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Action Sequence (Core Rulebook p.178) Dueling Maneuvers (Core Rulebook p.235) Consequence Guidelines (Core Rulebook p.

Rulebook p.235) Consequence Guidelines (Core Rulebook p.174) Opportunity Guidelines (Core Rulebook p.175) Game Master Stories (Core Rulebook p.199) Danger Points (Core Rulebook p.177)

STEP 1: APPROACH STEP 4: ACTIONS To perform a Maneuver, spend a Raise on your Action. A Duelist can perform one, and only Consequences are a great way to raise the stakes and make things more dramatic and exciting. In addition to adding interesting elements to Scenes and Sequences, Opportunities are a SEASON STORY CHARACTER STORY ADDING DANGER POINTS
Each player tells the GM what she is hoping The player with the most Raises describes one, Maneuver on each of his Actions, e.g., a Duelist cannot spend two Raises to declare that Use these guidelines to create memorable scenes on the fly by introducing Consequences tool you can use to introduce new Game Master Stories. For each Raise the Heroes invest This should be a long-term Story (five-Step These Stories focus on a particular NPC The GM may add Danger Points to the Danger Pool.
to accomplish and how. The GM tells each his Hero’s Action and spends one or he is Slashing and Parrying as a single Action. A Duelist can still spend multiple Raises to that force the Heroes to make tough decisions. Wounds are the least of a Hero’s problems. in an Opportunity, the Game Master adds a Story Point relating to that Opportunity. Stories, sometimes four) that plays over that the game group finds interesting. These • The GM starts each session with 1 Danger Point for each Hero.
player which Trait+Skill to use for her Risk. more Raises to overcome Consequences, perform multiple Maneuvers within an Action Sequence as separate Actions. the course of several game sessions, with at are great one-Step Stories but can also span • The GM buys any unused dice that aren’t part of a Raise. For each die the GM
take advantage of Opportunities, create In addition, a Duelist can never perform the same Maneuver in consecutive Actions (he INJURY! DAMAGE OR TOTAL LOSS! INJURY! TURN IT AROUND! least one Step every game session to keep more Steps to tell more elaborate NPC chooses to buy in this fashion, the player gains 1 Hero Point...and the GM gains
STEP 2: CONSEQUENCES Opportunities for other Heroes or inflict cannot perform Slash, then on his next Action perform Slash again). A Duelist may perform ...the Hero, an innocent bystander or ...an item important to the Hero is damaged ...the Hero uses something within the Scene ...the Hero overcomes and uses the trap things moving. backstories. The players’ interest is a good 1 Danger Point.
AND OPPORTUNITIES Wounds on another character. a Maneuver twice in the same Round of an Action Sequence, but there must be an addi- someone she cares about takes Wounds. or lost in the process. to injure a Brute Squad or Villain in the against the Villain. gauge to determine how long a Character
The GM tells the players what the Repeat this step until all Heroes and tional Maneuver (or nondueling Action) between the repeated Maneuvers. • Moderate danger: 1–5 Wounds. • A family heirloom is damaged, and process (each Raise causes 2 Wounds). • 1–2 Raises: a simple trap. EPISODE STORY Story should run. USING DANGER POINTS
Consequences and Opportunities are. Some Villains are out of Raises to spend. • Grave danger: 6–10 Wounds. finding the right craftsperson to • Simple setup, such as using a chan- • 3–4 Raises: a moderate trap. A short-term Story that takes place over a The GM may use Danger Points from her pool to:
of these have Time Limits (p. 179). SLASH BASH • Dire peril: 11+ Wounds. repair it is going to be difficult. delier or large statue: 1–5 Raises. • 5–6 Raises: a complex or magical trap. single session. It should average about one RETROACTIVE STORY • Increase the total needed for a Raise by 5 for a Risk or Round. This affects all
STEP 5: END OF ROUND A basic Maneuver used to attack, one the most Forcing your opponent off balance—with • An item essential to the Hero’s • Moderate setup, such as dropping Step for every hour or two of gameplay. The Steps of a Retroactive Story are tallied Heroes in the Scene.
