For an overview of the project, see here
Exploration
Turn Structure
Party decides how to use their action.
The Referee checks for an encounter.
The Referee describes what happens. If there is an encounter, incorporate it here.
The turn ends. Return to Step 1 to start the next turn.
Encounter Die
1. Encounter: with the monster’s sign first unless the party is surprised
2. Atmosphere
3. Fatigue
4-6. Respite
Quentin Regnes |
Resting
If you rest for a turn you clear 1 Fatigue and recover 1 Strength, +1 of both for each of the following:
Food
Drink
Warmth
The Referee rolls the Encounter Die for each turn that you rest. If an encounter is rolled while during your rest, you are automatically surprised.
Conditions
Miserable: cannot benefit from Rests until treated. Treatment will be specified by the effect that caused the condition - for example, if you become Miserable by falling into cold water and getting soaked, you can clear the condition by getting warm and dry.
Poison:
A character who fails a Strength test against Poison damage starts Dying, and and requires an antidote.
A character who passes a Strength test against Poison damage becomes Miserable until they receive an antidote.
Blind: All tests become Luck rolls. Unlike ordinary Luck rolls, modify these results with your relevant skill.
Deaf: A deafened characters suffer -1 to all rolls due to disorientation. All tests involving spoken spells become Deadly.
Sickened X: At the start of every turn, a Sickened character can choose to spend their turn choking and coughing, or to act normally. If you cough you take no damage and make no actions. If you act normally take 1 Non-Lethal damage. The condition clears after X turns.
Befuddled: all tests become Deadly.
Drowning: you can hold your breath for 1d3 rounds. After that you suffer 1 damage per round.
Fear: test Courage or become Afraid. While you are Afraid, all rolls made against the source of your Fear become Deadly. You may re-roll your test if you successfully damage the source of your Fear. The condition ends once you are safe from the source of your Fear.
The Presence of the Dark Lord
The malice of He Who Must Not Be Named suffuses the land around Castle Hogwarts. Disaster comes to those who draw the attention of the Dark Lord.
The attention of the Dark Lord is represented by the Presence score.
For expeditions to lands around the castle the Presence score starts at 0.
For expeditions to the castle, starting Presence is equal to the rank of the highest level character.
Increasing Presence
The Presence intensifies when the characters draw attention to themselves in the following ways:
Displays of Magical Power: particularly dramatic spellcasting, and following any combat in which spells were cast, increase the Presence score by 1
Rolling Snake-Eyes: when a player makes an unmodified 2d6 roll of 2, increase the Presence score by 1
Naming the Dark Lord: if any character *or player* (besides the referee) speaks the Dark Lord’s secret name aloud, increase the Presence score by 4 points.
When the Presence score increases, the referee makes a Presence check. Roll 2d6 + Presence. If the result is 12 or greater, reset the Presence score to its starting value and a Revelation occurs.
Revelations
When the characters are revealed to the Dark Lord, things get worse. The character who caused the Revelation becomes Miserable until the expedition ends, and the referee should introduce some new difficulty, complication or event. If the characters’ current circumstances do not suggest anything, then the next time an encounter is rolled it will be with Death Eaters.
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