Professional Documents
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Motif
Toolkit SRD
System Reference Document
Version 1.1
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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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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Table of Contents
OPEN LICENSE ............................................................................................ 2
ATTRIBUTION TEXT.................................................................................................. 2
LOGOS AND TRADEMARKS ..................................................................................... 3
LIMITS .......................................................................................................................... 4
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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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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.
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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.
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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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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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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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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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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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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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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.
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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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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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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.
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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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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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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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.
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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
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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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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.
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!