Professional Documents
Culture Documents
DIE Character Sheet
DIE Character Sheet
DIE Character Sheet
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
AC
ST
C
JOY
EP
RE
TA
TE
THE TELL
SS
N
IN
CE
SUB
a musician plays a harp. They can pluck the
ENE
ON
TI
TR
IV
MIS
PA
US
ESS
CI
ECSTASY
strings. They can snap them.
T
TI
SIO
AN
R
AD
commands with magical force.
E
N
AGG
NC
M
IR
LA
AT
GI
They’re like bards, if everyone was When you control emotions, you
ONI
VI
APREHENSION
ANNOYANCE
FEAR
RAGE
EM
AT
AZ
IN
CON
AM
G
GRIEF
E
E
IS
AW
TEM
SG
R
RP
US
SU
PT
CT
SADNESS
R
ED
RA
ST
DI
AN ARTIST’S PROGRESS
ARTIST’S ARTIST’S
PROGRESS PROGRESS
Get a new Emotion Wheel spoke and pick one: IT’S NOT WHAT
YOU KNOW
IT’S NOT WHAT
YOU KNOW
Know Your Audience. Pick a group and an emotion. When CARVING
you use that emotion to affect the group, set your dice to 4 OUT THEIR EMOTIONAL PORTRAIT
OF THE ARTIST
HEART CAPITAL AS A MONSTER
before rolling. The group should be no more than 25% of the AN ARTIST’S
people you could meet; if it’s particularly small, the GM PROGRESS
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
knowing your luck will protect you. YOUR TRADE PICK ONE
• Get out of any situation by the skin Swashbuckler. Choose another If you do something that is particularly
of your teeth, even if it means mak- option from your equipment list and foolish or entertaining, the GM may give
ing a few sacrifices. gain any trinkets you think you need you an additional circle on your dice.
to look the part.
• Deal with the chaos when pushing A Trickster Wizard. Can cast minor IF ALL ELSE FAILS
your powers too far inevitably bites magical spells (max Risk of 5). See what If you’re in a dire situation, hand the GM
everyone on the ass. you can talk your GM into and use your D6. The GM will describe the un-
Cha as your dice pool. Check out the feasibly good luck that rescues you (and
THE CORE MECHANIC Appendix (p. 370) for some magic spells. possibly your friends) from danger.
1 GET 1 DIE PER A Rogue. Add concealed throwing
STAT POINT weapons and thieves’ tools to your While the GM has your D6, they can
2 ADVANTAGE: +1 equipment. describe an entirely unfair event on a
DISADVANTAGE: -1 A Bard. Add a musical instrument similar or lower scale of awfulness and
3 ROLL THE DICE 6 5 4 3 of your choice and a book of fine folk then give you back your D6. If you de-
songs to your equipment. liberately cause a spectacular or amusing
4 KEEP ALL 4+ DICE 6 5 4 3 A Con Artist. You have access to fake disaster, take your D6 back.
dice, marked cards or similar con-
5 LOSE 1 DICE PER 6 5 4 artist equipment.
DIFFICULTY A Hustler. Add a bag of assorted
6 SUCCEED IF ANY trading wares of questionable origins
DICE REMAIN and variable value to your equipment.
7 SPEND 6+s FOR 6 5
SPECIALS
FOOL ADVANCEMENTS
HOLY FOOL DON’T GIVE
A FUCK
CLOWN SCHOOL
Along the way, a Fool picks up a few specialised tricks in how KNACK OR SPELL KNACK OR SPELL
to use (and abuse) their luck. Pick one each time you take this. CLOWN SCHOOL CLOWN SCHOOL
LOVE FOOL. Once per session, you get the mininum number
of successes needed to achieve a task, so long as you do for
it for love. Your actions should involve a protestation of CLOWNSHOW PUSHING IT KING FOR A DAY
adoration, especially as you don’t have to be in love until KNACK OR SPELL
this very moment. Once you’ve fallen in love, roleplay this
until the narrative leads you to get over it.
IT’S A STUPID
FOOLS RUSH IN. If you start a combat with Guard, you can PLAN... BUT IT JUST
CLOWN SCHOOL MIGHT WORK
lose it all to take a single action before anyone else. KNACK OR SPELL
FOOL’S PREP. Once per session, declare an item you need. If
you add a cross to your dice, you get it immediately.
