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CREATING A LIAR

1. Choose if you are a Sleeper or a Scion. 4. Pick three Skills (plus take stealth or 5. Pick a Detriment and record it on your
deception as a bonus) and record them sheet.
2. Grab a character sheet based on which on your sheet.
type of Liar you want to play (see Liars, DETRIMENTS
page 28). AVAILABLE SKILLS Brash Slow
Science and Education Clumsy Unhealthy
PLANNER Planners use their senses.

NAME STORY POINTS


Planners Lie to objects and places.

A Planner might get through a locked door by


determining that the lock is old and easily breakable.
Astrophysics Geology Medicine Distracted Unlikable
A Planner’s focus is space—physical reality where

Biology History Metallurgy Flighty Weak


thinking beings dwell.
BACKGROUND (CHOOSE ONE): SPECIAL GEAR
Planners are sometimes called architects or engineers.
TRAITS DIE TYPE SKILLS DIE TYPE

THE SLEEPER PLOTTER:


When youYou callhave
uponthe following
your limits
abilities, tiny on the Lies you tell.
translucent
• At appear
screens of light first, a Planner
around can’t affect
you, as anything outside of
if orbiting

Botany Mathematics Physics Fragile Weak-willed


you like a star.their
Thesesight, nor anything
display all manner farther
of dataaway
and than about
information you 100need
feet to
(30 m) or so.your
construct You’llLie.
be able to improve that
with practice.
As a sleeper• Plotter, you can
The Stress use your
of telling a Lieinfo-displays to
is partially determined
SCHEMER Schemers use words.
Schemers Lie to people.
keep tabs on the other
by the size members of your
of the object team asoflong
(or portion the object)
as they’re in the same
you’re Improbability Zone as you. Your
altering.

Greedy Bad at _____ (a Skill)


implants serve as communicators, translators, and A Schemer gets through a locked door by convincing the
data storage• devices.
If the object you’re Lyingintoyour
Nanomachines is held by another
blood and ADVANCEMENTS person with the key that it would be a really good idea to
NAME STORY POINTS
person,
tissues allow you their rating
to remove also figures
one Injury Die forinto
everytheten
Stress. But open it.
that’s GM stuff. Don’t worry about it now.
minutes of rest. A Schemer’s focus is consciousness—the mind observing
both space and time. A person doesn’t have to hear or
THE SCION PLOTTER:

Applied Knowledge
TRAITS DIE TYPE SKILLS DIE TYPE even understand your Lie in order for it to take effect.

Gullible
You close your eyes to Lie to reality, peering back
through the folds of time. As you do so, visible lines of Schemers are sometimes called charmers or
energy flow like lightning bolts across your flesh. Scion manipulators.
DETRIMENT SIDE GOAL(S)
Plotters are Good at actions to resist the effects of
Stress from Lying to reality. Spending ten minutes of
You have the following limits on the Lies you tell.
silent meditation allows you to remove one Injury Die.
• At first, a Schemer can affect only one person at a

Electronics Masonry
NOTES
time. You’ll be able to improve that with practice.

• You can’t make someone do something foolish or


TM and © 2022 Monte Cook Games, LLC. insane, like jump off a bridge or anything else they
wouldn’t normally do. Think of your Lies in terms

6. Come up with a side goal and record it


of persuasion rather than mind control. A person
might get sleepy and nod off, feel hungry and go get

Hand-to-Hand Metalworking
something to eat, or maybe become more fearful of
a danger than they normally would be.

• Anyone you affect must be within about 100 feet (30 m)


of you, and you have to know that they’re there.

on your sheet (see Liars, page 27).


• You can’t affect another Liar.

Weapon Use Piloting


DETRIMENT SIDE GOAL(S)
• You can affect animals, but doing so has the same
limitations as with people. The animal in question
must have a reasonable amount of individual
intelligence, so you can Lie to a dog, but not an ant.

Handling Animals Sailing


TM and © 2022 Monte Cook Games, LLC.

Leatherworking Sewing 7. Record your starting equipment on your


3. Pick two Traits and record them on your Machine Repair Unarmed Combat sheet (see Liars, page 33).
sheet. Marksmanship Woodworking
8. Get three Mission Cards from the GM
TRAIT LIST Life Skills and prepare for your first mission!
Agile Intuitive Cooking Lockpicking Stealth
Careful Perceptive Disguise Searching Tracking
Charming Quick-witted Driving Sleight of Hand
Eloquent Smart
Entertaining Strong Physical Skills
Fast Tough Balancing Contortion Running
Graceful Tricky Climbing Jumping Swimming
Intimidating Willful
People Skills
Dancing Sowing Confusion
Deception Storytelling
Persuasion Visual Artistry
Singing Writing
HANDY RULES REFERENCE
DICE-ROLLING SUMMARY LIMITATIONS OF LIES
The result of every Scene is determined this way: While Lies always work, they have limitations.
1. Player states their intention for the Scene. If it’s not so Easy that • Your Lie can’t affect a Liar (in any way), including yourself.
it’s automatic or so difficult that it’s Impossible, they roll dice. • Your Lie can’t directly affect the key object of the Zone of
2. Dice type is determined by any applicable Skill or Trait. Improbability.
3. The number of dice is determined by any assistance, equipment, • Your Lie needs to fit into the ongoing narrative. You probably can’t
or other helpful circumstances (gaining multiple dice to roll is make the security guard by the exit explode because that almost
called having Harmony). certainly doesn’t fit into the narrative.
4. The GM determines the Hurdle. • Your Lie shouldn’t be dissonant to your own senses. A Liar
5. The player rolls: shouldn’t Lie so that information they know to be true is no longer
• Roll above the Hurdle: Success true. The locked safe you’re staring at shouldn’t suddenly be
• Roll double the Hurdle: Success, and . . . where the result is even hanging open.
better than what was hoped for. • Different kinds of Liars have their own limitations. For example, a
• Roll exactly the Hurdle: Almost, where a measure of success is Schemer can Lie to only one person. Sleeper Lies don’t function
achieved, but with a complication. onboard the Celeste. And so on.
• Roll below the Hurdle: Failure—the attempt is unsuccessful.
• Roll a 1: Failure, and . . . results in failure with an even worse INJURIES
outcome. • When you might get hurt, you make an Injury Roll based on the
Rating of the potential injury. If you fail, you gain 1 (or more)
RATINGS AND HURDLES Injury Die.
• You must roll any Injury Dice you have any time you take an
RATING HURDLE
action. If the Injury icon appears on any of the Injury Dice, the
Easy 1–2 action fails.
Average 3–4 • When resisting Injury, there are no Success, and . . . or
Hard 5–6 Failure, and . . . results
Very Hard 7–8 • When resisting Injury, Almost results count as failures unless you
are wearing Armor, in which case they count as successes.
Ridiculous 9–10
Diabolical 11+
Impossible —

TM and © 2022 Monte Cook Games, LLC.


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