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calimoxo.blogspot.

com - * World of Troublemakers * - by jackie tremaine

“To cast a spell you must touch your target or look at him
in the eyes; as you speak the magic words. By carrying a EXPERIENCE:
staff, you raise this range to anything you can see.” You start at level 1. Whenever you roll a 6 or less, you
-random old wise man. get an Experience. Once you have Experience equal to
your Level plus two, you level up.
CREATION When this happens, you can raise your skill in one
All the apprentices know what Element skills they hold Element by one.
within. They usually range from -1 to 3; and they all add
to 0 at first. These skills represent the ability they have THE PAST:
over this Element, and over all the facets of it. it. The Whenever you feel like it, you can reveal something from
Elements and their domains are: your past, by answering one of this questions:
Earth: Strenght, endurance, metal, plants, the body. □ What was the most important lesson from your master?
Air: Intuition, speed, lightning, astral travel, clairvoyance.
□ Where did you learn to fight, and how?
Fire: Heat, spirit, courage, recklessness, charm. □ What feat you accomplished as a long time before?
Water: Illusions, storms, cold, empathy and mind. □ What scarred you for life ?
□ What's your dream in life?
MAGIC, DANGER, FIGHTS AND MYSTERY □ What you've worked on in the past?
Whenever you take any action, the GM will tell you its □ What's your natural talent?
consequences or requirements; and sometimes, you will □ What makes you different from other people?
have to roll the dice. An action usually requires a roll
when... Once you do it, write it on your sheet. You have +1 on
any roll whenever one of your past's answers can help
□ You act despite imminent danger; you fight or you suffer you to achieve your goal. You cannot answer more
harm. If you roll with it... questions than yout level.
□ By enduring or using strenght, roll +Earth You can choose if those things happened before or after
□ By thinking or acting fast, roll +Air the game started; or during the downtime.
□ With bravery or charm, roll +Fire
□ Through mental fortitude, roll +Water TROUBLEMAKING: THE GM GUIDE;
□ You summon, command, analyze or banish an Element OR BUILDING A SETTING ON THE WAY
or anything within its domain. Roll + that Element. □ Before the game starts, you, as a GM, will name the
□ You make a dramatic move, where the outcome is land; and will ask each of the players “What is there to be
unclear. Talk with your GM to determine which Element wary about in this land?” All those things have now a
you roll. place in the world. If this facts lead to any other
questions, make them. Or even better: ask lots of
THE ROLLS questions all along the campaign.
Only players roll at all times, and all rolls are 2d6 + the □ Come up with a threat yourself too. But make the path
appropiate Element. as they walk it.
On a 10+, □ Whenever they answer questions from their past; use
10+, you succeed in what you were doing.
them to build their future: as masters say, past always
On a 7-9,
7-9, you succeed, but with a limitation, cost, danger comes back.
or choice.
□ Whenever a player asks what their character knows
On a 6 or less,
less, you miss; and something bad happens. The about something, you can turn the question back on them;
GM will tell you what, according to the tone and the specially if the backstory and Past of the character allows
scene; and you get and experience point. As the Elder it. They'll build the setting for you.
Elemental Talkers always say: mistakes are the greatest
masters. □ At the start, put the players in a situation of impending
masters.
danger (a chase, a standoff, a trial, a fight) and see how
On a 12+,
12+, you succeed overwhelmingly or gain an they react.
advantage (+1 to your next roll)
□ On the first half of the game, the characters will fail
more rolls due to their low skills; and this may cause all
Take +1 to your rolls when you have an advantage; be it kinds of danger and havoc (and that's where this game
for a tool, weapon, armor, information, preparation, got its name: you're encouraged to build this slowly on
situation or others. the players 7-9 and missed rolls). On the second half,
Take -1 when your target is tough enough or mysterious to they will be powerful enough to overcome all the troubles
you; or when youre wounded or hindered in any way. they caused along their adventures.

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