OH, IGNORE THAT FOOL. Add a cross to your dice to make
someone drastically underestimate or ignore the Fool in a CLOWN SCHOOL
KNACK OR SPELL KNACK OR SPELL
situation when they really shouldn’t.
FOOL’S GOLD. Add a cross to your dice to know what dumb,
surprising thing someone you’re talking to really wants. JACK OF MORE
NEVER TELL ME THE ODDS. In any normal game of chance, TRADES CLOWN SCHOOL CLEAN SLATE
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
greatest warriors, each devoted to one of armour, and keep it in Sharp. Sword, Aggressively determined to
the eight sacred emotions. Whether it be good condition. machete, rapier pursue its Sacred Emotion
joy, hate, or fear: if they feel it, they can Something else: Heavy. Greataxe, A critical voice, doubting
use it to fuel the power of their sentient, hammer, gauntlet the Knight’s worthiness
arcane weapons. YOUR LOOK PICK ONE Esoteric. Chain, The adorable opposite of
You are wearing (Defence 1): trident, whip what you’d expect from it.
When consumed by their sacred Worn leather, a long cloak Something else. Something else.
sensation, they’re incomparable warriors, and a scowl.
capable of miraculous feats. Nothing Gladiator gear, all skin, ITS MAIN TRAIT IS:
can stand against their blades–armies, spikes and black leather. Brutal. Special: if this hit Wounds, it deals 2 instead.
mountains, not even ideas. They can Covered head to foot, with Fast. Special: if this hit removes a Guard from your
defeat anything. a full helm showing only foe, remove 2 instead of 1.
Except the passion which drives them. your eyes. Elegant. Uses Dex instead of Str for its pool.
Something else: Special: recover 2 Guard.
PLAY AN EMOTION KNIGHT IF YOU
WANT TO…. YOUR SACRED EMOTION YOUR EMOTIONAL SCALE
• Be the most powerful fighter in the As an Emotion Knight, your You track the intensity of your Sacred 0
land, capable of fighting armies powers are driven by you Emotion on this scale, using your D8
single-handedly. feeling a specific, Sacred as a counter. Depending how intensely
• Develop a bond with a signature Emotion. Choose a word your character is feeling this emotion 1: Strong
weapon born of your psyche. from the list below that best in the fiction, move the counter up or Emotionally Engaged:
• Process your tumultuous emotions fits that emotion and write it down the scale – you or the GM can Can use Venting
by using them as incendiary fuel for into the blank space at the top shift it as appropriate. You gain an abilities and Stances.
your powers. of this sheet. advantage when you act in line with the 2: Intense
emotion, and one disadvantage per level Can use Creative
Rage, Anger, Annoyance of intensity when you oppose it. The Violence to defeat:
a mob, a blockade,
Ecstasy, Joy, Serenity GM can suggest compulsions from the
a village, a strength.
THE CORE MECHANIC Vigilance, Anticipation, emotion – if you want to resist these,
3: Overwhelming
1 GET 1 DIE PER Interest roll Wis at difficulty of half intensity.
STAT POINT Can defeat: an army,
Loathing, Disgust, Boredom a town, a mountain
2 ADVANTAGE: +1 Grief, Sadness, Pensive- Creative Violence range, a weakness.
DISADVANTAGE: -1 ness At 2+ on the scale, you can expend all 4: Lost
3 ROLL THE DICE 6 5 4 3 Amazement, Surprise, your intensity to defeat a foe that fits a Can defeat: despair,
Distraction noun at your current intensity or below a city, your true love.
4 KEEP ALL 4+ DICE 6 5 4 3 Terror, Fear, Apprehension (to begin with, you can’t access the nouns
Admiration, Trust, Accep- at levels 4-6). When you do this, roll 5: Consumed
5 LOSE 1 DICE PER 6 5 4 tance your D8; if it beats your current intensity, Can defeat: a
DIFFICULTY country, a religion.
you succeed. If not, you do it but you or
6 SUCCEED IF ANY All three of the words on the someone close to you suffers Wounds
DICE REMAIN 6: Inhuman
same line are aspects of your equal to the result and the GM adds
Can defeat: a god,
7 SPEND 6+s FOR 6 5 Sacred Emotion. You feed off complications to your success. Either hope, yourself.
SPECIALS
them all. way, reset your intensity to level 0.
