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POWERS Martial: You do +2 damage with

all weapons.
Arcane: You can cast spells that Privateer: +1 when on a ship. PLAYING THE GAME
cover close blast areas, or far away Psionic: Cast a spell to move any One player takes on the role of the
burst areas. target nearby up to 5 squares. Dungeon Master (DM) and the
Berserker: +2 damage when you Primal: Cast a spell to channel or other players play player
are bloodied. transform the natural world to a characters (PC’s). The DM voices
target nearby or a close burst. other characters, presents
Controller: You deal +3 damage to challenges and dangers, and
groups of targets. Small: +2 when rolling initiative. describes and recalls the
Defender: +1 when you protect Striker: You deal +3 damage to fantastical world you have played
someone, gain 10 max HP. single targets. in before. The PC’s play as fantasy
heroes attempting to save the
Diplomancy: +2 when making Tiefling: You are immune to fire. world, either as characters they
deals or negotiating.
have played as before, or whole
ITEMS
Y
Divine: Pray to invoke a god’s ears ago I played a 4th new characters.
power against a target nearby. edition D&D campaign with
my friends. It lasted 7 years. You’ll need a campaign, preferably

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Draconic: You have a breathe Amulet Javelins In order to relive some of those a heroic fantasy campaign, to
weapon that covers a close burst.
Arcane Focus Lantern fond memories and recall the time provide the setting and dangers.
Dwarven: +10 max HP, -1 speed. Axe Light Armour we spent together, I made this This should be a campaign most of
Eladrin: +1 when you move in Backpack Longbow game. It attempts to recreate the the players participated in,
danger or cast a spell. Bag of Coins Longsword feel of that version of D&D in a something you may or may not
format that is easy to pick up and remember well. This serves as the
Elven: +1 speed, +1 when dealing Ball Bearings Mace
play for one night. It also assumes setting for your game.
with history or lore. Book Poison
that you are returning to an old
Halfling: 3x per combat you may Chest of Coins Rations campaign, a world you maybe DM, make a villain, an antagonist
call for any d20 to be re-rolled. Climbing Kit Robes don’t remember much about, but that has captured, broken, or
Crossbow Rope will have fun recollecting. altered the memories of the
“Hi!”: +2 whenever you introduce characters. This could be the big
yourself to someone. Daggers Scroll
To play you’ll need 2+ players, bad evil guy from a previous
Heavy Armour Shield
Human: +1 bonus to one specific some d20’s, these rules, old campaign, an NPC, or some other
Healing Potion Shortsword malevolent force. They have done
action. Say what it is. campaign materials like notes and
Helmet Spear maps and lore, a battle map, and something to the world where the
Large: +10 max HP, -1 speed. Herbs Staff tokens or minis to represent PC’s (much like the players
Leader: +1 bonus when helping. Holy Symbol Thieves’ Tools characters. You’ll also want to themselves) have trouble
You may use your minor action to Horse Torch print out some character sheets. remembering details of the world.
give a character a move action.
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ROLLING DICE CONSEQUENCES COMBAT EVERYTHING ELSE
Whenever a PC does something Whenever a PC rolls dice and gets Initiative: PC’s roll dice as usual. DAMAGE: Every spell and weapon
risky where failure is interesting, 15 or less there are consequences. If any player gets 16+ the PC’s get deals 3 damage. This can be
roll 1d20 and add: The DM picks up to three from the to act first. If not there are augmented by powers.
list below. If other characters consequences as usual before the
+x from relevant powers helped the roll they can be PC’s can act. On each PC turn they RECOVERY: Gain 1/4 of your total
targeted by consequences as well. have 3 actions to perform: HP after combat (rounded up).
+1 for each major advantage standard, move, and minor. Regain all lost HP after a day or
like positioning, items, etc. DM COMPLICATION. A new danger, long rest.
has final say. disadvantage, or change in the STANDARD ACTION: Attacking,
scene. Reinforcements, activated picking locks, shoving, grappling, BLOODIED: When a character is
+1 per character helping you traps, dungeons falling apart, casting spells, praying, etc. at half their total HP (rounded up)
betrayal, anything that makes the they are bloodied.
-1 for each major disadvantage MOVE ACTION: Move up to your
scene dangerous or compelling.
like being bloodied, armour, speed in squares, stand up, etc. MEMORIES: For each fact you
cover, etc. DM has final say. DANGER TRACK. Complications, recall about the campaign setting,

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dangers, and difficult situations MINOR ACTION: Open and close you bank a +1 bonus. Memories
Then announce your final result: doors, ready equipment, throw cannot be reused. Everything
telegraphed using a circle divided
into segments, marking letters in something, drink or eat, etc. remembered by players can be
SUCCESS (16 or more) You
a word, removing tokens, etc. remembered by characters.
succeed, say what you do. PC’s take turns in whatever order
Name the track and say what
happens when it fills. they like. A move action can MAKING CHARACTERS: Each
MIXED SUCCESS (10-15) You become a minor action, and a PC starts with 3 powers, 5 items,
succeed with consequences.
DAMAGE. An NPC deals damage standard action can become a 50 HP, and a speed of 6. You do not
Say what you do and the DM
to one or more characters. This move or a minor action. remember your name.
will say what else happens.
also could be activated traps,
environmental and magical The DM doesn’t roll dice, just calls NPC’s: Are either minions,
FAILURE (9 or less) You fail
hazards, etc. Subtract damage for rolls and deals consequences. standards, or elites. They start
and there are consequences.
from HP totals. At 0 HP a with 6 speed and 1-5 items.
The DM says what happens. RANGES
character is dying. All damage can
Minions have 1 power, 1 HP, and do
If the number on the d20 is a 20 be split between multiple targets Close is 1 square away. Nearby is 3 damage. Standards have 2
that’s an automatic critical in range. within 5 squares. Far away is 10 powers, 10 HP, and deal 10
success. You succeed with an squares. Burst areas cover a 3x3
MOVEMENT. An enemy that can damage. Elites have 3 powers, 50
additional benefit. If the number cube. Blast areas cover a 5x5 cube.
move may move squares up to HP, and deal 20 damage.
is 1 that’s an automatic critical Use your best judgement.
failure. Things get worse. their speed.
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