STEP 3: ROLL AND RAISES When all Heroes and Villains are out of gifted street thug wishes she could master. your pommel or a closed fist—to render her WITNESS! mission is lost, it may resurface at the sail and rigging onto them: SOMETHING NEW! These are usually one- or two-Step Stories after the facts, letting the Heroes accom- • Add two dice to any Villain’s die pool.
All players roll at the same time, counting Raises, the GM determines if an Action When you perform Slash, deal a number of next strike less effective. When you perform ...the Hero is seen or caught doing some- a later time in someone else’s hands. 6–10 Raises. ...the Hero finds an artifact, a map, a letter, a that fit in between other Character Stories plishments become the various Steps and • Activate a Brute Squad’s special ability.
Raises and telling the GM what they rolled. Sequence is still necessary. Does everyone Wounds equal to your Ranks in Weaponry. Bash, deal one Wound; the next time your thing sneaky. • A romantic letter or a token of • Complex setup, such as leading key. This item may be needed now or may or longer-term Stories. reaching a Goal. These Stories could often • Activate a Villain’s special ability.
think an Action Sequence is still necessary? target deals Wounds this Round, she deals • Seen by Brutes or Minor Villain affection is gone, only to be found them off a cliff or into an impro- be helpful later on. be one- or two-Step Stories with the occa- • Activate a Monstrous Quality (Core Rulebook p.197).
WHO GOES FIRST? If so, the Action Sequence continues. Go PARRY one fewer Wound for each Rank you have who works for the Major Villain. later by the Villain. vised trap: 11 or more Raises. • The Hero will need to return the sional three-Step Story if things were really • Murder. If a Hero becomes Helpless, a Villain can spend a Danger Point to murder
The character with the most Raises acts first back to Step 1: Approach and go through The art of putting your weapon between in Weaponry. • Seen by local constable or authority item eventually, but for now it is his. going well. that character. See Helpless (Core Rulebook p.181).
in an Action Sequence. Villains always go the steps again. yourself and harm. Perform Parry to prevent who must be bribed or dispatched. PRIDE AND PREJUDICE! WITNESS! • The item is valuable and could be
first when tied with Heroes. If two Heroes If the players have resolved the Scene, the a number of Wounds equal to your Ranks RIPOSTE • Seen by a Heroic NPC who now ...an influential NPC watches the Action, ...the Hero learns something new about the traded or sold to increase Wealth. Brute Squads (Core Rulebook p.192) The GM can spend additional Danger Points to add multiple dice to a Villain’s die pool, but
are tied, they decide which of them goes next. Action Sequence is over. in Weaponry. You can only activate Parry Failure to master Riposte has resulted in thinks poorly of the Hero. creating a social repercussion. Villain’s plan, or helpful plot information. • It belongs to the Villain and could can’t spend multiple Danger Points on any other option, e.g. increasing the total for Raises
on your Action, immediately following the more students failing to graduate from • The Hero’s reputation within the • A secret meeting is overheard. be essential to her plan or used The GM activates a Brute Squad’s Ability for a Round by spending a Danger Point. A Brute by 10 or murdering two Heroes at once.
Dramatic Sequence (Core Rulebook p.186) Maneuver that caused your Wounds. their Academy than any other Maneuver. IT’S A TRAP! township diminishes, and locals will • A master plan is discovered; the against her! Squad’s Ability occurs in addition to the normal Wounds that a Brute Squad deals.