EMOTION KNIGHT ADVANCEMENTS DUAL WIELD MASTER OF THE
ORDER
Emotion Draining
NEW STANCE: NEW VENTING
You learn to channel your Arcane Weapon’s hunger to siphon ANY ABILITY
their Sacred Emotion from a target character. The GM ascer- NEW VENTING NEW STANCE:
tains how strong an emotion the target was feeling. If it’s 0, this ABILITY ANY
ability has no effect; otherwise, this is the maximum level of
ADVANCE ADVANCE
emotion that can be siphoned. If the target is willing, the Emo- CREATIVE CREATIVE
tion Knight gains that level of emotion and the target loses it. SINGLE-MINDED VIOLENCE VIOLENCE
The character can resist with Cha roll (difficulty 0): NEW STANCE:
ANY
• For each success, a level of emotion is transferred from them to
the Emotion Knight. Their behaviour changes proportionally.
• On a failure, the target’s emotion stays the same and the EMOTION SECOND
VAMPIRE ACTIVE STANCE
Emotion Knight gains no levels of emotion.
NEW VENTING
• On a critical failure, the target can never feel emotion ABILITY
towards that source ever again. However, the Knight gets all
the emotion the target presently feels.
NEW STANCE:
ANY
New Stance: TYPE NEW STANCE: NEW STANCE:
Pick a new stance of the indicated type. SOCIAL COMBAT
START
Knightmare
After a bad night’s sleep with a dream born of your Sacred
Emotion, you will wake to find a magical steed beside you.
Every time you have a bad (k)night’s sleep, say what you
dreamed about. Some dreams have been known to be prophetic.
Single-Minded
WHAT DOES IT LOOK LIKE? WHAT GIFT DOES IT HAVE? When your emotion has you, you’re very difficult to divert. In-
A towering warhorse with ACTIVATES WHEN YOU ARE crease the difficulty to mentally dominate you by your present
burning eyes EMOTIONALLY ENGAGED emotional level. This includes a Dictator’s abilities.
A three-humped camel It can fly
with a knowing expression It is faster than any horse. Master of the Order
A cowardly cat who really It can move through walls You are accepted as the worldwide Master of your Order of
doesn’t want to be here like a ghost. Knights. If you’re using the Great Game rules, they count as at
Something else Something else least one faction, and perhaps more. If you gain Dual Wield, you
immediately forfeit this advance.
Advance Creative Violence
For each time you take this ability, your maximum level Dual Wield
of Creative Violence is increased by 1, and your Willpower Choose a second emotion and gain a second Arcane Weapon
is treated as 1 higher for the puposes of resisting being with its own personality. You now track this emotional scale
overwhelmed by your Sacred Emotion. separately. If you have an Emotional Stance from this new
emotion, you can only activate that stance if its emotion is
Second Active Stance above zero. If you have two Emotion Satnces, you may change
Stances are common among many martial arts, and a warrior one to an emotion stance from your new emotion. You can
chooses which stance to position themself carefully. One stance never select the advance Master Of The Order.
at any time. That’s how it works. However, Emotion Knights are
the greatest warriors in the land. When this advance is chosen,
the Emotion Knight may have two stances active simultaneously. AT LEVEL 8: A KNIGHT’S CONFIRMATION
Each stance can be changed independently exactly like normal. You are called to confirm your choice and enter your order.
Your Weapon is taken from you. You are taken to a ceremonial
Emotion Vampire place—a dungeon, a labyrinth, a cave system—and you find
The Arcane Weapon’s hunger can get out of control, and some your way through it. In the centre, your Weapon… and one for
Emotion Knights choose to chase that. When you use Emotion each of the other seven emotions. Gain the following:
Draining on a being who has either submitted or is incapable of
resisting, an Emotion Knight can choose to feed on the target’s • Retrieve your Weapon… or pick one of the other seven.
potential to feel that emotion. Gain a single level of the emotion • Pick a new stance or venting ability. Swap any abilities
while removing the victim’s ability to ever feel this emotion again. related to a given emotion.
If the victim is currently feeling this emotion, gain an additional
level of the emotion alongside those you would normally drain. You’re now a member of this league of knights. If there is an
order in the fiction already, use it. If there isn’t, create one in
START
This is primarily an ability for Antagonists and villains. collaboration with the GM. This order may call upon you to
Characters who see this power in use will fear and hate its perform tasks. You may be able to ask them for help. This is a
user in the same way they would a Dictator. reciprocal relationship.
VENTING ABILITIES PICK ONE
If you are emotionally engaged, you can vent. This reduces your emotional scale by one and triggers the vent ability.
