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Defiant RPG - GM Guide (Electronic Version) X
Defiant RPG - GM Guide (Electronic Version) X
Basic preparations
o Restock Mirrors
o Create two Threads
o Create or choose one NPC for each Thread
o Consider implementing the Story Arc
Advanced preparations
o Restock Mirrors and Secrets
o Create two Threads
o Create or choose two NPCs for each Thread
o Create the underlying circumstances
o Consider implementing or modifying the Story Arc
Episode structure
Prologue • Personal Affairs • Court Challenges • The first Thread
The GM Commandments
Make things exciting, colorful and important
Condition: In case of zero Successes, the player does not get the option
to “buy” the victory. You can let them pay a price for a more favorable
defeat.
Price: The default option to choose in this case. Just pick whatever
outcome you find interesting and go with it.
Condition: They have to pay or forfeit the Challenge. The Condition has
to be stark, since you are also giving them an option to walk away.
Price: Turn the victory against the Character. They get what they wanted,
but they’d probably be better off if they didn’t.
Condition: The Character achieves what they wanted. If they are willing
to pay a small price, they can get something extra out of this.
Price: The Character clearly achieved their goal. You are free to throw
any positive boon at them, you can think of. It can be as over the top as
you deem fitting.
Remove one Minor Affliction from your Character. Reduce the severity
on one Affliction (Severe to Major, Major to Minor or erase Minor).
Remove an Affliction from one of your Courtiers.
Trouble
Whenever you roll a “1” during a Challenge, mark one box on a Trouble
Track.
If all boxes are marked, the Trouble activates and the PC gets a Severe
Affliction. The GM chooses the Trouble and narrates the situation.
Trouble Track resets.
If even one box is marked, the Player may activate the Trouble at any
time. The Player chooses the Trouble and narrates the situation. Trouble
Track resets.
Shards
Spend a Shard to do one of the following:
Afflictions
Minor Affliction: -1 to Potential.
You can have a total of three Afflictions of each type. Fourth Affliction
changes into one more severe Affliction (Minor to Major, or Major to
Severe). Fourth Severe Affliction means the Character is out of action.