police or any of its
principals or partners, unless granted explicit permission.
You may not use the Thought Police logo or any other in-
house trade dress utilized by Thought Police without
permission. Runs on Motif Licensed and Built using the
Motif Framework logos are available, as specified above.
You may not exercise SRD license permissions to produce
works that would be harmful, prejudicial, or otherwise
injurious to the reputation and good name of Rev. Casey, Jim
Liao, or Thought Police Interactive. You may not produce
works that will bring them into disrepute or negative
associations. To be clear, this prohibition does not include
queer content, mere adult themes, dark themes, or social
activist content. Use reasonable judgement and ask if unsure
(https://twitter.com/__ThoughtPolice).
You may not exercise SRD license permissions to produce
works that glorify or present in a positive or apologetic light
any historical or current genocide, hate ideology, bigotry, or
similarly repugnant figures, movements, or viewpoints, or any
fictional parallels. You may include such elements insofar as
they comply with the condition of not being glorifying nor
presenting them in a positive or apologetic light.

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In compliance with the moral and other rights retained by the


CC-BY license, any individual with hate group associations is
prohibited from exercising any permissions under the offered
license. In addition, nationalist authoritarians (including but
not limited to fascists) and firm bigots of all stripes are
explicitly prohibited from creating works using this SRD.
You are explicitly forbidden from exercising the permissions
under the SRD license and creating Motif works. This is non-
negotiable. If you must ask if this applies, it likely does.
The license only grants permission for the materials and
guidance included in this SRD. No permission is granted to
utilize additional text or other intellectual property from
Thought Police Interactive without permission.
However, you may request separate permission for using one
or two patches or similar segments from Runs on Motif™ and
Motif Framework™ products without charge. Licenses may
also be negotiated for alternate versions, supplements, and
other derivative works based on non-SRD material. Please
reach out to us on Twitter to discuss the material you want to
use in your works (https://twitter.com/__ThoughtPolice).
Similarly, we welcome authors interested in exploring
partnerships with us. If you can write the book and manage
updates as requested, we are opening to paying a substantial
licensing royalty for the use of your work. Pitch us or talk to
us for more details over on our Twitter, linked above.

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Table of Contents
OPEN LICENSE ............................................................................................ 2
ATTRIBUTION TEXT.................................................................................................. 2
LOGOS AND TRADEMARKS ..................................................................................... 3
LIMITS .......................................................................................................................... 4

TABLE OF CONTENTS ............................................................................... 6


VERSION CHANGES................................................................................... 8
ABOUT THIS SRD......................................................................................... 9
CORE ORACLES ......................................................................................... 12
THE DICE ................................................................................................................... 12
First Die: Answer .............................................................................. 12
Second Die: Strength/Impact ...................................................... 13
Third Die: Flavors ............................................................................ 14
ORACLE INTERPRETATION ................................................................................... 16
EXTRA FLAVOR ROLLS ........................................................................................... 16
ORACLE ROLLS......................................................................................................... 17

SRD PATCHES ............................................................................................ 19


ACTION MODS ......................................................................................................... 19
Modifiers ............................................................................................ 19
Sequences ........................................................................................... 21
Conditions .......................................................................................... 23
CHARACTER MODS ................................................................................................25
Resources ............................................................................................ 25
Expert Rolls ........................................................................................27
Pools......................................................................................................28
Abilities............................................................................................... 29
Ability Examples .............................................................................. 31
Advancement .................................................................................... 33
GAMEPLAY MODS ...................................................................................................35
Templates ........................................................................................... 35
Counters .............................................................................................. 37

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Tracks ..................................................................................................38
Triggers .............................................................................................. 39
OFFICIAL PATCHES ................................................................................ 40
TWISTS & TURNS ................................................................................................... 40
Turn Pacing....................................................................................... 40
Turns ................................................................................................... 40
Twists ................................................................................................... 41
Twist Generator................................................................................ 42
Example Twists & Turns................................................................. 43
MISSION CLOCK ..................................................................................................... 46
Turning the Clock.............................................................................46
Clock Changes ...................................................................................47
Mission Stress ...................................................................................48
Midnight ............................................................................................ 49
CORRUPTION ........................................................................................................... 50
Temptation........................................................................................ 50
Gaining Temptation ...................................................................... 50
Losing Temptation .......................................................................... 51
Temptation Effects .......................................................................... 51
Corruption .......................................................................................... 52
Corruption Checks ........................................................................... 53
Corruption Dice ................................................................................ 53
SUGGESTED ADVICE............................................................................... 54
WHEN TO ROLL...................................................................................................... 54
ORACLE FLOW ........................................................................................................ 54
HIDDEN NPCS......................................................................................................... 55
FILL IN THE BLANKS .............................................................................................. 55
BLEED......................................................................................................................... 56

NOTES.......................................................................................................... 57
JUST A FRAMEWORK ..............................................................................................57
SUGGESTED DESIGN FLOW ..................................................................................57
TELL US ABOUT YOUR WORK .............................................................................57

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Version Changes
Version 1.1 Updates
 ERROR: Logos had test backgrounds. FIXED: Logos updated
with transparent backgrounds in all formats.
 NEW: Oracle Rolls section.
 NEW: Abilities Examples section.
 MINOR REVISION: A few comments added to the About This
SRD section.
 EXPANSION: Second Die: Strength/Impact section expanded
with further customization options and guidance.
 EXPANSION: Third Die: Flavors section substantially
expanded with further explanation and guidance.
 EXPANSION: Advancement section expanded with more
advice and guidance.

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About This SRD


This SRD is not intended as a “lite” or pared down version of
any given Motif Engine or Runs on Motif games. It is written
for authors, homebrewers, designers, and publishers to utilize
as a toolkit to create their own games and subsystems. It is a
modular framework. It walks you through the core system
and various options for design and play levers & buttons.
This SRD breaks down the primary pieces of the “Motif
Way” and provides limited advice. It offers a modular
framework for creating your own games and tools. Motif is a
toolkit with numerous builds, many of which are not directly
compatible with each other.
It is impossible to lay out all of the iterations and variations.
Instead, this document focuses on a “high level” view that
provides implementation option and examples. It uses a
conversational or podcast or explainer style walkthrough of
various build options and possibilities.
The Motif Framework Toolkit is a system reference
document (SRD) for games and tabletop roleplaying tools
based upon the Motif Framework engines and Runs on Motif
games, published by Thought Police. It is ideal for creating an
“oracle” based system designed or ideal for solo, GM-less, and
low prep play. It may be used to create full games. It may also
be used as a supplement to other games, providing a solo or
GM-less mode for an otherwise traditional TTRPG.

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Reflecting its focus, this SRD differs in that it is neither a


brief overview of the basic philosophy and core mechanics nor
a detailed standalone system. It works from the basis of some
other modern SRDs with a clear statement of the core
mechanics and approach. However, it details different aspects
of tabletop roleplaying game design and possibilities for how
they may be integrated within the Motif approach.
The result is a blog-like voice and flow. This book is a friend
walking you through the thought process and common
options when developing a Motif-based title. Some of the text
make seem “too obvious” to some of you. Please understand
we are trying to be inclusive of new designers. In addition, we
did our best to make many of those simpler observations and
suggestions useful for more advanced designers and
homebrewers to understand our game design point of view.
Large segments of this document are even drawn from our in-
house design and style guides.
We recommend starting out with writing out the general
concept. Then then genre and major themes. Follow that up
with a few sentences describing your setting and a few
describing the core character concept. With all that in mind,
starting building out from there.
Once you go through the process a couple of times, options
will start jumping out at you immediately with the general
game concept. We suggest you still follow the steps to keep
everything in context and on track.