Decapitation Strike: Target and attack Personal Attacks: Discover how your Distance Strike: You can attack any-
a single individual and ignore Guard. Sacred Emotion could be used to hurt thing, at any distance, as long as you
Combat Frenzy: Apply the results of the target - whatever that means. know exactly where they are.
this attack to all enemies within me- Personal Knowledge: Gain knowledge Emotional Reserve: When hit, you may
lee range of the Knight’s position. of who or what a target feels your reduce your emotion level instead of
Duel: Target a single individual. They emotion most strongly towards. For losing Health on a 1-for-1 basis.
cannot attack anyone else until you say example, a Terror Knight could vent Hardcase: Vent to make anyone
so, or until you’re no longer a combatant. to discover a target’s worst fear. human-sized think that if you fought,
you would win.
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
THE CORE MECHANIC To use your Neotech to hack Fallen, One gold is enough to temporarily
1 GET 1 DIE PER computers, automated systems and remove a Gift’s limitations, extend its
STAT POINT anything technological, roll a dice pool capacities or ape an Upgrade.
2 ADVANTAGE: +1 based on your Int. Each success lets you
DISADVANTAGE: -1 bypass a particular problem your target Two gold is enough to improve the gift
3 ROLL THE DICE 6 5 4 3 is causing. The dice pool has Special: in several ways.
actively subvert the system to perform
4 KEEP ALL 4+ DICE 6 5 4 3 one action. Three or more gold let you perform
truly spectacular feats.
5 LOSE 1 DICE PER 6 5 4
DIFFICULTY Spend the gold, and roll your D10:
6 SUCCEED IF ANY
DICE REMAIN • If the result is odd, it works perfectly.
7 SPEND 6+s FOR 6 5 • If it’s even, it mostly works but
SPECIALS something goes amiss.
CHOSEN OF DEUS EX
NEO ADVANCEMENTS
THE FAIR MACHINA
NEW GIFT
UPGRADE UPGRADE
UPGRADE UPGRADE
You acquire another gift of the Fair. How did you get it?
Choose one: gain a new Gift, or Upgrade an existing Gift. HACK-
ROMANCER NEW GIFT THE BIG SCORE
UPGRADE UPGRADE
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
To cast a Scripture, roll a Wis dice pool plus your D12 with a Difficulty of 0
PLAY A GODBINDER IF YOU WANT TO…. (see Guidance). If you succeed, the Scripture works as described in its entry.
• Unleash the power of a pantheon of
your own design on the world. GOD DEBT
• Barter with your gods for anything God Debt determines whether you owe a god, or a god owes you. For each god, you
you want… for a price. can accrue up to 5 God Debt. You may also be in credit to a god up to -5 God Debt.
• Deal with the awful costs of God Debt can be called at any time it’s positive, with the god requesting a task of you:
the deals.
If accepted and completed, If accepted and failed, If refused, the Godbinder
the God Debt is removed the God Debt stays the suffers 1 Wound for every
THE CORE MECHANIC and the God is satisfied the same as the God is not point of God Debt the
1 GET 1 DIE PER task is completed. yet satisfied. God chooses to remove.
STAT POINT
2 ADVANTAGE: +1 You can remove God Debt by acting in a manner according to the god’s desires. A
DISADVANTAGE: -1 Godbinder may be proactive and suggest particular acts to the gods.
3 ROLL THE DICE 6 5 4 3
MIRACLES
4 KEEP ALL 4+ DICE 6 5 4 3 At any point, you can speak to a god and Costs might include…
request a Miracle. If the god is willing, • Taking on God Debt
5 LOSE 1 DICE PER 6 5 4 they’ll give you a cost in exchange for • Performing a specific task for them
DIFFICULTY the Miracle. If you agree, the Miracle immediately
6 SUCCEED IF ANY happens. If not, it doesn’t. If you break • Owing them an open ended favour
DICE REMAIN a promise made here, the spurned god • Making a specific promise you will
7 SPEND 6s FOR 6 5 immediately gets God Debt according to fulfil in the future
SPECIALS the scale of the Miracle.
GODBINDER ADVANCEMENTS
HEAD OF A NEW
RELIGION COVENANT
3
Double-Special: “I don’t feel so good any more.” Phoenix: Requires a dead body to cast.
vantage, and their attacks gain: They become sick and lose this spell’s bonus, suffer- From it bursts an enormous flying bird,
Special: if this hit Wounds a creature of dark- ing a Disadvantage for the rest of the encounter. wreathed in a fire which only harms your ene-
ness, it deals 2 Wounds instead.
