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NAME: PORTRAIT

tunnel
PLAYER NAME: by Nate Treme
LEVEL MAX HP HP

BRUTE SKULKER

INVENTORY SCORE:
ERUDITE

# OF ITEMS:
goons
An analog adventure
game for nice people.

HIGHLAND
PARANORMAL
SOCIETY
version 1.2

NAME: PORTRAIT

tunnel
PLAYER NAME: by Nate Treme
LEVEL MAX HP HP

BRUTE SKULKER

INVENTORY SCORE:
ERUDITE

# OF ITEMS:
goons
An analog adventure
game for nice people.

HIGHLAND
PARANORMAL
SOCIETY
version 1.2
Game Structure: A referee controls and The difference between 12 and 10 is Abilities Character Tables
describes the world to players who 2, so the creature takes 2 damage. Every player character has a score of (B=Brute, S=Skulker, E=Erudite)
then describe how their characters act A non player character’s DS is also zero or more for these abilities Childhood
in the world. their Health Points, so now the Robo Brute: Good at smacking things, feats 1. Desert Urchin (1S, Waterskin)
Action Roll Mantis’s Difficulty Score is 8. If the roll of strength, resisting poison. 2. Garden Acolyte (1E, Shovel)
When an action’s success is uncertain, was 8 then the Player Character would Skulker: Good at sneaking, aiming, 3. Wheel Rat (1B, Hammer)
a player rolls 2d6 and adds the score have lost 2 health. balancing, dodging. 4. Smoke Scrub (1S, Rope)
from the relevant ability and a point for Inventory Erudite: Good at reading, perception, 5. Book Fetch (1E, Quill & Ink)
any relevant items. If the total is equal Your Inventory Score is how many speaking, remembering. 6. Gear Lark (1B, Crowbar)
or greater than the action’s Difficulty items you can carry comfortably. Profession
Score (DS) it is successful. For each item that exceeds your Character Creation 1. Caravan Drifter (1S, Parasol)
Difficulty Scores Guidelines: Inventory Score subtract 1 from any Name your character. 2. Botany Priest (1E, Rose Incense)
Easy: 8 Moderate: 10 Hard: 12 Brute or Skulker Rolls. Health Points start at 10. 3. Slab Dragger (1B, Black Mallet)
Dangerous Actions Death Inventory Score starts at 8. 4. Lock Snipe (1S, Lock Pick)
If an action has a risk of danger, When a character’s Health Points reach 5. Library Guide (1E, Lantern)
the difference between the roll and zero, they die. Roll a d6 on the Character Tables 6. Pit Warden (1B, Tusk Spear)
Difficulty Score is the amount of Advancement to determine starting ability scores During The War
damage inflicted. Level up every 2 game sessions. Each and gear. 1. Joined the militia (Shield)
Example: level, raise a class score by 1 and raise 2. Went underground (Torch)
As an action, a Player Character fights either Health or Inventory Score by 1. Additionally, each character starts with 3. Joined the rebels (Bear Trap)
a Robo Mantis with a DS of 10. The Healing 2 rations, a cloak of their color choice, 4. Fled (Compass)
player rolls 2d6 and adds 2 from their Regain lost Health Points by spending and an item of their choice (pending 5. Gathered intel (Mirror)
Brute ability, 1 from their sword, and the night in a safe spot. referee approval). 6. Profiteered (Item of choice)
1 from their shield. The total is 12.

Game Structure: A referee controls and The difference between 12 and 10 is Abilities Character Tables
describes the world to players who 2, so the creature takes 2 damage. Every player character has a score of (B=Brute, S=Skulker, E=Erudite)
then describe how their characters act A non player character’s DS is also zero or more for these abilities Childhood
in the world. their Health Points, so now the Robo Brute: Good at smacking things, feats 1. Desert Urchin (1S, Waterskin)
Action Roll Mantis’s Difficulty Score is 8. If the roll of strength, resisting poison. 2. Garden Acolyte (1E, Shovel)
When an action’s success is uncertain, was 8 then the Player Character would Skulker: Good at sneaking, aiming, 3. Wheel Rat (1B, Hammer)
a player rolls 2d6 and adds the score have lost 2 health. balancing, dodging. 4. Smoke Scrub (1S, Rope)
from the relevant ability and a point for Inventory Erudite: Good at reading, perception, 5. Book Fetch (1E, Quill & Ink)
any relevant items. If the total is equal Your Inventory Score is how many speaking, remembering. 6. Gear Lark (1B, Crowbar)
or greater than the action’s Difficulty items you can carry comfortably. Profession
Score (DS) it is successful. For each item that exceeds your Character Creation 1. Caravan Drifter (1S, Parasol)
Difficulty Scores Guidelines: Inventory Score subtract 1 from any Name your character. 2. Botany Priest (1E, Rose Incense)
Easy: 8 Moderate: 10 Hard: 12 Brute or Skulker Rolls. Health Points start at 10. 3. Slab Dragger (1B, Black Mallet)
Dangerous Actions Death Inventory Score starts at 8. 4. Lock Snipe (1S, Lock Pick)
If an action has a risk of danger, When a character’s Health Points reach 5. Library Guide (1E, Lantern)
the difference between the roll and zero, they die. Roll a d6 on the Character Tables 6. Pit Warden (1B, Tusk Spear)
Difficulty Score is the amount of Advancement to determine starting ability scores During The War
damage inflicted. Level up every 2 game sessions. Each and gear. 1. Joined the militia (Shield)
Example: level, raise a class score by 1 and raise 2. Went underground (Torch)
As an action, a Player Character fights either Health or Inventory Score by 1. Additionally, each character starts with 3. Joined the rebels (Bear Trap)
a Robo Mantis with a DS of 10. The Healing 2 rations, a cloak of their color choice, 4. Fled (Compass)
player rolls 2d6 and adds 2 from their Regain lost Health Points by spending and an item of their choice (pending 5. Gathered intel (Mirror)
Brute ability, 1 from their sword, and the night in a safe spot. referee approval). 6. Profiteered (Item of choice)
1 from their shield. The total is 12.

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