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Environmental Event Modifiers Dramatic Tasks

Tall Grass Tricked Linguistics: Translate vs. forget


Fog Treachery Arcana/Knowledge: Research
Smog Manhunt Persuasion: Debate
Fire Riot Strength: Pull the rope
Smoke Reinforcements Climbing
Avalanche Time crunch Hold door open/closed
Cave-in Weapon fail/break Walls closing in
Sand-storm Opponent disarms Constitution: Drinking contest
Hurricane Hostages Stay awake
Blizzard Under the influence Nature: make antidote
Toxic Gases Grapplers Athletics: Swim against current
Swamp Mugged Arcana: Complicated Spell
Quick sand Unarmed ID the spell
Flood Sleeping Magical trap
Heavy Winds Debate Intimidation: Interrogation
Slippery Medicine: Dying person
Personal Conditions Survival: Track
Hazards Drunk Hunt
On Pillars Depression Protect from environ.
In water Fear lost
Pit/Ravine Confusion Performance: Distraction
Ledge/ cliff Lust Stealth: Follow unnoticed
On a wall Pride/envy Sleight of hand: The switch
Rope Bridge Humor Disarm the traps
Run-away cart/vehicle Mistrust Casting under pressure
Bystandards Memory loss “Hold the Line”
Use of cover Intimidated
Lighting issues Hungry Scene
Climbing Telepathy Lightning
Falling objects Sick/nauseated Smell
Grasping grave Sound
Bramble bushes NPC Architecture
Grasping plants Age Condition
Misleading echo’s Hair
Falling trees Eyes Points of Interest
Geyser attacks Skin Person (actions?)
Crumbling Flooring Dress Animal
Facial expression Object
Demeanor Something Missing
Speech pattern
Action
Shtick
Chase skills Encounters Pre-set Combats
Disadvantage = 3 movements, Meeting (blind, and unarmed) - 2 sets of enemies, deadly
Normal = 2 movements Drinking contest environment, deadly hazard,
Advantage =1 movement Poisoned cup get/save the plot device
5 rounds Game of Skill/riddle - Jumping from pillars, brutes
Champion style fight at the bottom knocking the
Tumbling Being Followed pillars, poisoned arrowed
Land on feet archers up top
Squeeze through space - Fight on burning, smoke
Wade through objects Traps filled, run away cart, headed
Wade through people Electro-magnetic Crystal towards cliff, with bystanders
Swim Spell: (fireball, acid, bolt) - Fighting on roof & wall,
Jump between buildings Whirling Blades during rain & wind, during riot
Climb Wall/ceiling enclosing
Tracking Pit Preset Encounters
Perception vs stealth Spikes - Secret meeting, blindfolded,
Boulder unarmed, and outmatched;
Chase obstacles Acid enemy demands ‘champion
People Arrows fight’
Roofs Bear trap - In the ravine with grabbing
Ladders Net trap plants, when a flood occurs,
Holes Crumbling floor - Read the wall, cast the spell,
Windows Poison needles in a grasping graveyard, with
Environments Sleep/confusion spell toxic gases & tall grass.
Hazards Flooding space - Citywide manhunt, case the
Columns of fire joint & rescue hostages, w/
random memory loss.
Forensic Clues Ways to Investigate People
- Crime scene Contacts - Identifying Characteristics
- Crime’s timeline Street work (Physical & Behavioral) 2+
- Blood Witnesses - Accent
- Footprints, fingerprints Research - Attitude/personality 2+
- Weapons/tools used Forensics
- Possible injuries Place
- Animal/outside forces Clues leads to - Descriptors 3+
Character Witness New Suspect - Noteworthy (2-5)
- Behaviors & Moods Info about Victim
- Routines & Lifestyle Understanding about crime
- Hobbies & Interests Info about an event
- Past/History Info about a meeting
- Goals & Intentions Info about a place
Expert Testimony
- Occupations
- Skills & Knowledges
Physical
- Clothing & Accessories
- Personal Possessions
- One of a kind items
- Out of place items
- Far from home items
- Trade related Tools
Documents
- Dairy/Journal/book
- Official Documents
- Work related documents
- Tickets, receipts, stubs
- ID’s/Passports/Badges
- Maps
Eye Witness
- ID a person
- Collaborate a fact/timeline
Rumors
- Blackmail/Betrayal
- Lovers
- Snooping
- Arguing
- Friends
- Business dealings
- Lie/cheat/steal

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