Sei sulla pagina 1di 2

Ebon v1.

01 After this is done, a player can add 1 to one Impossible Endeavors are theoretically possi-
Secondary Aspect, one Tertiary Aspect, and ble, but they require extraordinary success.
2006 Greg Porter
one Reserve. This does not cause any down- Each 6 rolled is rolled again and added to
All Rights Reserved
stream Aspects or Reserves to increase. the original 6 to get the total for that die.
Ebon is a micro-rpg designed for fast play in a
Adventurers get a certain number of Size Compare each die rolled in an Endeavor to
modern horror setting. Adventurers take the
points of starting gear (3 is a good number), the target number. If at least one die equals
role of investigators, mages, priests or soldiers
possibly a vehicle, and they are ready to go! or exceeds the target number, an Endeavor is
fighting against extradimensional entities of
successful. Each successful die past the first
Evil mien, whether traditional evils like were- Turn Sequence
increases the quality of the success. The most
wolves or vampires, or more reality-ripping Adventurers act in order of highest Primary
common use of this is in combat, where each
monsters of a Lovecraftian bent. Aspect to lowest, ties acting simultaneously.
success past the first is +1 effect or damage.
Normally, the Aspect is Body, but players can
Creating Adventurers
declare any Primary Aspect to base their turn If there are more 1s rolled in an Endeavor
Adventurers are composed of 24 Aspects,
order on. However, their action must be based than there are successes, there is a Setback.
which are split into four types:
on that Aspect. So, a mage intending to cast The Endeavor can be successful, but with a
Primary Aspects are your raw talent, and spells might declare Spirit as their Primary setback that affects action on later turns. For
would be used for any Endeavor that doesnt Aspect. But, having done so, they cannot do instance, a gun could hit a target, but run out
fit into use by any other Aspect. Primary a Body action on that turn. of ammo and have to be reloaded.
Aspects are upstream of all other Aspects.
An adventurer can do one Action per turn, Reserves
Secondary Aspects are derived from Primary and as many Reactions as they need to. An An adventurers Reserves represents the
Aspects, and have narrower uses than Primary Action is initiated by an adventurer, like an damage they can take, the depth of their
Aspects. Think of them as honed raw talents. attack or moving. A Reaction is responding to character, faith, mana, tolerance, and so on.
They are downstream of Primary Aspects someone elses Action, like a block or dodge. An adventurer struck with a weapon will take
and upstream of Tertiary Aspects. Adventurers doing an Action or Reaction damage to their Physical reserve, while one
take a -1 to any Aspect used for each other publically humiliated may take damage to
Tertiary Aspects represent broad classes of Action or Reaction previously done that turn. their Social reserve. Each arm on the Aspect
skills, learned traits or life experience. They are record has a Reserve, and the six Reserves
downstream of Primary and Secondary Within a turn, time, distance and movement
are (clockwise from top): Intellectual, Social,
Aspects and upstream of Reserves. is relative, with an appropriate level of scale.
Magical, Spiritual, Emotional, Physical.
A boxing match will take more time than a
Reserves represent your ability to withstand gunfight but less time than a chess match. Damage of a particular kind subtracts from
hardship of various kinds without it affecting the appropriate Reserve. When the Reserve
your other Aspects. Reserves are down- Endeavors
goes to zero, further damage travels up the
stream of Tertiary Aspects. Using an Aspect is an Endeavor. There are
chain of arrows. The player chooses the up-
two types of Endeavor: Static and Opposed.
The first thing players do is choose a concept stream path taken, and each Aspect takes
Static Endeavors are where you try to beat a
for their adventurer. This concept, in addition an amount of damage equal to its level
specific number, often based on some sort of
to being the personality an adventurer shows, before damage continues upstream.
environmental circumstance. This could be
also acts as a free 1 point Reserve that can something like climbing a wall or picking a In the example to the lower left, if 4 points of
only be used for an Endeavor related to that lock. Ranged combat is Static. An Opposed Emotional damage were taken, this would
concept. So, a fighter could use it in combat, Endeavor is one against someone or some- empty the Reserve (1 point), reduce Self-
a priest might use it for warding off undead, thing else that also rolls for the task. Melee Image to zero (2 points), and then reduce
and so on. combat is Opposed. Opposed Endeavors see either Sanity or Charisma by 1 point. At this
Adventurers get 9 points to split between the who rolls the most successes against a Very point, the adventurer is so emotionally shaken
three Primary Aspects, with no less than 1 and Hard task (a target of 6). If none of those that they will automatically fail any Endeavor
no more than 6 points in any Primary Aspect. involved get any 6s, then that round is that requires or targets their Self-Image.
