
Please use this thread to post game related OOC content.
Rules
Summary of Basic Moves
Survive (+Backbone)
Give Aid (+Backbone)
Investigate (+Smooth)
Attack (+Brawn)
Shield (+Brawn)
Manipulate, Trick, Bribe (+Trick)
Assess (+Smooth)
Conjure (+Creep)
Success
Roll on 2d6
10+ You do exactly what you intended.
7-9 You do it, but something goes awry
6 or less - that didn’t go well, the guide will dictate your fate
Rolling and Water
You can elect before rolling that you are going to take a drink of water. Your next roll will automatically be a roll of a 12 and you reduce the water in your canteen by 1.
In the Casketlands settlement water spent in this way can’t be refilled before setting out.
Definitions
Trinkets:
These are objects - not in the zine - that I am requesting you create for your characters. They should have some meaning to the character, enough to justify why they carry it around. It will provide everyone a little additional insight into their personality, beliefs, or relationships. Maybe a character received it as a gift and thinks it brings luck; or was a token of affection from another character; or was stolen and thinks it brings them strength; or is an icon of something they have faith in.
Outsiders:
Outsiders will be defined as characters outside the population of the Casketlands that can be communicated with verbally or non-verbally.
Vials
12 small 1oz vials stoppered with cork and sealed with yellow wax. They appear to be in pairs so that there are six distinct types:
Vial 1 clear liquid but bubbles when tapped,
Vial 2 clear liquid but bubbles when tapped,
Vial 3 transparent and amber colored liquid,
Vial 4 transparent and amber colored liquid,
Vial 5 cloudy gray liquid,
Vial 6 cloudy gray liquid,
Vial 7 black and viscous liquid,
Vial 8 black and viscous liquid,
Vial 9 opaque white with flecks of gold leaf in suspension,
Vial 10 opaque white with flecks of gold leaf in suspension,
Vial 11 cloudy yellow-green liquid.
Vial 12 cloudy yellow-green liquid.