in Messerspiel and Trophy Gold CREATE A CHARACTER Give them a name, three skills, three pieces of equipment, and up to three rituals, if desired. See the 6x6 tables at the end of the rules for examples. GATHER YOUR DICE Your dice pool begins with six six-sided dice. One of the dice in your pool should be a different color than the rest. This is your stress die. Track of the size of your dice pool. FOUR PHASES OF PLAY 1. Describe the situation. 2. Describe character goals. 3. Describe character actions and resolve any risky actions. 4. Describe the outcomes. RESOLVING RISKY ACTIONS Roll one die from your pool for each of the following statements that is true for your character. CROSSES They are not injured. CROSSES They are skilled in their action. CROSSES They are making use of their equipment or the environment. CROSSES They have assistance. CROSSES They have the upper hand. CROSSES If they are under stress, roll the stress die. Rituals are stressful. After rolling, read the highest result. CROSSES 1-3 is a bad outcome. CROSSES 4-5 is a mixed outcome. CROSSES 6 is a good outcome. If your pool runs out of dice then roll two dice and read the lowest result. RESISTING OUTCOMES You may resist outcomes by rolling your stress die and narrating a new outcome based on the result. ASSIGN CONDITIONS Bad outcomes should result in conditions that impact the fiction. UPON ROLLING THE STRESS DIE Compare its result to the size of your pool. If the result is equal to or higher than the number of dice left, exhaust one die from your pool. Exhaust the stress die last. REPLENISHING YOUR POOL After the equivalent of a long rest, roll your exhausted dice. Results of 4, 5, and 6 replenish the pool. YES/NO QUESTION ORACLE When you have a yes/no question and the answer is best left to chance, decide the odds of a yes and roll a die. CROSSES Small Chance: Roll a 6. CROSSES Unlikely: Roll a 5 or higher. CROSSES 50/50: Roll a 4 or higher. CROSSES Likely: Roll a 3 or higher. CROSSES Almost Certain: Roll a 2 or higher. Incomplete List of Skills agility hunting secrets alchemy illusions speed animals improvisation spirits architecture intimidation stealth artifacts lore strength destruction melee surgery
dueling obfuscation symbols
foraging perception tactics forensics performance tracking geology plants trading handcraft protection trickery herbalism quickness weapons Incomplete List of Equipment (Uses) bear trap grease (6) shepherd's sling boiled leathers hard candies (12) silver net buckler shield iron spikes (12) skeleton key (1) candles (12) mallet small steel mirror chain 24' manacles spyglass chalk (12) marbles (30) strong magnet
compass numbing herbs (3) survival knife
crowbar pickaxe tinder box fine wine (1) pot of honey (6) torches (6) fool’s gold (6) pot of tar (6) trick dice glass bottles (6) quarterstaff twine 300’ grappling hook rope 120’ whistle Incomplete List of Rituals become beautiful energy bolt produce fire breathe water find object produce webbing charm entity follow thread protect area compel plants hasten time push entity conjure wind hold entity read mind create darkness levitate entity reverse gravity
create illusion make invisible slow time
create light neutralize magic summon spirit deafen area observe location superior smell deep sleep open lock swap bodies detect magic parse symbols throw voice duplicate self possess entity traverse walls Art throughout by Artus Scheiner (1863-1938). The text of Abenteuerspiel is licensed under CC BY 4.0. Terribly Beautiful projects are Patreon supported.