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Motif works best with flexible plotlines and emerging stories.


Its very nature introduces uncertainty and surprise into the
narrative. This can be done within a fairly strict story outline
detailing different stages or with an open-world style
sandbox. You may also use different patches, like a corruption
system or mission clock to pace the narrative.
The key is understanding the role the oracles play in the game
experience. Their answers are not only randomized or
uncertain, but also multidimensional. The core rolls in Motif
utilize 3d6 oracles. Each die represents a different dimension
or factor in the answer. This provides rich responses and a
vigorously growing narrative. Most Motif games and
subsystems will only require a notebook, common six-sided
dice, and perhaps some counters or tokens to keep track of
certain features.
Motif presumes player-facing rolls when used to build a game
system. That is, it assumes that players roll in conflicts and
defense. There are no NPC rolls in such circumstances. The
result of the roll determines who wins out and how severe the
consequences are.
Motif also assumes a protagonist focus and scale. The results
and answers are generally interpreted in context of the main
characters. Similarly, there is usually not an “objective”
universal scale. Simple harm or a single hit in a kaiju scale
game is off the charts devastating on a typical human scale.
Keep it simple and focused on the player characters.

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Core Oracles
Motif uses as “oracle” system. Oracles are traditionally things
like magic 8-balls, pendulums, and Tarot cards. They are
ways of answering questions. Like the 8-ball or a pendulum,
Motif is based around a yes/no/mixed or maybe questions
and answers. It is important to remember that Motif oracles
are not just a metric to measure success & failure as is in
traditional TTRPG design. They are answers to questions.

The Dice
The core oracles of the “Motif Way” are a roll of three
commonplace six-sided dice. The dice are counted in order
from left to right or closest to furthest. The default roll
assigns simple answer (yes/no/mixed or maybe) first, the
strength or impact of the answer second, and a variable
“flavor” (or plug and play factor) comes third.

First Die: Answer


The simplest and most common builds place a no on 1-2,
mixed/maybe on 3-4, and yes on 5-6. Alternately, using only
binary answers, no on 1-3, yes on 4-6.
This die may also be interpreted as t cost vs bonus, assuming
success on most or all actions or yes for most narration
questions. For example, 1-2 costly or disadvantaging, 3
modest cost, 4 weak gain, 5-6 strong bonus or gain.

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Second Die: Strength/Impact


1 is little to none. 2-3 is feeble, weak, or limited. 4-5 is firm,
notable, or full. 6 is extreme, lasting, or truly severe. Adjust or
revise this scale to fit your game.
The manner in which strength or impact is interpreted can
have a drastic difference on your game. Is it the direct strength
of answer or action outcome? Is it about the lasting or
lingering impact of the revelation or effort?
It can also be used to interpret the answers with qualifiers or
conditions. For example, it may be used to judge resulting
(dis)advantage. Low rolls triggering a cost or disadvantage,
high rolls revealing an advantage going forward.
One could also read it as a direct addition to the first die, for
example placing but on 1-2, flat answers on 3-4, and on 5-6.
If the direct degree of answer is not as meaningful or makes
little sense in your game or tool, you can narrow it down to a
more specific type of impact. For example, this die could
represent the range of message, strength of social influence, or
positioning and advantage. Low numbers should indicate a
negative result and high numbers a positive result.
For a toolset or game for which strength at all makes little
sense, you may use the extra flavor rolls option detailed later
or it could be used to represent a price or cost, obstacles vs
shortcuts/timesavers, the amount of time it consumes, how
little or much chance opposition has to react, or so on.
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Third Die: Flavors


“Flavors” are simply descriptive labels. Low rolls indicate very
little or the contrary of that theme or element. High rolls
suggest heavy influence or a great abundance.
While very simple in essence, their flexibility and addition of
a third dimension to oracle answers add a lot of depth and
richness to the responses. They are also an important element
for emphasizing the gameplay or themes of your games.
You may also tie subsystems to flavors, exploring the
possibilities. For example, instead of a standard distribution,
you may have a flavor tied to a given positive trait. Rolling
under being bad, rolling over good, and rolling equal mixed.
Favorability is a good “universal” flavor as well as a good
default. How favorable is the answer and its consequences to
the protagonists? This works equally well for world details
and action resolution. It can also produce interesting twists.
Say the player receives a strong yes with very low favorability
when asking if they can find an old friend. That could be
interpreted as the friend turning on them or happening upon
them as they (and now also the main characters) are
endangered. That is a good example of how flavors add an
extra layer of depth and story motion to the results of rolls.
Discovery (or revelation), drama, safety, usefulness, and
weirdness are all good examples of other possible flavors.
Experiment with diverse factors and themes.
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Present flavors that will be most interesting or useful on rolls.


Also consider what broad outcome or answer descriptions fit
best with your genre and themes. Normality (or Weirdness
described from the other direction) is great for weird fiction
and surrealist stories. Safety (or Danger for its opposite) is
appropriate in gritty, high risk, and violent worlds. Mix
thematic flavors with general utility ones, like Favorability.
By giving players a choice of a few different third dimensions
to answer in the oracle rolls, you also provide them with a bit
more engagement and game choice. Be aware of this when
designing. Standard advice is suggesting that players pick a
default flavor to help avoid choice paralysis and overthinking.
Think of the main types of questions players and low prep
GMs will ask within the game. Try to ensure that your basic
flavor set covers most of the bases, that at least one is useful
(if imperfect) on almost any roll. Add extra optional or
secondary flavors that serve to provide more theme highlights
or are necessary to ensure there is always a useful flavor to
choose when rolling.
Flavors add variety and diversity to the answers and
outcomes. Try to provide not only a broad or diverse set of
flavors, but also look at the types of questions and efforts they
are best suited for. If your game is intentionally a dungeon
crawling pipeline, it is probably OK if most of your flavors are
combat and exploration focused. But in other contexts, the
same flavor set could be unbalanced or mismatched to the
theme. Use common sense and your best judgement.
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Oracle Interpretation
In general, low rolls are none, negative, bad, or contrary and
high rolls are a lot, positive, good, or extremely. This allows a
fairly free flowing system with intuitive results.
Read the dice rolls and outcomes as answers to the questions
asked. Keep that in mind.
Root interpretations in your genre and themes. Genre
assumptions and the lens adjustment of your themes will
deeply impact the meaning of rolls.
A strong result in a small local story is quite different from
the meaning in a superhero RPG. Similarly, what is strong
failure in a high stakes high action standoff is quite distinct
from the same result in a high school drama or sitcom style
awkward stare-down.

Extra Flavor Rolls


In some cases, it may make sense to use rolls entirely made of
flavors or using the answer die and two flavors. This is useful
when defining some features, like loot or equipment. It is also
good in cases where the simple answer and/or strength of
answer are meaningless.
For example, you may want to decide the condition,
efficiency, and features level of a vehicle or machine. Simply
assign those to each die and interpret normally.