1
Choose whether it attacks in melee (with Furious Briars: Create an area of aggressive Special: remove one debt to the Eldritch God
either Str or Dex) or ranged (with Dex, Int or plant life which attacks all enemies within and give a participant one debt to the god,
Wis). Gain an advantage on all attacks with close range of you every round for the rest of which the Eldritch God can call on as per usual
this weapon and on any attempts to the encounter, dealing 1 damage per success Godbinder rules.
intimidate living beings.
Special: if this hit Wounds, heal 1 Health to any
target.
up to your level in this god. You can move
freely through the area.
Special: immobilize target, Str test to break free.
3 Summon Abomination: With a fresh corpse
killed with the Sacrificial Knife, you can
summon an abomination which remains until
Special: if this hit Wounds, it deals 2 instead.
2 Summon Beast: Summon a beast that dawn (or until you dismiss it) For every success
3 The Bell Tolls: Requires a bell or similar lives in the habitat you’re presently in. It in your dice pool when summoning, you can
object. Once per encounter, ring it to roll obeys you for an encounter. The beast’s stats all describe an aspect of its appearance and that
a Wis dice pool and use it to attack everyone begin at 2. For every success you roll, increase a aspect’s implicit capabilities.
within earshot except the Godbinder. stat by 1, up to your level in this god. It has Str 4, Con 4 and Health 4.
Special: the target is struck by a vision of how Its attacks have Double-Special: the target’s
they’ve wasted their life. They are stunned for
a round of combat as they wrestle with the
3 Animal Form: Transform into a hulking
beast of your choice. You gain temporary
Health equal to the successes rolled. If your Str
mind temporarily collapses, they fall to the
floor in a catatonic state.
existential horror. Its actions and the summoning roll have
is lower than your Wis, your Str is temporarily Mandatory Triple-Special: it breaks free of the
increased to match. You can revert at will. Godbinder’s control.
START
GODS Gain 1 Trust for every level above 3. Each point of Trust lets you avoid marking a God Debt 1/session.
2
Disadvantage to any roll for the rest of the Special: angelic choirs sing as you strike. Stormdancer: If you’re beneath a cloudy
encounter. When you do so, describe the fate Special: you look absolutely amazing when sky, you and the party are transformed
you saw and how your sudden action tried you do this. into lightning bolts and propelled in the sky.
to avert it. You can spend no more than your
level in the god on any one roll. You lose all
unspent successes if you re-cast this spell.
2 The Right Stuff: Once per encounter,
gain combat wisdom by rolling a Wis
pool and counting the successes. For every
You return to the earth at a place of your
choosing, anywhere beneath the same sky.
Special: the GM answers one question about
3
In addition to doing damage, for the rest of the following Specials to any allied target’s Summon Lightning: When in an area
the encounter they suffer a Disadvantage on roll after they roll: with a storm, you can attack with a
all actions from sheer existential horror. You Special: add 1 extra success to this roll. huge lightning strike.
can only use this on any given target once Special: recover 1 Guard. Special: if this Wounds, it deals 2 instead.
per encounter. Double-Special: recover 1 Health. Special: an additional nearby target is hit.
Special: you know what the vision was.
For the length of the encounter, your every Special: if this hit Wounds, it deals 2 instead.
action is what must happen, to best effect. If Mandatory Triple-Special: if possible, this THE SEA GOD
your Wis is higher than your Dex, your maxi- attack hits a friendly target. LEVEL DEBT TRUST
mum Guard is now equal to your Wis and you
A god of the ocean, in its stillness and its rage.
set it to full. All your attacks gain:
THE FORGE GOD
Special: this hit causes 2 hits.
Special: recover 2 Guard. LEVEL DEBT TRUST
1 The Drowning: Ranged attack, single tar-
get, medium range. Fill the target’s lungs
with water. This spell can hit as many targets
Mandatory Double-Special: you suffer a
God of craft, technology and all those who as you have levels in this god.
calamity and fall to 0 health. Describe how.
work by their hands and their mind. Special: this hit bypasses Guard and, if the
2
LEVEL DEBT TRUST Forge God’s aesthetic, who can follow orders Scale Armour: You can summon the
for the length of an encounter. Casting this fish-scale armour of the knight of the sea.
