Player Guide
Terminology
- β€οΈ - Your HP!
- π - Your damage!
- π - Mana! Spend for spells!
- π - Armor, spent to reduce damage. Regenerates between sessions. May also represent temp HP. Max 2 armor at a time.
- π - Bondage damage! Bypasses π and can't be removed by healing. Can be removed by physical means.
- π€ - Corruption damage! Bypasses π and can only be removed by magical healing with a π cost. Persists between sessions.
- π‘οΈ - Designates an armor ITEM
- βοΈ - Designates a weapon ITEM
- +1 Forward - A +1 bonus to the next relevant roll within a reasonable or predefined timespan.
- +1 Ongoing - A +1 bonus to all relevant rolls within a reasonable or predefined timespan.
Universal Moves
Attack
Attempt to deal your π to an enemy.
10+ you successfully inflict your π to the enemy
7-9 you successfully inflict your π to the enemy, but there is a consequence
6- you fail to inflict your π to the enemy, and there is a consequence
When an enemy attacks your character you may Counterattack, Defend, or Dodge.
Counterattack
Take the full π from the enemy but deal your π to them in exchange
Defend
Use your Might to block the enemy's Attack.
10+ Completely block the enemy's Attack
7-9 Partially block the enemy's Attack
6- Fail to block the enemy's Attack
Dodge
Use your Speed to avoid the enemy's Attack
10+ Completely avoid the enemy's Attack
7-9 Partially avoid the enemy's Attack
6- Fail to avoid the enemy's Attack
Aid
Assist an ally, giving them +1 forward and +π if you're Aiding an Attack. You must be able to describe your Aid in a way that makes sense to the GM.
Templates
First thing is picking one of four basic templates
| Attacker | DAMAGE DICKER |
|---|---|
| β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ | |
| γ | |
| πππ | |
| |
| Defender | SPANK TANK |
|---|---|
| β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ | |
| γ | |
| ππ | |
| |
| Half Caster | SWITCH BITCH |
|---|---|
| β€οΈβ€οΈβ€οΈβ€οΈβ€οΈβ€οΈ | |
| ππ | |
| ππ | |
| |
| Full Caster | SUPPORT SLUT |
|---|---|
| β€οΈβ€οΈβ€οΈβ€οΈ | |
| ππππ | |
| ππ | |
| |
Magic
Handling magic: The π templates are meant for characters that have their magic as their focal point/mechanic, but those who use magic as a supplement/niche thing can use other templates. Here's an example:
Pyromancy - You may use conjured flames as part of your moves to enhance them in the fiction. If it's particularly tricky or difficult, you may need to roll+STAT.
Stats
After that, assign 2/1/0/-1 to your stats: Might, Speed, Wits, Charm.
Sheet
<NAME>
<CLASS NAME> (Don't use your template name. Make up your own class name)
Insert flavor text here. Can indicate what your character knows in the fiction or their theme, like whether they're some kind of paladin or an engineer
Short Term Goals: (Goals your character has that could be accomplished in a single session. Try to have a few. They can be repeatable.)
Long Term Goals: (Goals your character has that could be completed over multi-session arcs. You only really need one of these.)
Level: X XP: X Gold: X
Might X, Speed X, Wits X, Charm X
MOVES
Move 1
Move 2
Move 3
Move 4
ADVANCES
[ ] Advance 1
[ ] Advance 2
[ ] Advance 3
[ ] Advance 4
[ ] Advance 5
[ ] Advance 6 OR Ultimate ability
[ ] [ ] [ ] Stat Boost - Raise a stat by +1. Stats cannot exceed 2.
Advancement
You can level up by spending XP. To level up you should do some kind of IC post during End of Session, or you can do an IC post anywhere. Character development! Pick an advance from your playbook, some can be chosen multiple times. You start at level 1 and generally max at level 10. Use 10 XP to level up!
You get XP as both player as GM. PLAYERS gain it like so:
1 XP from IC stuff outside of games.
1 XP if you have to smash another player in-game.
1 XP from optional challenges. Letting yourself be mind-controlled or do something humiliating if prompted by the GM. The GM may instead offer you a disastrous result for your failure in exchange for 1 XP. You can say no though! Try not to give out more than a couple of these.
End of session XP goes like this:
1 XP per scene or encounter, like having to solve some riddles. Maximum of 3 XP from this, don't cheese it!
1 to 3 XP per battle or conflict resolved, physical or social or whatever. Easy minion fights are 1 XP while grueling, long boss fights are 3 XP. The same's awarded if you manage to circumvent or de-escalate a battle through diplomacy.
1 XP if the party learned a lot more about the world.
1 XP if the party met exciting new allies and foes.
1 XP if the party triumphed through teamwork.
When you have that all sorted out, all players and the GM get XP according to that, and the GM gets 1 extra XP per player in-game, including leavers.
There are no XP/gold/item rewards for solo runs unless otherwise specified
Sometimes you also get an item or GOLD from a session!
By GMing you also get 1 ποΈ. You can spend a ticket to request:
β Custom item from me
β Fancy enhancements to your sheet based on your character development
β Spicy memes. Basically 'fuck my shit up'
β Ticket to Ride: Ultra-kinked-out speedrun dungeon I'll set up soon