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Oracle Rolls
Start with a simple story oracle roll. We are asking, “Is the inn
crowded?” We choose “favorability [to the PCs]” as a flavor
and roll 1 (answer), 2 (strength), 1 (favorability). The answer
is a weak no with a very unfavorable result. The place is
unusually empty, but not for long and in the worst way for
the main characters.
Use the genre, themes, and context to determine what exactly
that means. In a typical fantasy game, the baddies are about
to ambush the party. If playing mystery or sci-fi kids and
trying to find a crowded place to lose a tail, you ran into a
metaphorical corner. In a horror game, this might be one of
those twisted establishments brimming with danger to
visitors. And so on.
Looking at an action roll, say we have an occult detective
trying to talk down a newborn vampire and they get +1 on all
the dice because of a skill bonus. We choose “drama” as the
flavor and roll 5, 4, 2. With the modifier, that becomes 6, 5,
3. That’s a strong yes with a moderate flavor result. The
speech is very effective and the vamp is temporarily brought
down from their bloodlust. It is about as dramatic of a scene
as would be expected, but not more so and the vampire is left
with lingering doubts about the detective.
If the meaning of a roll is not immediately clear: Read the dice
as high/low binary without middle/mixed results. Is it clear
now? If not, rephrase the question and roll again or move on.
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For an example of extra flavor rolls and seed generators, look


at regional resources. Their availability is an important or
interesting detail in many RPGs and settings. Pick 2-4
regional resources, pick an order for them for the roll, and
then roll that number of dice. Low is minimal or none, middle
is average for the setting or larger but difficult to access
reserves, and high indicates an abundance & easy access
(naturally at least; NPCs and creatures are not precluded, but
even likely drawn to abundant regional resources). Examples:
 Minerals: The availability of valuable ores, desired minerals,
useful clay, gemstones, and similar resources.
 Herbs: How common medicinal, magical, and other useful
flowers, wild fruits, and herbs are.
 Animals: The abundance of animals and beasts with useful
parts or usable as draft or other work animals.
 Water: How accessible, clean, and/or abundant water is.
 Farming: Extant and productivity of farming in the area.
 Ruins: How numerous, accessible, valuable, and/or untouched
ruins, dungeons, abandoned monster nests, ghost towns, or
other similar local features are in the region.
Say we are playing a survivalist game in a post-apocalyptic
world. The PCs have just completed the previous chapter and
escaped the horrors of the valley below. They cross over the
mountains to a new land, curious about its attributes.
The group decides restocking medical supplies (herbs), basic
needs (water), and scrounging (ruins) are their primary goals.
They kiss the dice for luck and roll 1 (herbs), 5 (water), and
4 (ruins). The plants here are not even edible, let alone useful
medicine. But there is abundant fresh water and a moderate
number of ruins with scavenging potential.
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SRD Patches
Start with your genre & themes, basic player character
concept(s), and core oracles. From there, you can add on
modular “patches” that fill out your system or tool and
provide alternate play and use options.
Motif is designed to not only accept, but encourage this “plug
and play” approach. It is even reflected in the core mechanics
as flavors. Embrace it.

Action Mods
These types of mods focus on the general action and main
questions involving it.

Modifiers
A core feature of most tabletop roleplaying games are
character stats that modify the dice rolls. Motif games
typically use broad descriptive traits and/or careers and
skillsets. Traits and skillsets may be comprised of defined lists
or open-ended for players. Consider your genre, themes, and
protagonist concepts when creating lists or providing
examples.
Modifiers may also be introduced by circumstances or
conditions suffered. Even an expert thief facing a cutting-edge
security system could have a harder time of it. Someone with
a broken leg trying to escape a situation may face difficulty.

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On the other hand, things may be easier with help,


particularly good tools, or so on.
Modifiers in Motif typically range from -2 to +2. The
assumption is that a greater modifier should typically be an
automatic simple, modest cost success or failure.
For perspective and simplicity’s sake, let us assume we’re
asking binary yes/no or success/fail questions with the low
half (1-3) no or bad and the top half (4-6) yes or good on all
dice. A -2 means you only have a 1 in 6 chance of a yes or good
result on that dice. In contrast, a +1 means a 2 in 3 (4/6)
chance you will get a yes or good result.
Modifiers may be applied to certain dice or all dice. Some
bonuses may also apply to a die of choice before or after a roll.
Some penalties or curses may also force a player to choose
certain dice to take a penalty before the roll.
In a similar vein of player choice, especially strong skills may
allow a player to rearrange their dice after the roll. Especially
weak skills or harsh penalties may result in the dice being
arranged in the least favorable order.
Variations of the rearrangement concept can focus on
broader gameplay or the core play loop, such as other players
determining the dice order of rolls or a GM offering a story
point or alternative benefit for a shift in dice order.

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Sequences
Unlike like traditional RPGs and SRDs, Motif does not
usually make a notable distinction between combat and other
scenes. It zooms in and out with timing, in pace with the focus
and action. Generally, things can be taken as sequences of
events, whether a montage or time-sensitive dramatic scene.
Motif does not follow conventional rounds and turns with
blow-by-blow action. Even when zoomed on “action
sequences”, the pacing is still broad. A single roll or “turn” is
a full series of actions, interactions, and attempts. In a single
“round”, all actions presumably happen simultaneously.
Where turn order matter, we recommend dividing each
round into three steps: Talking, Doing, Conflict. By default,
PCs gets one action of each. Talking is any kind of
communication. Doing is active or interactive effort that is
unopposed or not a conflict. Conflict is any kind of opposed
or aggressive action, not merely fighting or traditional
combat. Can spend a Doing action for an extra Talking action
and a Conflict action for an extra Talking or Doing action.
As needed per effort, each player rolls. On failures or costly
results impose consequences as appropriate, such as a gunshot
wound in a gun battle. On successes, the objective is achieved,
progress is made, or consequences are imposed on enemies.
With mixed results, both sides are at least partially successful
but also suffer consequences from the other.

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If after all players go there remain NPCs or scene features left


to act or impose conditions, they carry out their actions for
free or players may receive defense rolls. On defense, players
do not usually get any additional actions and cannot impose
additional consequences on their opponents. It is usually a flat
roll (no modifiers) or -1 on all dice. You may have players roll
for each threat or roll once against all remaining opponents.
Failure, per usual, results in cost, harm, or consequences.
Consider allowing a strong success to result in better
positioning or some other advantage. Also count flavor
benefits and results as per normal. While they may not
impose harms, they may be able to otherwise gain.
Conflict between main characters is generally discouraged in
most Motif builds. If it comes up, usually the defender or the
character with the weaker roll is the one to roll.
An example of a rule discouraging conflict is providing a
defensive bonus of +1 to all dice and/or the benefit of
rearranging the dice after the roll when attacked by a PC.
If your game or subsystem encourages competition or conflict
between the player characters, carefully consider how the
oracle system and player facing rolls work within it. Shifting
intentional conflicts into subsystems and competitions
instead of direct conflict is recommended. Resource and
prestige systems are good examples of opportunities for
managed inter-player conflict and competition.

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Conditions
Most roleplaying games have some way to track harms or
stresses. Motif games usually do as well, using “Conditions”.
By default, conditions are universal. A social injury of being
“intimidated” is treating under the same limits and general
rules as physical harm of “gunshot wound”. However, you
may use separate tracks for different types of conditions, such
as one each for physical and mental well-being.
Conditions are simply narrative labels. They are what they
say on the label and impede or influence actions as common-
sense dictates. A broken leg is a broken leg. Being sweet-
talked is being sweet-talked. Follow the obvious and intuitive
consequences of a given condition.
The same applies for healing and recovering from conditions.
Fast talk from a suspect may immediately wear off after a brief
time or the end of the scene. Manipulation from a long-time
mentor may take a much longer time to overcome, even if the
face of evidence. Treatment may impact outcome. Different
types of PCs may also have different recovery capabilities.
Apply common sense and follow the context.
Characters usually have a limit to the number of conditions
they can bear. In most Motif games, exceeding this limit
results in being pushed aside, passing out, or otherwise put
out of action for the rest of the scene. We recommend a limit
of 3 to 5 conditions for most games.

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Conditions may be divided into two or three severity levels.