For the smartest person in the room, the again dispels your pre-existing Robot Friend. Describe the armour when you summon it.
smartest god in the pantheon. Trouble. For each level you have in this god, gain The armour remains until the next dawn; if
1 The Last Place You Look: Roll a Wis pool
and gain +1 temporary Guard for each
success, up to your levels in this god. For each
Special: you can pick an extra upgrade for
your robot friend.
you want to dismiss it before then, gain one
God Debt. To summon this armour, roll a Wis
ROBOT FRIEND pool. For every success, pick one:
level in this god you have, add: All Stats are 2. It has Guard 2, Health 2, Will- • If your Defence is 0, increase Defence to 1
Special: gain an extra temporary Guard. power 4, Defence 0.
If you recast the spell, lose all temporary Guard. • Survive indefinitely beneath water and
Abilities: Cannot fight. walk on water
2 Distraction: A catastrophic illusion
startles everyone in a close area.
Everyone except you suffers 1 disadvantage.
For each level you have in the god, pick an
upgrade (each can be picked more than once):
• +1 Str (max 4) • It can fight.
• Your attacks gain Special: electrocute
target—they suffer one Disadvantage on
Special: a specific individual can safely leave, their next action
• +1 Con (max 4) • It’s invulnerable to a
unobserved. • Pitch a minor water-based ability to the
• +1 Defence (max 4) hazard (fire, cold, etc).
GM. Talk to a specific fish species? Follow
3 Backstab: Must be cast whilst hold-
ing a symbolic, prepared dagger. If a
target is unaware of your presence or has an
2 Divine Hammer: Summon a magical
hammer for the length of an encounter.
squid pheromones? Eat plankton? The
GM gets to say yes or no.
Ranged attack, single target, medium range.
unguarded back for you to stab in, your next
attack gains:
Special: this hit bypasses Guard
Uses Str. Special: knocks over target.
You can target your robot friend to heal instead 3 The Great Flood: Waves crash into the
surrounding area as if from nowhere,
and the water level rapidly begins to rise.
of harm – each hit heals 1 Health.
Double-Special: all the hits in this attack Roll a Wis pool to summon the flood. On a
bypass Guard
Special: any enemies are now unaware of
3 My Robot Fiend: Expands My Robot Friend
with new options:
• It can fly.
success, the flood is here. You can walk on
the water, or move through it without penal-
your presence ty; everyone else suffers one Disadvantage to
Special: you gain knowledge of one secret of • Once an encounter, it can unleash a blast
all actions. Special: raise the water further—
the target. that attacks everyone in a room at once.
everyone suffers a 2nd disadvantage.
START
Special: one person close to target will betray Special: ignite foe, doing 1 hit per round
Every turn the water remains, choose one effect:
them in a significant and painful way in the until extinguished.
• Attack everyone in the water with
next week. • It’s the size of a giant. Set its Health to
double its Con. murderous fish
• It is an expert in a particular topic. • Attack a single target with murderous fish
THE MASTER CLASS DICE: D20
GM VERSION MASTERY
Your Master has Mastery: they can add their D20 when casting spells.
YOUR NAME: If they do, the dice roll has the 20-special (activated on a 20):
20-Special: this success counts as two successes.
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point on levels 3, 6, 9 and 12 (max 4).
This is a game. Yes, you see a world MY GAME, MY RULES HARDCORE CHEATING
around you… but you know there’s rules Select three rules from the Rules In Full Rules can be bent, stretched and manip-
behind it. And someone running it. Ideal- section overleaf – elements of reality ulated into achieving all kinds of effects,
ly, one day it’s going to be you. Until then, that you can manipulate with magic. You but there’s a greater magic at your control.
you’re creeping around the edges of the have power over these rules, and you do You can break the laws of the universe
game, seeing what you can get away with. not suffer Risk when you add them to entirely; you can cheat. But such blatant
Most people look at you and think spells that you have crafted. disregard for reality comes with a steep
“wizard”. Pfft! Wizards cast spells. You cost if discovered by the Powers That Be.
mess with the rules to get what’s possible To cast a spell, combine as many rules Every Master has a style or a preference
and outright cheat when you need the as you need to get the effect you desire. that determines the kind of cheats they
impossible. The world is a game. That Then, calculate Risk: can perform. What’s yours?
means it’s your plaything. • For every rule you don’t control, add Gamist Master. You’re into messing
5 Risk. with the rules written in this book.
Until someone notices you. • For every effect doing slightly more Example: characters don’t die when
than the standard rule, add 1 Risk. their health reach 0.