A rating of 1 is abysmal, barely functional in inconclusive.
If a Primary Aspect is reduced to zero, an
normal society, while a rating of 6 is near but The player gets to roll 1d6 for each point their adventurer is incapacitated. They could be
not quite at the top of human potential. adventurer has in the appropriate Aspect, so wounded and unconscious, socially shamed
Once this is done, look at the arrows leading a player with a Combat Aspect of 4 rolls 4d6. and flee the scene, or mentally wrung out
from the Primary Aspects to the Secondary and unable to think straight. The best way to
For a Static Endeavor, the gamemaster
and Tertiary Aspects. These point downstream keep track is to fill in the circles on the Aspect
chooses the Aspect most appropriate to the
from Primary Aspects towards the Reserves. record when you make an adventurer, leaving
Endeavor, then decides the difficulty:
The value of any given Aspect or Reserve is open as many circles as the Aspect level. So,
either the higher of the adjacent upstream Trivial - difficulty of 1 if you have a Cool of 3, leave open 3 circles
Aspects minus 1, or the lower of the adjacent Very easy - difficulty of 2 in Cool, and make a pencil X in those when
upstream Aspects plus 1, whichever is lower. Easy - difficulty of 3 take damage to your Cool.
All Aspects or Reserves have a minimum Average - difficulty of 4
Reserves also serve the function of being a
value of 1, regardless of the upstream values. Hard - difficulty of 5
5 Very hard - difficulty of 6 well from which adventurers can draw
So, if you have a Physical of 5 and a Spiritual 3 Impossible - difficulty of 8+
strength in a crisis. In any given Endeavor, a
of 1, then your Sanity is going to be the player can damage 1 point of a Reserve to
Spiritual plus 1, for a Sanity of 2. Sometimes a Static give a +1 to any given Aspect. However, you
Charisma is based on Physical or Sanity, 2 2 Endeavor will be can only spend from the Reserve that is
so Charisma would be Sanity plus 1, for a 1 against a target opposite the type of endeavor attempted:
Charisma of 3, Self-image would be that is the level in
Physical is the opposite of Magical
Charisma minus 1, for Self-image of 2, someone elses Aspect. Horror is such a case,
Intellectual is the opposite of Spiritual
and Emotional Reserve would be 1 where a thing will roll against a target number
of the Cool or Sanity of the adventurers.
Social is the opposite of Emotional
Self-image minus 1, or 1.
Weapons & Damage Magic Recovery
Weapons have a Damage, Range and Size. Adventurers can use their Magic aspect as Each day, adventurers may recover 3 points
Damage is the amount of damage they do an attack or a defense. As an attack, it can of lost Reserves or Aspects, plus their concept
to the Physical Reserve. Each success past be used against the mundane world or mun- Reserve, with no more than 2 points recovery
the first in a Combat Endeavor adds 1 to this dane creatures or objects. The nature of the in any one Aspect or Reserve. Losses are first
damage. Range is a number from -2 to +1. attack/defense is chosen (physical, mental, recovered closest to the Primary Aspects and
This is how accurate it is compared to other social, spiritual, emotional, magical), and the work their way out as each Aspect is fully
weapons. So, if you have a +0 weapon and type of attack (static or opposed). Use the healed. Between adventures, Adventures
the gamemaster says a shot is Average for following guidelines: can recover all losses of Reserves or Aspects.
you, someone in similar circumstances with a
Attacks made at range are counted as Experience
-1 weapon (more accurate) would have an
a weapon with -1 Range. At the end of an Adventure, adventurers gain
Easy shot.
experience, 1 point for each adventurer for
Attacks requiring touch are +1 to the
Size is just a measure of how encumbering being there, 1 point to an adventurer from
Magic aspect of the attacker.
the weapon is to carry or hide. Weapons may the gamemaster for best play, 1 point to an
also have special traits, like an ability to fill an Opposed attacks are resisted by a adventurer voted on by the players (roll a die
area, damage that recovers faster than Primary or Secondary Aspect (plus any for tie votes), and +1 point to all adventurers
normal, and so on. defenses). for a long and/or difficult adventure.