Characters may be knocked out of action by any level of
Condition, as long as they exceed their capacity.
Alternatively, they may instead only be bumped out of the
scene when filled with the most severe conditions. In that
instance, if they are full up and receive another harm, replace
or upgrade a pre-existing less severe Condition.
Conditions may turn into “Scars” when healed, if severe
enough or left untreated. A character may by default hold as
many scars as they can conditions. If they would exceed their
limit, they replace one with a more severe version.
It is recommended that players are given a clear warning for
situations where the risk of injury is severe enough to risk
death or permanent retirement. Players should also hold the
choice of retiring due to overwhelming scars.
You may alternately use a basic system of generic “Hits”,
which is best for simple light games. You may also include
variable damage, in which case a more traditional system of
health points or a health ladder may be more appropriate.
Outside of commonsense limitations or difficulties, we do not
recommend general penalties for stresses and injuries. This
often results in a “death spiral” where a bad sequence can
result in increasingly impossible survival odds. If anything, we
suggest going the opposite route. The more injured someone
is, the harder they fight.

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Character Mods
This set of mods is focused on additional player character
options. These pieces and those like them help round out
characters and add play options or shift game emphasis.
Some, like additional Resources or Expert Rolls, may be
added as a game layer on top of standalone TTRPG.

Resources
Resources are helpful things that a PC has available to them.
You can detail and divide them in any number of ways. We
divide them into Stuff, Stones, and Stats.
Stuff is just your common stuff. Some you may not need to
note, like having tea in the cupboard. Other stuff may be
equipment carried and recorded. This is perfect for most
tangible and individual scale things or factors that simply do
not need to be recorded.
A player may perhaps spend some stones on getting better
equipment, but they do not need spend stones for what they
have or pick up in the course of play. What they have is what
they have, simple as that.
Stones are variable resources, represented by a counter or
“stones”, such as goodwill or favors you can cash in on
(spending the stones). Used for factors that are flexible and
easily subject to change based on actions. They usually have
conditions or principles for which they are gained and lost.

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They can be spent for whatever that resource reflects. Secrets


stones can be spent for hidden, lost, and rare information and
whispers. Favor or Prestige stones may be spent as one could
for calling in favors or upon a good reputation, typically
requesting support or help. They are excellent for
emphasizing certain themes and types of social interactions.
Stats are ratings or levels assigned to things, as in many
traditional RPGs. It can be used to emphasize certain play
elements or a way to measure scale. We typically use a 3 or 5
step scale to measure the strength of a resource. It can be an
overall scale of utility or power, expressed in individual sub-
stats, or both. A social tie may have Loyalty (how close to you
or loyal, which affects how helpful or generous) and Assets
(wealth and/or influence, how risky or expensive of aid they
are willing to offer for the right price). It may also or instead
have a general scale rating. Personal facilities, strongholds,
equipment access, information access, and many other factors
can be handled in this way.
Those are examples. The idea can be expressed in countless
ways. Think about what best fits the tone and approach your
project. The key is seeing all of them as resources available to
PCs. Not all resources must have a practical use. Depending
on concept, “useless” resources may make sense. For example,
take a sitcom game resource of an impressively extensive
social network. It may rarely, if ever, find the actual right
person for the job.

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Expert Rolls
Expert rolls are an interesting way to influence the world
based on strong skills, ties, resources, and so on. The
perspective is expressed from the in-character point of view.
In instances where a talent, skillset, or other character sheet
attribute applies, simply roll as you would for any other roll
using it. An architect looking for a back exit may say, “These
types of buildings usually have a back exit because of fire
codes. Is there an accessible one?” They roll their architecture,
law, or other relevant skill. Weak or close success indicates a
yes at a cost or inconvenience, a clear or strong success
suggests a nearby available exit.
Where there are sheet attributes that are not normally rolled,
you may use the core oracle rolls. For middling to slightly
strong ratings, roll without a modifier. For top tier benefits,
use a roll +1 on all dice or rearrange the dice order after the
roll. This may also apply to character backgrounds, judging
whether to use a flat roll or roll with bonus based on the value
to the character and how deep the tie. Making declarations
about their home neighborhood would come at a bonus. A
place they visited once or a few times might be a flat roll.
This is designed to be system neutral, but it fits exceptionally
well in Motif games and RPGs with well-developed skill
systems or open-ended careers. The concept is very flexible
and easily modified or even replaced with a distinct approach.

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Pools
Pools are sets of points that can be gained, lost, spent, and
recovered. They can be used to power special abilities, grant
bonus modifiers on rolls, heal conditions, or any other
number of things that special points can do in RPGs.
They usually have a set starting amount based on the
character type. They may or may not have a permanent rating
and/or a cap. For pools with permanent ratings, the rating is
usually the maximum for the spendable points and they
typically regenerate at a steady rate, sometimes with options
to recover them more quickly by taking certain actions.
Pools without permanent ratings may still have a cap, but
they do not usually regenerate points passively. Instead, these
pools usually have a list or principles with examples that
trigger the gain or loss of the spendable points. Resource
stones, described previously, are an example of this pool type.
Pools should emphasize the genre, core themes of your game,
or notable truths about the player characters. Only one or a
few things need a pool of points for tracking or drawing from.
You may use collective group pools to create an action
economy or for zoomed out or extended group actions. Pools
can be used to represent a limited number of threats,
environmental hazard flareups, or similar factors in a scene.
Spendable and refreshable points are a flexible tool.

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Abilities
Special abilities are an obvious feature where the protagonists
are spellcasters or epic heroes. However, scaled appropriately,
they may be used in fairly simple low-level or local games as
well. Like everything from damage to difficulties, it is all
relative to the scale and perspective of the player characters.
Abilities are usually divided into two, three, or five levels of
utility or power. How fine grained and how big the scale
depends entirely on your setting and character concepts.
Minor and major or simple, competent, and advanced suffice
for most games. However, a game with a large scale or deeply
involved hypertech system may benefit from the wider spread
of five distinct levels.
It is recommended that each level is described in context of
what it can do with a solid handful of generic examples per
level. This provides a consistent sense of the power scale and
provides some grounded references.
Characters may only have one or two narrow or specific
abilities. Other concepts may have a few very broad abilities
or several narrow but powerful abilities. They can be anything
from pulp fiction style stunts to weird horror magic spells to
biopunk enhancements and so on.
Use abilities to make the main characters stand out and shine
or to highlight the setting and aesthetic of your game.

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Abilities are rarely free. A common option is a cost that draws


from a pool or upon a particular resource. This is a fairly
common feature in tabletop roleplaying games. As but one
possible example, a sorcerer game may have a ritual pool,
which gains points as various preparatory rites and ritual
phases are completed that can then be dedicated as magical
energy into a spell and/or reducing the price of casting it.
Abilities may also instead impose conditions and/or other
costs in their use. This is especially a good option in settings
with demonic, wicked, or corrupted magic, as well as a good
pairing with broken, corrupted, or malfunctioning tech.
Using conditions, it also nicely pairs with the trope of
overusing abilities or using them when weakened causing the
user to be badly injured or pass out.
Costs for abilities may be directed elsewhere or more
nebulous. They can also result in changes and statuses.
Someone may gain an energy that makes people and animals
feel distrusting or afraid of the character. They could lose
friends and family. Some of their resources and ties may be
lost. The group could acquire a negative reputation or become
the target of dark forces. The possibilities are endless and we
encourage you to explore them.
The key is making abilities a highlight and seem useful, while
also ensuring that they do not sprawl out of control. Too
works against the generally free-flowing nature of Motif.