PLAY THE MASTER IF YOU WANT TO…. • For every effect doing massively more Simulationist Master. You’re into
• Re-arrange rules to create your own than the standard rule, add 5 Risk. messing with the physical laws of the
custom magic spells. world. Example: cause gravity to shift,
• Outright cheat when you need If a spell has more than 20 Risk, it can- summon a storm in a deserts.
something literally impossible. not be cast. Otherwise, if the spell has Narrativist Master. You’re into messing
• Beg for your life from judgemental any Risk, roll an Int pool including your with the story. Example: exactly the
extradimensional beings when you Mastery D20. right stranger turns up at the right time.
get caught.
• If the D20 result is greater than the To cheat, say what you want to do and the
Risk, you suffer no consequences for GM will describe a punishment if you’re
THE CORE MECHANIC casting the spell. caught. If you wish to continue, take two
1 GET 1 DIE PER • If the D20 result is equal to or less containers (e.g. your hands) and secretly
STAT POINT than the Risk, the Master is caught in hide the D20 in one of them. The GM
2 ADVANTAGE: +1 their Rules Lawyering by the Powers guesses which container the D20 is in:
DISADVANTAGE: -1 That Be. They lose their Mastery, • If they miss the D20, you get away
3 ROLL THE DICE 6 5 4 3 and they can no longer add a D20 to with it and the effect happens.
rolls. If they’ve already lost Mastery • If they find it, the Powers That Be
4 KEEP ALL 4+ DICE 6 5 4 3 this session, the Powers That Be notice you. A trial will begin.
deliver punishment – bodily harm,
5 LOSE 1 DICE PER 6 5 4 vile curses, ironic undoings, instant A trial is a short role-played scene. The
DIFFICULTY death, and worse. See overleaf for Powers That Be appear before you, fully
6 SUCCEED IF ANY more details. aware of the bad thing you’ve done.
DICE REMAIN Prepare to beg for your life, make excus-
7 SPEND 6+s FOR 6 5 es or justify yourself quickly. Good luck.
SPECIALS
THE ARCANA THE HAND-
MASTER ADVANCEMENTS BOOK
FURTHER FURTHER
NEW RULE MASTERY MASTERY
NEW NEW
Your understanding of the fundamental forces that underpin RULE RULE
reality grows ever deeper. Pick a new rule.
REALM
When you enter an environment that is under the power of another RULE
Master (or similar reality-controlling force), you’re aware of it. A DUN-
TO THE GEON OF
• You may roll an Int pool to ask the GM one question per DUNGEON! ONE’S OWN
success about the nature of the realm you’re in. NEW
RULE
• You may roll an Wis pool to ask the GM one question per SLOW
success about the nature of the Master. AND
A fail alerts the Master to your presence. On a critical fail you hit STEADY
NEW NEW
a trap: the Master may attack you with a spell of their choice. RULE RULE
FURTHER MASTERY
Pick one of these abilities, or gain a New Rule. WRITING THE RULES
A Great Rule. Choose one of your rules. You can now use it These abilities fundamentally change the world. To take them,
as “slightly more than the rule” as if it were the normal defini- you must be a Realm Master (either from Realm Mastery or
tion of the rule – you can push it a little without gaining Risk. a Dungeon of One’s Own), and should work the nature of your
Extra Mastery (Pick Once). You have two stacks of Mastery, Realm into whatever you create.
and so can lose Mastery once and still retain your Mastery
abilities and ability to cast spells with Risk. Both stacks The Handbook: Work with the GM to add a whole new sort
refresh at the start of each session. of adventurer to the world. What do they do? What is their
Multimaster. You shake off the petty fetters of GNS theory. reputation? To whom do they owe allegiance? And, most
The first time you take this, pick a second Master type – you importantly, why are they thought of as heroic? Roll your Int
may now perform Minor cheats in that domain. If you take pool with the D20: their greatest band of heroes has one
this again, raise the tier of cheats you can perform in that member per success. They can be sent off to perform mis-
domain by one, or unlock a third domain starting at Minor. sions as per the compressed adventure rules (p. 279).