Armor has a rating that simply subtracts from Static attacks go against a target num- It costs experience equal to double the level
the damage of weapons. The rating reflects ber of the Primary or Secondary Aspect of an Aspect or Reserve to raise it by 1 point.
both absolute protection and the degree of targeted (plus any defenses), and do 1 Things to note about spending experience:
body coverage. hit to the appropriate Reserve on a
Raising Aspects doesnt affect Aspects or
success and for each additional success.
Horror Reserves downstream from that Aspect.
There are two kinds of horror in Ebon, the Magical defenses/boosts operate much the
No Aspect or Reserve can ever be more
mundane and the supernatural. Mundane same way, but increase the Aspect targeted
than 7.
horror is blood, gore, extreme violence and by +1 on a success and +1 more for each
other things that are loathsome, but purely additional success. An Aspect can only have No Aspect or Reserve can be raised by
natural. Supernatural horror is things that the benefit of one magical defense. experience to more than the lowest
have a component that is not of this world, immediately upstream Aspect plus 1.
which inspire fear, dementia, and insanity. Making a magical attack is an Action. Setting
Each type of horror will have a rating that it up a magical defense is also an Action, but This means that in order to raise an Aspect or
rolls as a Static Endeavor. Mundane horror maintaining one that had previously been set Reserve, you may have to raise something
rolls against Cool, and supernatural horror up is a Reaction. Such a continued defense upstream of it first.
against Sanity. The same roll is used against automatically counts as the first thing done in
Gear
everyone who is exposed to the horror, and a turn, so all other Actions or reactions done
You can carry as many pieces of Gear as you
only one roll is required per encounter, using in that turn will be -1 to the Aspect used.
want, as long as their total Size is no more
the most horrific of things involved. If a horror If a use of Magic or Piety results in a Setback, than your current Physical Aspect, with each
succeeds, it does 1 hit to the appropriate the adventurer takes 1 damage to a Reserve four items of Size 0 counting as Size 1.
Reserve on a success, and +1 hit for each of their choice.
additional success. Gear Rating Range Size
Piety Light pistol 1 +1 0
If there are multiples of a Piety operates similar to Magic, but it only Heavy Pistol 2 +0 1
given horror, increase its rating works against forces, beings or entities that Submachinegun 3 +0 2
by +1, and if the adventurers are supernatural or evil in origin. For instance, Shotgun 2 -1 2
have recently defeated or resisted Magic could do nothing against a vampire, Rifle 4 -2 2
the effects of that horror, decrease but Piety could. Similarly, Assault Rifle 5 -1 2
its rating by -1. Piety has no effect on a extra clips - - 0
bullet or a person, while Grenade 1(area) +1 0
Magic does. Knife Body-3 - 0
Sword Body-1 - 1
Extras
Light body armor 2 - 1
Extras are the people (and
Heavy body armor 3 - 2
entities) that arent adven-
turers. They have a much
Gear Rating Armor Size
smaller Aspect Record, just com-
Walkie-talkie 1 1 0
bined Primary/Secondary Aspects
Motorcycle 5 1 -
and Reserve. All use of Aspects will
Car 4 2 -
be based on these values, and inca-
Truck 3 3 -
pacitation happens if any Primary
Aspect is reduced to NAME: ________________
zero. Objects simply
have an Armor, and GEAR: _________________
one Primary Aspect NOTES: _________________
that represents what the
NAME: ________________ object does. A computer might have a _________________
CONCEPT: _________________ Mental Aspect, while a car would have a
Physical Aspect. Damage that exceeds
GEAR: ____________________ their Armior affects the functioning of
NOTES: _______________________ the items Aspect until it finally fails.

Potrebbero piacerti anche