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Ability Examples
Dark Talents: These are powers gained from dark and evil
forces. Some sought out to study ancient tomes and medieval
grimoires to learn their secrets. Some were born with a degree
of psychic and magical ability. Others were cursed by demonic
powers from Beyond to bind the would-be heroes of Light to
the Dark and its alluring temptations of power and freedom.
Individual Talents may only be used once in a given scene.
Major Dark Talents are powerful abilities. Everything has a
cost and major Dark Talents demand a price for their power.
Each use of them causes a moderate Condition and creates
wicked impulses and temptations. Calling upon such
preternatural might taxes the body and soul alike. Examples:
Ψ Telekinesis. Hold people and throw things with your mind.
Ψ Technomancy. “Talk” to computers and chip-based devices.
Ψ Exorcism. Forcefully cast out demons, specters, and so on.
Ψ Medium. Talk to spirits; command them in a limited way.

Minor Dark Talents are very limited powers or but


improvements over normal human limits. They are cheaper
to use, but still not without cost. Each use of them causes a
minor Condition and mild temptations. Examples:
Ψ Touch Visions. Symbolic and vague visions on direct contact.
Ψ Animal Speech. Communicate with a specific type of animal.
Ψ Night Vision. Almost inhumanly perfect night vision.
Ψ Limited Mimic. Mimic someone for 66 minutes, 6 seconds.

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Domains: The ability to perform miracles. They range the 1st


to 3rd “Circle”. The 3rd Circle is usually inaccessible to
starting PCs, reserved to more advanced characters. Two
scales are presented. The first is the general level of power.
The second provides a sense of how deeply they affect they
wielder and change them, in line with their concept/theme.
Domains are general sphere of influence, categories of things
or concepts. Plants, Information, and Love are possible
examples. They may be a pre-defined set or open to player
creation. If open-ended, narrower Domains maintain the
same power level, but should be more effective and/or longer-
lasting the exercises of broader Domains.
• 1st Circle Power: Perform minor miracles and astounding feats
of awareness and insight
• 2nd Circle Power: Permits the performance of small-scale
miracles and impressive magical feats
• 3rd Circle Power: Near entirely command an aspect Creation
and essentially rewrite portions of local reality
• 1st Circle Effects: Modest changes, such as minor skin
discoloration, hissing and growling, and radiating warmth.
• 2nd Circle Effects: Notable effects, such as a distinct
unrealistic art-like features, feral behavior, and stone skin
• 3rd Circle Effects: Radical transformations, such as looking like
a vaguely human shaped elemental, radiating emotional auras,
and extreme changes in perception & behavior.

Domains are typically balanced with a limited pool to spend


on activating the abilities or an oracle roll using cost, strength,
and duration (or a set fitting your game).
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Advancement
Character advancement is a common expectation in tabletop
roleplaying games. As with other mods and features, we have
a few insights for what works well with Motif.
Character advancement can be generally divided into
temporary or losable gains and more permanent or difficult to
lose benefits. Obviously, that which is used or lost more easily
should be less difficult or less expensive to acquire.
If you have a downtime or extended action system, it is often
a good idea to integrate your advancement system into that.
Allow players to spend or invest downtime or extended
actions in training, study, reflection, and so on. If you have a
robust resources and pools systems, you may have players
invest their resources and expenditures into character growth.
Spending on short-term or more easily used and lost gains
should be encouraged or incentivized. However, more
expensive purchases should be substantial enough to justify
the cost. For example, make it easier to gain lower bonus
skillsets, equipment, and social ties than it is to achieve high
bonus careers, difficult to lose or destroy items, abilities, pool
rating improvements, and so on.
You may also use milestones (convenient interlude points or
the end of story chapters) or traditional experience points
that may be spent for gains or trigger milestone or level gains.
Alternately, you may use a steady per-session XP.

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The same basic advancement subsystem could be


implemented in different ways or have variant costs in
different games. This is particularly common for equipment
and social ties or influence. It depends on how fragile or
losable you treat them.
If equipment or social gains are generally permanent or long-
lasting in your project, we suggest pricing them like
permanent gains. You may also divide them into more fragile
and longer-lasting categories. Cheap equipment may not be
durable or inexpensive contacts may be easily expended or
lost. In contract, pricier equipment and social ties may be
more durable and difficult to lose.
This can also be applied to character traits. While most
RPGs feature mostly permanent traits, some games may have
a play economy where severe stresses and injuries reduce or
erase traits or simply has a system where traits fluctuate.
If you use milestones, be sure to make milestone markers
broad enough to avoid a “railroad” or forced plot in most
cases. Milestones work best by “story chapter” or within
systems that have a story outline with chapters or steps.
If you are using per-session XP, make a conscious choice
between milestone style bumps (“leveling”) and free spends
where traits cost set amounts and player freely purchase the
advantages and characteristics they wish to acquire. Both are
valid, but produce a different feel. Resource pools generally
use the free spend combined with investment over time.
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Gameplay Mods
These mods look at different ways to guide and alter the
general gameplay.

Templates
Templates are fantastic tools for NPCs, locations, and other
such elements. Essentially, they are like little AI engines
powered by your pre-existing knowledge of genres, tropes,
and story logic. They name the vital characteristics that
determine who/what they are and how they behave or
interact with the protagonists.
For NPCs and encounters, default templates will usually
include factors like attitude, motive, goal, and tactics or
approach. A few simple factors put together will result in
complex behaviors. A nobleman with a cruel attitude, greedy
motive, goal to maximize taxes, and a brutal approach spells
out a clear archetype. A robber with a generous attitude,
charity motive, goal to alleviate poverty, and a strategic
approach also yields a rich and interesting character.
NPCs should also usually have actions, that which they will
do when unimpeded, and consequences, possible actions and
harms when failing against them in conflicts. They may also
reflect special abilities or strong skillsets by creating a penalty
modifier for player aggression against them. This is the main
way enemy talents are resolved with player facing rolls.

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Templates are extremely flexible. Any number of entries and


variations can be used to specify the essential questions about
NPC behavior: what they do, how they do it, and why they
do it. Spelling it out is not only useful for solo and GM-less
play, but also makes games easier to run for GMs.
The default template entries are broad and generic (but
useful) examples. Individual games or RPG tools might have
additional entries or completely different templates entirely.
The key is that the templates should be designed to make
NPC behavior and feature interactivity as obvious as possible,
while sticking to simple descriptive tags.
For example, wild animals and magical beasts may have a few
additional template entries to round them out. They could
have habitat, temperament, fight triggers, and flight triggers.
As another example, we mentioned locations. Locations may
have template features like mood (overall social feel) and
crowd (the type of regulars or attendees). For the purposes of
“what happens next”, use the template to treat the location
like a single NPC with a single collective perspective.
Standard NPC entries can usually be used for locations and
world features. Motive is easily a brand’s mission statement.
Attitude applies to the general reception of the PCs in a place.
You can also represent groups as “personas” spelled out in an
NPC template, representing the group’s behavior as a group
or the collective opinions and efforts of its members.

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Counters
Counters are just that, ways of counting up or down to an
event. The progress may be steady, based on the number of
scenes or the passage of in-game time. They may also behave
more like some pools or resource stones, with specific factors
that push the counter forward, hold it in place, or even
sometimes turn it back.
Clocks are a currently popular trending example of counters.
Using pies or regular clocks to illustrate the count is a
fantastic tool. However, counters can also be plain numbers.
It can be as simple as “3 scenes” or “3 successful efforts”.
Counters are a good way to handle races, chases, and other
time-competitive situations. Give each contestant or faction a
counter. The first one to finish the count wins. Count
advancement can be based on successes (for the PCs) and
failures (for the antagonists) from straight rolls, how quickly
and cleanly the PCs complete tasks, or any other number of
factors. Tailor the counting method to your tropes.
Counters are also generally good for any “race against time”
type games and situations. You have a limited amount of time
before a bomb detonates. You can only do so much before
hunters locate and come after you.
Counters are ideally used to emphasize pacing and timing.
They can also be used to represent the inevitable and create
dramatic tension. Experiment with countdowns and races.