The Manual: Work with the GM to add a whole new mon-
A DUNGEON OF ONE’S OWN strous species to the world. What do they look like? What
The Master creates their own dungeon in a pocket dimension. do they want? To whom do they owe allegiance? And, most
Choose how it’s accessed… importantly, why are they thought of as monsters? If there’s an
Via a real doorway. empty region in the map of DIE, this is their homeland. If
Pro: no-one can enter unless invited. Con: fixed in place. not, they emerge into your realm. They are a Great Power.
Via a small magical object (lamp, coin). Roll your Int pool with the D20: there is one major faction
Pro: Portable. Con: Can be taken from you. within this Great Power per success. Define them.
Via a series of magical words or methods. The Guide: Work with the GM to add a whole new realm to
Pro, Con: Can be accessed by anyone who knows the method. this world. What is it known for? What are the landmarks?
You have Mastery over the dungeon, and can use Realm What can be found there? And most importantly, why do people
Master cheats within it. You are free to design the layout of the never go there? Select an empty region on the map of Die to
dungeon, with a number of rooms up to your level. It takes up be its home. Roll your Int pool with the D20: for each success,
no more space than can fit on a physical sheet of graph paper, define one thing which can be found in this realm. When
with each square forming a 10 foot cube. You can make a you define it, also define what prevents people taking it.
digital version of your dungeon, but you must have a piece of The Arcana: Work with the GM to add a whole new form
physical graph paper to show how big it can be. Every time you of magic to the world. What is this source of power? How
go up a level you can add a room, and between adventures you do people access it? What can it do? Does it have any iconic
can delete a room and draw up to your level total. magical creatures? And, most importantly, what has prevent-
ed its discovery until now? If you wish, work with the GM
REALM MASTERY to create a new rule to represent this new form of magic.
You may now become Master of a region of Die. If an area has You now possess this rule. Roll your Int pool with the D20:
no Master, simply claim it. If it already has a Master, you must select one extra Rule per success. Your Risk thresholds on
force them to surrender it. You can expand your dominion these rules are one step down from normal: “massively
indefinitely if they’re able to claim more terrains. Within your more than the standard rule” adds 1 Risk, and “slightly
region, you gain access to the Realm Master Hardcore Cheats. more than the standard rule” is free.
Also, pick a FURTHER MASTERY ability.
AT LEVEL 20: GRANDMASTER
TO THE DUNGEON! DIE advancement assumes you willSTARTend a campaign well
You may teleport anywhere in any realm you have mastery before the Paragons reach level 20… but if you do, this is the
of, or to any place whose Master has given you permission to monster lurking there for a Master. When you reach level 20,
travel there. Define what your teleportation looks like. You can you become all powerful for exactly one second. What do you do?
bring a party- worth of people with you. You are then consumed by DIE, forever.
MASTER RULES
START
MASTER CHEATS
GAMIST CHEATS SIMULATIONIST CHEATS NARRATIVIST CHEATS
MINOR Change a minor game rule for an Highly unlikely events happen. Summon an established element
Standard Punishments: encounter. into narrative.
Lose Mastery, Examples: Players can choose to inflict Examples: A once-in-a-decade Example: The famous thief
community service non-fatal injury with no consequences. storm hits a coastal town. You find everyone’s been talking about
When a character moves, they can an oasis in a desert. arrives on the scene.
move two range bands not one.
MAJOR Change a major game rule for an Extremely unlikely events happen. Establish a new fact about some-
Standard Punishments: encounter. thing in the existing narrative.
1-2 Wounds, ongoing Examples: Players don’t die if they Examples: A record-breaking tidal Example: The famous thief
curses until task end a fight on 0 Health. You can wave hits a coastal town. A rain- arrives on the scene… and loves
completed regain Mastery at a time other than storm in a desert. helping out dimension-skipping
the start of a session. adventurers.
OUTRAGEOUS Overturn or create a limited exception Break fundamental laws of physics. Introduce a whole new element to
Standard Punishment: to a major existing game rule, the fiction of your own design.
Death especially those used by a Paragon.
Examples: Dictators cannot use Examples: A record-breaking tidal Example: “Hey – there’s this
their Voice. Advantages no longer wave hits an inland town. Sand is awesome thief in this world, and
add a dice to the dice pool. edible. they love helping out dimension-
skipping adventurers. And they’re
standing just over there!”
START
THE FALLEN
YOUR NAME: You are an undead monster.
If you kill one of the other player characters, you become alive again.
STATS
All stats start at 2, plus 2 points assigned as you wish.
Get an extra point every 3 levels.
6 SUCCEED IF ANY
DICE REMAIN