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| decade ago, the Queen died, and hor wards by Got Hoi sociareemomememesmones THE FIVE: das Tighe, 206 industry, and tol, and ceaseless labour. We fight back againtits armies but we ara dwinding few. "RPG abowk honour and sacrifice || SILK, a noble from the land of Tall Towers When you draw a crowd, show an understanding ofthe fine things in ite, oF fabricate evidence, rll 306. When you throw what’ lf of your fortune around, fight ina due, or hide your terrible secret, ol 206. |-Wmen you do anything else, rol 106 |CANDLE, a priest from foreign lands - When you hide from sight, speak withthe dead, or compel the zealous and faithful, roll 306. When you perform unsetting sorceres, show someone you're just ike they are, or create a distraction, roll 206. When you do anything else, roll 106. CROWN, the Queen's bastard child from the blasted hinterlands | When you dive others onward, defend those stil loyal to the Queen, or bring solace to the common folk, roll 306. When you channel your mother's ancient wards, build something with your own two hands, or fall back into your father's bad habits, roll 206, = When you do anything else, roll 1D8. ‘There are five knights who defend this place; five knights who serve a dead Queen and who, fighting the corruption, became infected by it. We love them, ‘and fear them, and hate them. MALFORMATION 4: Teeth replaced with sharp, whirring cogs 2: Eyes become shivering brass orbs Blood thickens and tus to cil Extra joints in arms and legs Fingemails grow into barbed hooks and blades Organs liquefy and leak out of you ‘Stomach bums organic materials like a furnace Face seals over with impassive brass mask ‘Skin rots away like leather over iron 3: 4: 5: 6 z 8 9: 10: Glass homs grow from your head { LOCK, a guard from the capital city Yen you put yoursetn danger to Keep the peace invoke the Dead Queen's Oath o restrain someone, rll 306. - When you get people to safety, forty or rpair a structure, or share one dink too many with someone, rll 208. When you do anything else, rol 106. STONE, an archer from the great forest When you endure pain forthe other knights, bring peace to the sick and dying, or lead people to forgotten places, roll 306. When you attack from hiding, speak with the ancient tongue, or sniff out corruption, roll 206, = When you do anything else, roll 1D6. to play § 0 a # 3 x 3 | WE'RE PROTECTING (roll twica, re-roll doubles): | 1: Our families and friends 2: The Council of Sages |3: A neighbouring nation 4: The Queen's final intact ward | 5:A sacred font, stil free from ‘corruption, 6: The great library 7: The abandoned palace 8: The only safe port out of here 9: The supplies you'll need to | survive winter 10: The walls that keep the ‘corruption bound in our lands | FORCES OF CORRUPTION {roll twice, re-roll double 1: Legions of ceaselessly-marching troops 2: Infiltrators in the Council of ‘Sages 3: Horrors emerging from | iron-bound "gates" 4: A vile difference engine in the wastelands 5: Rusty masts that spread a ‘maddening signal 6: Burrowing, once-human | creatures beneath | 7 Aawarm otro ct, blotting out the sun 8: An oily, narcotic substance that perverts the mind 9: Great underground wyrms | that consume vilages | (Gorguetion TRACK vu 10: Vast iron tree that ‘consumes all ife around it ‘Dice oo 4 peopeosens 2 cancoana Sbaananaos > Ar ‘SYSTEM When you act and the outcome is in doubt, roll a ‘number of D6 indicated by your abiliies.tf one shows 4 or more, you succeed but take harm. f two ‘or more show 4 or more, you succeed without ‘complication. HARM ‘When you receive harm, as dictated by the narrative and your dice rolls, mark an X next to your character and roll a D8. If you roll equal to or under the number of X's you've marked, you are unable to act. You can choose to ignore this and act anyway, but if you roll under your X's again, you succumb to ‘corruption and become an agent of the enemy - the ‘GM now controls your character. Remove X's when you rest, commune with the Queen's spirit, and resupply. ‘CORRUPTION DICE Begin play with one corruption dice - it should be a diferent colour from the other, normal dice. Aways roll your corruption dice in addition to your normal pool. When you harm, betray, deceive or ruin, each corruption dice that shows four or more counts as a success. When you protect, nurture, repair, nourish or charm, each corruption dice that shows four or more eliminates successful normal dice from the pool. fan action is neither harmful or protective, Corruption dice have no effect on the success or failure of the action, but they can stil result in ‘adding corruption to your character (see below). Each time a corruption dice shows four or more, ‘ad a point of corruption to your character. At Certain corruption milestones, your amount of ‘cortuption dice will increase. When you gain a dice, ‘oll on the matformation table to determine what ‘about your character changes.

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