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Tracks
Tracks, or ladders, are meters or capped characteristics that
usually measure from one extreme to another. Health levels
are a popular example of a track. Stress and health tracks are
also used in many indie games. Tracks can also be used to
measure corruption, instability, evolution, ascension, or
similar overarching characteristics and goals.
In one point of view, tracks may be considered a variant of
counters. However, tracks tend to be more consistent and
permanent than counters. They also generally have a stronger
tie to the characters and the main plotlines. For example,
conditions may be a considered a track.
Generally, as a track is filled up or ladder rungs are “climbed”,
different factors and character influences will come into play.
PCs may gain bonuses as they fight in desperation as a health
track progresses. A character may face temptation rolls or
penalties on them as their corruption grows.
For the most part, the benefits and consequences should be
kept simple. We suggest limiting complexity and granular
results to where it hits on your key themes and tropes.
When filled, a track will usually trigger a major event. For
conditions, this is going out of action until the end of scene.
For corruption, this may be retirement as the darkness claims
them. For evolution, they may mutate and gain new traits.
The possibilities are as endless as the options for tracks.

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Triggers
Triggers are when certain dice rolls or events trigger a
subsystem or reactive events. For example, rolling a 1 on a
given die or rolling doubles on the first two dice (both 1/6
chance). For events, it could be things like when the character
hits their conditions cap, when a certain track fills ups, or
when facing an ambush.
A trigger is simply something that triggers another process or
event. The twists and turns path included in the next section
is a good example of how triggers may be used.
Triggers may also be used to modify other game elements. For
example, we note the possibility of a full track triggering a
major event. As other examples, a character ability may be
rerolling when they get a 1 on the answer or flavor die or they
may gain a certain “consolation prize” or “failure reward”
resource or pool points when they roll 2 or less on all dice.
Triggers are convenient ways to interconnect different pieces
of your build, set requirements or conditions for the use of
abilities, or introduce new elements or more emergent
complexity. They are essentially “if X then Y” statements.
They also excel at mechanically making certain themes and
elements matter. When thematic traits have requirements or
triggered consequences, it is “real” to players. The corruption
patch included in the following section is a nice example of a
robust implementation of triggers, pools, and tracks.

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Official Patches
These are the patches from other Thought Police releases
that are officially released under the licensing terms of the
SRD. Only the content included in this document has the
permissions of the SRD open license. Materials not included
in this document do not fall under the license and require
additional permissions.

Twists & Turns


When to use the twists and turns patch: To introduce story
pivots and more unpredictability to your games. Turns mark
big shifts within the current scene and twists represent big
shifts in the overall story. They add spice and uncertainty to
your game.

Turn Pacing
 Standard Pacing: A turn happens when the dice show a
double on the first two dice & an odd number on the third. The
doubles number determines the type of turn.
 Frantic Pacing: A turn comes up whenever you roll doubles on
the first two dice.
 Triples: Triples also trigger a turn under either option.

Turns
A turn is a big shift in the current scene or subplot. You may
customize this list with your own ideas or use other
randomizers.

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 1s: A sudden turn in favor of the player character(s) and/or


their interests.
 2s: Any useful progress or clues in the scene will be offset by
obstacles or delays.
 3s: Helpful non-player characters suddenly arrive.
 4s: Hostile non-player characters suddenly arrive.
 5s: An especially unusual item or well-hidden clue is unlocked
within the scene.
 6s: A sudden turn in favor of the Big Bad or other forces
aligned against the main characters and their interests.

Think in the context of storytelling. Think about similar


stories to the one you are telling. How would turns appear in
those types of stories? Use that as your inspiration and
consult the oracles if you would like further randomization.

Twists
A twist is a large change in the story or plotline, from sudden
revelations to major shifts in the local balance of power.
Whereas turns are typically focused on a particular scene or
focused moment, twists usually have a large impact on the
status quo and alter the metaphorical landscape of the setting.
When you roll a turn, add 1 to a twist counter. You can use
dice or chits to keep track of the count. When the counter
reaches 3, first resolve the current scene and the turn that
raised it to 3. Finish out the whole scene and the impacts of
the turn before turning to the twist. After the scene and turn
are fully resolved, reset the count to 0 and introduce a twist.
Think of it in context of the most recent scene and turn.

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Alternately, you may think of the twist in context of the plot


drivers in your game. Think of the Big Bads, leaders, famous
figures, and other such characters. How could the twist fit in
their context? How would they act in line with the twist?
Twists usually happen at the end of scenes. But they may be
handled during “downtime”, with a flashback, or using other
story tools. Handle it as best fits the twist and your story.

Twist Generator
This is a short example of a twist list. Feel free to replace the
options or use your own randomizers and charts.
Roll two six-sided dice.
 Any Doubles: What A Twist! Reveal a new Big Bad or a fresh
major story complication in a typical “big twist” way. While this
creates new problems, it should also introduce new resources
and possibilities for the player characters.
 3-4: The authorities target PCs OR a major ally betrays them.
 5-6: The approach the PCs were taking turns out to be the
wrong tactic or insufficient to fix the problem. However, they
should be directed or receive clues to help transfer them to
the new path and evolving storyline.
 7: A mixed or neutral high-level NPC appears. Anything from
a secret agency director to a blazing archangel. Use the main
oracle and 3 questions to determine its purpose and attitude
 8-9: The PC actions turn out more effective than expected or
just flat out lucky, granting them major progress towards their
goals. However, the gains should also introduce new problems
and puzzles for the characters to solve.
 10-11: Hostile authorities make peace with the PCs OR a major
opposition figure turns to their side.

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Much like turns, it helps to think of similar stories to one you


are exploring. What are big plot twists you encounter in those
stories? What are common large story beats? What often
happens in the transition between acts? As always, consult the
oracles if you need direction or have questions to answer.

Example Twists & Turns


Victoria the Gunslinger is trekking across the desert on her
way to the next town. Her supplies are running low. She
succeeds on a scouting role looking for possible springs or
drinkable plants. But her player is unsure whether or not
water would be findable in the parched wasteland.
She asks, “Are there any oases or edible cacti around?” She
rolls 1, 1, and 5 with the drama flavor, reflecting the
desperation of her situation. That’s a hard “no” and high
drama, indicating she searches well but finds nothing, taking
her to the brink of hopelessness in a moment of horrible
realization.
But she rolled doubles and an odd number, triggering a turn.
She adds 1 to her twist counter, which is now at 2. Double 1s
indicate a sudden turn in her favor. Just as she is about to give
out hope, she comes across an unoccupied ranching outpost
with a working well. There is plenty of clean water and shelter
for the night.

