RPG Everyone Is John PDF
RPG Everyone Is John PDF
JOH N
Whenever John wakes up, the struggle for control of John
happens the GM describes the situation John wakes
Willpower is a pool of points that the Voice can John is a totally insane man in Minneapolis, New York,
up into.
spend to take control of John or improve its Arkham, Smilesville, or wherever today’s train wreck is set.
chance of success in any given action. Willpower He is controlled by the Voices in his head -- one at a time, of John is pretty easily distracted. Whenever nothing exciting is
course. happening for ten minutes or more (such as on a bus ride
will go down and up a lot in the game, so it might
be easier to represent it with tokens rather than John is not terribly competent; he has difficulty with a lot of or the like), the GM should roll a die. ,
things that you and I might take for granted. John goes to sleep and wakes up whenever (prompting a
numbers on a page. Willpower starts off at 10 for
struggle for control of John). When John naps like this, all of
most Voices. the Voices .
.
.
Each Voice has two or three skills. This is a . However, before the
freeform game, so just write down a short roll, the Voice can spend any number of Willpower points to Play begins with John waking up in the morning (and a
get a on the die roll. This can make test for control of him). The GM then describes the
description of the skill, like "Drives well," or success automatic.
"Good at persuading people." Most Voices have circumstances into which he wakes up. With John, you
two skills, but you can have three if you start at Becoming the active Voice is a bit of a challenge, though. never can tell. He could be in a gutter somewhere, or he
Whenever John wakes up or gets hurt, a could be in a palatial estate, or anywhere in between. The
7 Willpower instead of 10.
happens. Also, whenever the currently active Voice Voices really have no idea how they ended up here.
or a test for control of
At this point, the Voices should start working on fulfilling
John happens.
their obsessions and avoiding getting John killed.
When a test for control of John occurs, all of the Voices who Inevitably, their Willpowers will decrease. Once all of the
are interested simultaneously bid one or more Willpower Voices are out of Willpower, John sinks back into sleep,
This is kind of like a winning condition: if you points (if you're using tokens for Willpower, it's easiest for and the game session is over.
complete your obsession more than other Voices everyone to just hold out the tokens in their closed hands,
complete their obsession, you win. Obsessions and then, when everyone's ready, reveal the number of At this point, the Voices reveal their obsessions and
come in three grades: Level 1 (pretty easy to tokens). Voices don't have to bid if they don't want to (and count up how many times each was filled. Note that it
you can hold out zero tokens if you want to fake out the counts for you if someone else is Active and fulfils your
accomplish, like "Pigging out on candy"), Level 2 other Voices).
(more difficult or risky, like, "dressing up in obsession.
. If multiple people bid the same highest
women's clothing and hitting on strangers,"), and amount, then they roll off to see who becomes active. Now, multiply the number of times you fulfilled your
Level 3 (nearly impossible to accomplish, like, obsession by your obsession's rank (1, 2, or 3). That's
"Blowing up buildings"). The harder obsessions The Voice who becomes active loses the amount of Willpower the number of points you have. Highest number of
it bids. All others keep their bids. It's perfectly acceptable
count more than the easier ones. points wins the game, and, generally speaking, is the
for the previously active Voice to win a bid and remain active.
GM of the next game of .