When you perform Riposte, you prevent a ...when the Hero is visiting new places or make things tougher in the future. more complex the plan’s details, the Influence Costs (Core Rulebook p.195)
STEP 1: APPROACH STEP 4: ACTIONS FEINT number of Wounds equal to your Ranks in isn’t welcome. • The Hero’s connections within more Raises it requires. PRESTIGE AND REPUTATION! GUARDS PIRATES
The GM describes the circumstances of the The GM narrates the Sequence, describing Posturing and positioning in such a way Weaponry, and deal a number of Wounds • Standard trap (causes Wounds). a Secret Society or other formal • A new Villain, who was a former ...someone influential is witnessing Spend a Danger Point to force an attack just Spend a Danger Point and they abduct a Influence is a Villain’s currency. It’s how he gets things done, attracts minions and Brute
Sequence in general terms. Each player tells details and presenting challenges and that your opponent drops his guard or tries equal to your Ranks in Weaponry. You can • Poison-needle trap (obtaining the group are diminished. ally, is revealed. the Hero’s actions, which creates a made against a Villain to target themselves non-Hero character from the Scene. This Squads to his service, bribes nobles and local officials, and otherwise influences the world
the GM what he is hoping to accomplish circumstances. Heroes spend their Raises to block an attack that never comes. When only perform Riposte on your Action, and antidote is now essential or urgent). • The Hero is blackmailed for illegal social advantage. instead, and reduce the Wounds dealt by 1. reduces the Brute Squad’s Strength by 1 as into doing what he wants it to do.
and how. to overcome challenges, accomplish goals, you perform Feint, you deal one Wound—if you must perform it on the Action imme- • Magic trap (Fate trap marks or or embarrassing behavior. JUST IN TIME! • Street urchins, Jenny’s Guild or the a single member of the Squad escapes the
EFFECT COST IN INFLUENCE
or take action to change their circumstances. your target is injured again this Round, he diately following the Maneuver that caused curses the Hero, Porté trap sends ...the Hero has a chance to save some much- criminal underworld takes notice. ASSASSINS Scene with the abducted character.
Hire or recruit another Villain 2 per 5 Strength of the Villain
STEP 2: GATHER DICE suffers one additional Wound. the Wounds you are preventing. A Duelist the Hero beyond the veil, etc.). DANGEROUS AWAKENING! needed time by doing everything right. • The captain of the guards, a minor Spend a Danger Point and they go before the
All players gather dice from their Traits, OUT OF RAISES may only perform this Maneuver once ...the Hero disturbs something supernatural • An NPC Hero or Villain thought noble or a powerful merchant takes fastest Hero, causing Wounds immediately. THIEVES Employ a Brute Squad 1 per 10 Brute Points
Skills, and elsewhere. If a player runs out of Raises, she does not LUNGE per Round. OUT OF TIME! or monstrous! to be lost or dead resurfaces to help notice of the Hero. Spend a Danger Point and they steal one Convince a Hero’s ally to betray him Hero’s Panache score
roll again. She can continue to participate A reckless and sometimes desperate ...when the Hero cannot be in two places • Moderate Monster: 5 Strength, the Hero at the last minute. • The Hero finds favor with the DUELISTS item currently in a Hero’s possession. This Bribe an official 1
STEP 3: ROLL & RAISES in the Dramatic Sequence, but she can no Maneuver, but one capable of ending a at once. 2 Monstrous Qualities (perhaps a • The Hero is completely in sync leader of a Secret Society, a pres- Spend a Danger Point and they attack a reduces the Brute Squad’s Strength by 1 as Discover a rival NPC’s identity 1
All players roll at the same time, counting longer spend Raises to achieve effects or conflict immediately. When you perform • Moderate timeframe: 1–5 Raises. Monster Squad). with the environment of the Scene. tigious royal or an influential local. second time, choosing either the same Hero a single member of the Squad escapes the Discover a rival Hero's identity Hero’s Wits score
Raises and telling the GM what they rolled. overcome challenges. After all, she doesn’t Lunge, spend all of your Raises. You deal a • Narrow timeframe: 6–10 Raises. • Dangerous Monster: 10 Strength, • A mysterious stranger, a magical • The Villain is swayed to the Hero’s or a different one. Scene with the item. Find a secret location 1
have any more Raises to spend. number of Wounds equal to your Ranks in • Impossible timeframe: 11+ Raises. 3 Monstrous Qualities. ally or other miraculous source cause or the plight of her victims. Escape a scene Highest Trait present
Weaponry plus the Raises you spend. These • Epic Monster: 15+ Strength, helps the Hero get things done.
Wounds cannot be avoided or prevented. 4+ Monstrous Qualities.

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