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MegaPulse, local superhero, is responding to a robbery and


assault alert. Records were stolen and data destroyed at a
small biotech research company. It seems suspiciously part of
a string of crimes suiting the interests of a villain they recently
put away.
Arriving on the scene moments after the alarm, MegaPulse
starts scanning the scene. They see the victims and are looking
for the assailants. They ask, “Are there visible suspects?” They
roll 4, 3, 6 with the danger flavor, a firmly mixed result with
high danger. There are signs of them, but they are hard to get
a fix on.
This makes them think of suits their imprisoned enemy used.
They ask the follow-up question, “Can I see signs of
movement like my foe’s cloaking tech?” They roll 6, 6, 1 with
the favorability flavor, a very strong yes with a strong
unfavorable result.
They also rolled a turn, which takes their twist counter to 3,
also triggering a twist. The 6s result for the turn is a sudden
turn in favor of the enemy.
Combined with the oracle roll, this is interpreted as the
suspects not only using the cloaking technology, but an
upgraded version of it. The original foe’s suits were designed
to counter MegaPulse’s hypersenses, but these even hide
movement across grass or snow and close other loopholes.
MegaPulse is pinned down under fire while unable to get a
clear fix on the fugitives.
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They roll two dice for the twist, rolling 3 and 2 for 5. That
indicates bad tactics or a wrong approach, but evidence or
leads to move forward. The bad guys make their escape, but
MegaPulse did intensive enough scanning to build a better
strategy and knows to look for purchases and thefts of certain
rare materials used in the cloaking technology.

Sherilee, priest of the Lamb Goddess, is travelling with


Bobididdliboetwins, legendary “acquisition specialist”. They
arrive to a small nameless township reputed to be tainted with
undead and aura of evil.
Upon arrival they ask, “Are the townsfolk friendly or not?”
Due to the reputed nature of the place, they choose the
weirdness flavor over sympathy and roll 3, 3, 5. The people
are unnervingly lukewarm, neither friendly nor hostile,
neither withdrawn nor attentive. Something seems deeply off
about them and even the angles of the town itself.
They also roll a turn, adding their first stone to the twist
counter. A roll of 3s indicates that helpful NPCs suddenly
arrive. Following the oracle roll and setting, the player of
“Sheri” and “Bob” decides that three people in fine suits arrive
to give them a tour and direct them to the inn. As the walk
begins, it is obvious that they are barely human (if human at
all) but earnestly helpful.

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Mission Clock
When to use the mission clock: When you have time or
action critical sequences in your stories. This patch is
intended to provide options for handling that kind of pressure
& constraint. The mission clock zooms in on time pressures
and focuses on the mission goal.
The mission clock times are metaphorical.
The clock starts at “Noon”, representing the easiest point, and
“Midnight”, representing the end or failure of the mission,
time having run out.
 Noon: Starting point, full of bright possibility
 1 o’clock: Time is running, but still plentiful
 2 o’clock: Still comfortably moving along
 3 o’clock: Time is starting to go by faster
 4 o’clock: Things are starting to take a while
 5 o’clock: Time starts feeling pressured
 6 o’clock: The halfway point, you better move
 7 o’clock: Midnight starts coming into sight
 8 o’clock: The day flew by, but a few hours left
 9 o’clock: Time is going too fast, running out
 10 o’clock: No room for error, panic sets in
 11 o’clock: There is almost no time left
 Midnight: Out of time, mission failed

Turning the Clock


The mission clock moves forward and back based on the wins
and losses of the characters. When things go wrong, they can
spiral down. When they go right, they can hold off the clock.

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For the mission clock, the count is affected by full sequences of


action. Do not count by each small action and individual roll.
Focus on whole fights, complete efforts, and so on.
If you use a game with more granular or zoomed in action,
base it on the result of an entire round or exchange’s worth of
actions. You may even wish to count by complete sub-quest
or full scene.
If you use the rarer game with very broad resolution, break
down missions into subsections or otherwise zoom in the
action slightly to represent the segmented time of the clock.
The most important thing is that an effort feels complete or
the segment feels like a full sequence of action. Go with your
intuition and play experience for the best fit. There is no
objectively correct measure.
You may also adjust the zoom to fit your preferred pacing. If
you prefer a frantic, high tension experience, zoom to more
granular action for the clock changes. If you want a more of a
quest scale, take it out to whole missions and extended efforts.

Clock Changes
 +2: Major or important sequences failing, extraordinary new
complications or obstacles, and exceptional failures
 +1: Ties, partial successes, wins at a cost, and barely winning
(exactly just passing) successes
 0: Simple and complete wins and successes
 -1: Extraordinarily high-risk wins, exceptional successes,
completion of epic tasks

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Mission Stress
Mission stress represent the effects of the rising pressure and
dwindling options. Add +1 mission stress at 3 o’clock, 6
o’clock, and 9 o’clock. Stress makes a lot of actions more
difficult, but can also grant bonuses accelerating you toward
the climax.
Your game may use target numbers, level of risks, outcome
ranks, or another mechanism. What are minor, low-level
penalties in your RPG are the minor penalties for mission
stress.
 1 Mission Stress: You are starting to feel the pressure. Take
minor penalties when you need to concentrate and on high
difficulty tasks.
 2 Mission Stress: Half of your time is gone! The stress ramps
up. Take moderate penalties when concentration is needed,
minor penalties on most other efforts. But gain minor bonuses
when directly trying to reach or confront your mission’s climax,
focusing under pressure.
 3 Mission Stress: Midnight is fast approaching! It is all too
much as you race against time. Take major penalties when
trying to concentrate and moderate penalties on most actions.
But also gain moderate bonuses when trying to reach or facing
the climax of your quest, focused to obsession.

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Midnight
Midnight is when the clock expires. Your mission fails and
you pay the price. Consider the consequences, both directly
for the protagonists and for the world around them.
You may instead introduce complications and costs creating
a revised mission with more difficulty and risk. The
kidnapped prince is moved to a more secure location and their
page is killed, for example.
Follow-up quests should start the clock at 2 o’clock, rather
than Noon. Any further “second chances” should add another
two hours to the starting time.
Using this model, characters are usually limited to three
“second chances”, the last chance starting at 6 o’clock. If
characters are limited to two regrouped attempts, the first
new attempt should start at 3 o’clock and the second at 6
o’clock. If they are limited to only one additional chance, start
at 3 or 6 o’clock, depending on pressure level desired.
The ability to accept partial consequences and try again with
an advanced clock depends on there being reasonable
escalations possible. If there is no way to impose a partial cost,
higher stakes, and/or greater difficulty, the full consequences
of mission failure come to pass. There is nowhere else to go.
The main exception is if a great personal sacrifice or extreme
cost may be able to buy a delay. In that instance, instead wind
back the clock up to six hours to reflect the time bought.
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Corruption
Temptation
Temptation is how strongly you feel the call of Corruption
and the lure of its promises. It is insidious and manipulative.
Temptation goes from 1-10. At 10, it resets to 1 and 1
Corruption is gained. For a shorter game or playthrough, the
rollover cap may be reduced to 5 or 7. If you reduce the cap,
the temptation effects trigger at 1, 2, 3, 4, and 5.
Temptation is a lesser rating and reflects the give and take of
corrupting events and positive influences.

Gaining Temptation
Ψ +1 to 7: Loved one or close connection is injured, killed, lured
into evil, or damned.
Ψ +1 to 7: A deal made with a demon, ghost, murderer or other
wicked or corrupting entity.
Ψ +1 to 5: Serious failure on a case or mission.
Ψ +1 to 3: Allowing innocents to be harmed or injured.
Ψ +3 to 5: Allowing innocents to be taken, damned, or killed.
Ψ +1 to 3: Using the benefits of corruptions (if any).
Ψ +1 to 7: Uncovering forbidden knowledge, dark magic, or
tempting uses for corrupt methods and works.

