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Nasty Brutish & Long Revolutions Sheet

Taste Menu Inciting Event Clocks & Notes


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Nasty Brutish & Long Rules Reference Sheet 1
POSITION ROLL RESULTS RESISTANCE
◆ Controlled: You act on your terms, or by ◆ CRITICAL SUCCESS: More sixes than the After the GM describes a consequence, a PC
surprise. Exploit a dominant advantage. difficulty rating. Your character gets what may resist by saying what happens instead or
they want, and additional benefits equal to how their character reacts. If you do you can
◆ Risky: You act under fire, you go head-to-
the number of additional sixes. pick a different consequence of the same
head. Typical starting position.
severity, or a consequence you get as part of
◆ SUCCESS: As many sixes as difficulty
◆ Desperate: You overreach, you’re in serious one of your character’s special abilities.
rating. Your character gets what they want.
danger or mortal peril.
◆ MIXED SUCCESS: At least one six, but
less than the difficulty rating. You must DECLARE A NEW NPC
DIFFICULTY RATING accept an ugly situation, and the GM picks
If none of the NPC’s with a character sheet will
up to one other consequence as well.
◆ Difficulty 2: Something straightforward. do, the player can declare an NPC:
◆ FAILURE: No sixes. You fail to get what
◆ Difficulty 3: Challenging or taxing. ◆ Working Class: 1 resource
you want. The GM picks any number of
◆ Difficulty 4: Dire, complex, near impossible. consequences to inflict. ◆ Middle Class: 2 resources
◆ Ruling Class: 3 resources
BITE THE BULLET CONSEQUENCES These NPC’s start with 3 total backgrounds.
Players can spend 1 or 2 resources to give them
The player may say their character is leaning ◆ Break Something: One or more of the
1 or 2 additional backgrounds.
into the action, accepting greater risk for a character’s assets breaks or runs out.
better chance at success. The GM lowers the
◆ Complication. Some new challenge,
difficulty and sets the position to be worse.
danger, or lingering setback. Something FORTUNE ROLL
takes too long, a character gets an awful
When you need to make a decision about
alias, things get dangerous or out of hand.
BONUS DICE something the PCs aren’t directly involved in, or
◆ Complication Clock: Start a clock an outcome is uncertain but an action roll
◆ Pains: For each full row of pains, take -1d.
representing incoming dangers or doesn’t apply, make a fortune roll.
◆ Traumas: For each relevant trauma that complications, or mark segments on a clock.
◆ Start with 1d6
would help or hinder, take +1d or -1d.
◆ Pain: The character suffers physical, mental,
◆ For each major advantage, take +1d.
◆ Linked Actions: Spend 1 stress to add or social harm.
dice from another relevant actions’ points. ◆ For each major disadvantage, take -1d.
◆ Stress: Character marks stress equal to
◆ Aid: Other characters mark 1 stress, you severity of the position. Roll the dice and read the single highest result.
take +1d if they have points in actions you If you have 0 or negative dice, roll 2d6 and read
◆ Taxes: Character loses resources equal to
are using. Any character aiding may also the lowest result instead.
the severity of the situation.
take consequences.
◆ Multiple 6’s: Extreme result, awesome luck.
◆ Ugly Situation: You get part of what you
◆ Resources: You get +1d for each 1
want, a compromise, lesser effect, or way ◆ 6: Good result, fortune is favourable.
resource spent. You must say what each
more than you bargained for. This is the only
represents. ◆ 4/5: Mixed result, an expected outcome.
consequence that cannot be resisted.
◆ Special Abilities: Some of your character’s ◆ 1-3: Bad result, a dire turn of fortune.
special abilities may give you bonus dice.
Nasty Brutish & Long Rules Reference Sheet 2
PRINCIPLES OF PLAY MAKING A CHARACTER TIME PASSES
◆ Everything should get worse. All the ◆ Pick 4 total backgrounds. Start with a Mark clocks. The GM may start clocks or mark
characters could die, and the different born background then pick or roll for others. progress on existing clocks representing
revolutions and inciting event aren’t getting mounting danger or approaching obstacles.
◆ Distribute 6 points among actions on
better. If the PC’s do nothing, things get
your character sheet. No action can have ◆ Days: 1 segment, Weeks: 2 segments,
worse and other factions and characters will
more than 4 points in it. Months: 3 segments, Year+: 5 segments
make the most of the changing world.
◆ Select one special ability. Earn Resources. Each character marks
◆ Ask leading questions. Keep moving
resources according to their class and how much
forward and establish relevant information ◆ Buy assets. You get 3 for free and can buy
time has passed.
as you need it. Don’t ask for permission, ask as many as you’d like. You can buy 1 fine
for exciting details and follow the answers. asset at character creation. ◆ Days or Less: 1 resource, Weeks: 1 for
working, 2 for middle, 3 for ruling, Months:
◆ This book is a set of tools that help you ◆ Give your character details. Names,
2 for working, 3 for middle, 5 for ruling,
tell a story. This isn’t a game you can win. titles, looks, age, and pronouns.
Year+: 3 for working, 5 for middle, 10 for
Don’t be a pushover but don’t try to game
◆ Introduce your character. Go over all the ruling
the system. Engage with each other’s ideas
choices you made, ask questions of other
and build on them to create a satisfying Clear Stress. If more than a week of time has
player character and the GM.
story for everyone at the table. passed, players can spend resources to get dice
◆ Write 2-3 drives. Drives are one or two to clear their character’s stress. Roll the dice
sentences that describe what your character and clear stress equal to the highest result. If
EXPERIENCE believes and what they can do about it right the player spends 0 resources or less than a
now. The inciting event is a good start point. week of time passes, instead roll 2d6 and clear
◆ Make a desperate action roll, +1 xp.
stress equal to the lowest result.
◆ Fail an action roll, +2 xp.
Review Pains. For each relevant pain, clear it
Mark these at the end of each session of play:
MAKING AN NPC based on how much time has passed. Do the
◆ Pick backgrounds. Given them an same with any marked conditions.
◆ Pursue a drive, +1 xp.
expected background for their current role,
◆ Days: Clear level 1 pains, Weeks: Clear
◆ Complete a drive, +2 xp. then 2-4 more based on their competency.
level 1 and level 2 pains, Months: Clear all
◆ Distribute 6 points among actions on
Advances. If months of time have passed, any
the NPC sheet. No action can have more
ADVANCES than 4 points in it.
PC with marked xp may clear their xp track and
take an advance. If years or more of time has
When your xp track fills, clear it and
◆ Give them 5 assets. Don’t spend resources passed, PC’s instead get to pick a new
immediately take one of the following:
on these. Start with what we have seen so background from their current class, or pay 3
◆ Add 1 point to any action far in the story. NPC’s don’t get fine assets. resources for a higher or lower class.
◆ Create a new action and give it 1 point ◆ Give them character details. Names, Review Resources. If any PC or NPC has more
titles, looks, age, and pronouns. Maybe an than 20 resources, they mark 1 trauma.
◆ Add a new special ability
awful alias if it has come up in the fiction.
Review Drives. Go over all PC and NPC drives.
◆ Write 1 drive. It should relate to the You may modify or change drives as desired to
inciting event or one or more of the PC’s. reflect what has happened after time passes.

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