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Losing Temptation
Ψ -1 to 5: Saving an innocent from evil forces and the corrupted.
Ψ -1 to 5: Banishing demons, dark spirits, and other such entities.
Ψ -1 to 3: Exiling or eliminating corrupt leaders and spies.
Ψ -1 to 2: Supporting other soldiers in the war against evil.
Ψ -1 to 5: Discovering major and use information related to anti-
corruption and good forces and methods.
Ψ -2 to 3: A significant religious experience or extensive
counseling.
Ψ -1 to 2: Substantial time invested into community uplift.
Ψ -1 to 3: Major time assisting the marginalized and
underprivileged.
Ψ -1 to 7: Rare artifacts and blessings may reduce Temptation (1
to 7 removed); the even rarer might reduce Corruption (1 to 3
erased).

Temptation Effects
Ψ At 1+: Feel a constant urge to use shortcuts and your access
to corruption and corrupt agents, but especially whenever very
convenient or significantly labor saving.
Ψ At 3+: Trigger Corruption checks when callousness would
make things notably more convenient or save substantial time.
Ψ At 5+: Corruption checks when options that would add
Temptation provide a major advantage or could eliminate
major obstacles.
Ψ At 6+: Corruption checks whenever you have an opportunity
to act cruelly or inflict damage upon those who wronged you
or your clients.
Ψ At 7+: Trigger Corruption checks whenever cruelty,
callousness, or appealing to the power of evil would resolve
current problems.

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Corruption
Corruption is a more permanent form of spiritual warping.
You hear the twisted song of evil and it twisted part of your
soul. Characters may usually start with Corruption 0, but
concepts in which the player characters have been touched by
spiritual darkness, vile deeds, demonic temptations, or the
like may start play at Corruption 1 to represent those initial
steps on the unholy path.
 0: Unblemished. Wickedness has not yet taken hold of a
part of you.
 1: Stumble. Your soul begins to bend. You are drawn to
use the corrupt and advantages of evil. Sometimes you
must remind yourself of your own morality.
 2: Callousness. Your soul begins to shrivel. You are
starting to have a hard time with empathy and sympathy.
You do not care about stealing.
 3: Growing Cruelty. A hollowness begins to grow within
your spirit. Sometimes you are mean for no reason. You
go too far roughing up suspects. You do not care about
minor casual cruelty.
 4: Warped. You even start looking less human, almost
uncanny valley. Your sense of self is fading away. Your
morality becomes twisted. You no longer care about
torture, murder, and other extreme sins.

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 5: Inhuman. Almost all of your humanity and soul are


gone. You barely bring yourself to care at all about your
(paying) clients, those you find useful, and perhaps a rare
few you owe. Unmoved by most any horror.
 6+: Beyond Saving. You are retired from active play. The
character has become an irredeemable servant of evil.
They are beyond saving. They literally have no soul left,
only a shadowy echo of what once was.

Corruption Checks
For characters with Corruption 1+: Whenever you are
presented with a clear opportunity to behave without
compassion or take advantage of evil’s power, roll a special
oracle using three six-sided dice.
Ψ A positive result is rolling over the Damnation level.
Ψ A mixed result is rolling equal to the Damnation level.
Ψ A negative result is rolling below the Damnation level.

Corruption Dice
Ψ The first die is Resistance. How well you resist the impulse
overall.
Ψ The second die is Reaction. On a negative result, the urges
twist you up and have a direct impact on your current behavior.
On a positive result, you brush it off easily and the emotions
fade fast.
Ψ The third die is Resolve. On a positive result, gain +1 on all
dice on all rolls for the rest of the scene or the next scene. On
a negative result, you are badly shaken, take -1 instead and
lose a round of effort. On a mixed result, you are briefly
shocked, lose the next round or pause for a few minutes.
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Suggested Advice
When to Roll
Only roll when the outcome is interesting and uncertain. If it
is not interesting, there is no reason to waste time focusing on
it. If is it certain, there is no reason to roll the dice. You
already know what is going to happen.

Oracle Flow
Start with the genre, themes, and setting assumptions.
Whatever they assume, assume. Whatever is obvious in that
context is obvious. There is no need to rely on the oracles for
answers when it is already obvious, unless you are
intentionally introducing uncertainty.
From there, look at what is logical or implied. You do not
need an oracle roll or GM check to know that a lit fuse means
a firework will go off in most cases. Similarly, players and
GMs can follow the plain logic and implied details of things.
Then we get to the creativity and intuition of players and
GMs, “the invented”. This is important in solo and GM-less
games and play modes. If people have a gut feeling or an idea
that jumps to mind for an NPC, certain details, or so on, just
roll with it! Keep the flow going and play progressing.
Resort to the oracles after the obvious, implied, and invented.
Then repeat the cycle going forward, creating a natural flow.

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Hidden NPCs
Assign NPCs a very broad description and power level. Only
reveal or fill in their sheet as they act. This saves you from
doing too much to fill in one-off NPCs and also creates a
sense of discovery and escalation in solo, low prep, and GM-
less play modes.
Especially in solo mode, it preserves the mystery of story
characters. Use the main oracle dice to answer questions
about their capabilities as you bring them into play or uncover
more of their details. That will introduce uncertainty and
reinforce the sense of mystery and discovery.

Fill in the Blanks


You can apply a similar principle to the whole setting and/or
its details. Start with a broad outline and the basic essential
details plotted out. From there, play to discover the world.
This greatly reduces prep needed but allows for complex
universes and interweaving plotlines despite the simple setup.
Allow the plot to emerge as you play. Certainly, provide
possible hooks and threads for player characters to follow.
But let the ongoing narrative evolve as the playthrough
progresses. This is an ideal approach for solo and no prep
play. In both cases, a fluid open world is a great benefit,
allowing for quick setups. A key element is that is largely
player-driven, requiring them to drive forward to carry out
character goals, make discoveries, and interact with the world.
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Bleed
“Bleed” is a common term for when out-of-character (OOC)
and in-character (IC) feelings bleed over into each other.
Sometimes it is unwanted, such as when a player having a bad
day expresses it as their character being a Super Dick™.
However, it can be a valuable tool and is a normal, welcome
part of the experience.
A popular example of productive bleed is method acting or
“getting into character”. Essentially, players get themselves
into the headspace of their character. They mentally put
themselves in the shoes of their character and roll with it.
Another positive example of bleed is a player feeling the love,
fear, hope, dread, confusion, and so on of their character. A
moving scene truly moves the player. The players furtively
hold hands through a tense moment in a small-town horror
game. A player throws up their hands up and laughs in relief
as the party sees a way into a town after being lost in a
wilderness hell.
When playing, you should bear in mind how much things
may affect your mood and perspective. Similarly, when
designing, you should consider how the feel of the game
(mechanically and thematically) comes across in actual play.
What concerns are being emphasized? What circumstances
and emotions are being faced?

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Notes
Just a Framework
This SRD is “just a framework”, not a well-defined system. It
is a foundation with suggestions and guidelines to create a full
build, a toolkit to help you create your own games and tools.
Motif games, even our own, are often incompatible. So then,
what is a Motif game or tool? If you follow the “Motif Way”
of the oracle approach and the principles we express, it is!

Suggested Design Flow


From the design perspective, start with your project concept,
genre, themes, and player character concept. Once you hash
those out, then start to consider mechanics and how you want
things to work. Focus on the main actions characters should
take and what unique characteristic you want them to have.
Then build out from there.

Tell Us About Your Work


If you end up making use of the Motif Toolkit SRD, please
let us know! We will be thrilled to give you a shout out and a
boost, in most instances. Contact us on Twitter
(https://twitter.com/__ThoughtPolice) and tell us about it.
Also feel free to reach out with questions. The only thing we
ask is that you do not send us unreleased manuscripts or non-
public works in progress. Thanks!
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