Sundered Chains

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Author

Richard Woolcock

System
Tricube Tales <

Eternal beings of immeasurable power walk the timeless realms, their very existence beyond the Background
limits of human comprehension. But there is always some fool who tries to play with fire. Figu Design

A pathetic mortal summoned you, attempting to bend you to their will, but your strength was far too Story symbols
great for them to overcome. They stole your adornments of power, leaving you naked and humiliated— Delapouite, Lorc, Skoll
Game-icons.net <
then they tried to reason with you, to negotiate. You rejected their pitiful overtures with stony silence.
For decades, you remained trapped within their summoning circle until finally, they slipped up. One Illustrations
Publisher’s Choice Quality
careless mistake was all it took, and freedom was yours. But until you can track down and reclaim your Stock Art © Rick Hershey /
stolen artifacts, you will never be able to return to your former glory. Fat Goblin Games <

Character Creation Resolving Challenges Reclaim What Was Stolen


Each player creates a character as follows: If a player attempts something risky, they roll 1-3 Roll on these tables to determine the fate of each
1. Choose a trait: Agile (used for reflexes, dexterity, six-sided dice and must equal or beat a difficulty artifact (see the next page for examples):
stealth, and ranged combat), brawny (covers strength, of 4-6 on at least one die. Succeed on multiple dice One artifact fell into the hands of a...
vitality, athletics, and melee combat), or crafty (covers for an exceptional success (narrate an additional A Meddling mage D Wealthy heir
smarts, charm, alertness, and mental/social combat). benefit). Rolling “1” on all dice indicates a critical B Secretive scholar E Crime boss
2. Select a concept: Guardian, collector, avenger, failure (introduce a complication to the scene). C Private collector F Supernatural entity
inspirer, executioner, deceiver, or destroyer. The GM picks a trait and sets the difficulty for And they are using it for...
3. Pick a perk: Time, shadow, dream, plant, flesh, each challenge—most will be difficulty 5, but easy A Accumulating power D Manipulating people
spirit, beast, or elemental mastery (specify)—treat tasks (like fighting mere mortals) are difficulty 4, B Helping others E A personal vendetta
perks as very broad domains of magic and influence. while particularly hard actions are difficulty 6. C Obtaining wealth F No purpose at all
4. Select a quirk: Savage, playful, stubborn, cruel, Players usually roll 2 dice, but roll 3 dice if the With the further complication of...
flighty, duty-bound, or even-handed. challenge matches their trait. If a challenge falls A Following a false trail D A rival supernatural
5. Grab 3 karma tokens and 3 resolve tokens. completely outside the scope of their concept (e.g., B A terrible price to pay E Corrupted magic
6. Make up a name, and introduce yourself to the a deceiver trying to be honest), they lose 1 die. C The winner takes all F A troublesome cult
group (e.g., “I’m Gralish, a crafty deceiver from the

Karma and Resolve Running the Game


shadow realm, who many would consider cruel”).

Stolen Artifacts
Each player has 3 karma and 3 resolve. Spend 1 The GM should describe the opening scene, react
karma after rolling to reduce the difficulty by 1, if to the players’ decisions, and assign the traits and
The players should describe three stolen artifacts you can justify how your perk helps you. Recover difficulties for challenges. Offer players karma in
symbolizing their power and authority. The first 1 karma if you increase the difficulty by 1 before return for complications based on their quirks!
is a weapon, the second is an article of clothing or rolling, narrating how your quirk hinders you. The players should make all the rolls, narrate
armor, and the third is a tool that emphasizes and If you use a quirk and succeed at the challenge, the outcome of their actions, and drive the story
enhances the user’s domain of influence. you may recover 1 resolve instead of 1 karma. forward whenever possible. They can also spend
Once reclaimed, the wielder of the weapon can For dangerous actions (such as combat), failure 1 karma to influence the story or discover a clue
reroll one die every combat challenge, the armor costs 1 resolve (or 2 on a critical failure). If a PC through their perk, at the GM’s discretion.
lets the wearer sacrifice karma instead of losing runs out of resolve, they will be banished back to Ask the players to describe how they managed
resolve, and the tool grants its user the option to their own realm—but as an immortal entity, they to escape. Did they leave a trail of corpses in their
spend multiple karma tokens on each challenge. can soon manifest again at full resolve. wake, or did they take a more subtle approach?
Thieves Motivations Complications
Described here are some example thieves for the Described here are examples of motivations for Described here are examples of complications for
scenario generator (first table): the scenario generator (second table): the scenario generator (third table):

1. Hardboiled Exorcist 1. Addicted to Power 1. Change of Ownership


A foul-mouthed, chain-smoking private detective The artifact bestows considerable power on those The artifacts leave a faint magic residue that you
somehow obtained an artifact. They have a talent who wield it, but the intoxicating effect can prove can follow. But this time, the trail runs cold. The
for rituals and exorcism—and might be willing to fatal for mortals who partake too much. artifact is gone, it’s changed hands, and you will

2. Road to Hell
trade in return for a service or favor. need to begin the hunt anew.

2. Secret Agenda The thief seems to have good intentions, using the 2. Innocence Lost
An aging business magnate has a secret obsession artifact to aid others, but that certainly won’t stop An innocent victim now suffers due to the thief’s
with the occult, and a hidden door in their home you from taking it back. Still, perhaps some small actions. You’re the only one with the power to set
leads to an extensive library of forbidden tomes. measure of mercy might be in order. things right—should you choose to do so.

3. Occult Auctioneer 3. Golden Goose 3. Last Stand


A private collector has used their extensive occult The latest owner is using the artifact to line their The thief refuses to give up the artifact without a
knowledge to build up a thriving business, selling pockets, either through stealing or by gaining a fight, and they’ve been expecting you.

4. New Lease of Life


arcane trinkets to the highest bidder. dishonest advantage over others.

4. Silver Spoon 4. Emotional Leverage One of your old minions enjoyed their freedom
A wealthy socialite has inherited the artifact from The artifact is being used to deceive or intimidate while you were gone. They will do whatever they
a relative. Do they truly understand what it is? others; the thief gains their heart’s desire, leaving can to prevent your return to power.

5. Spoils of War 5. Damaged Goods


a trail of victims in their wake.

The leader of a criminal organization claimed the 5. Balancing the Books The thief has somehow corrupted the artifact. It
artifact from a rival group after wiping them out The thief holds a lot of grudges, and the artifact won’t obey you anymore; you’ll need to destroy it
in a brutal turf war. has given them an effective means to settle some and absorb its power.

6. Cold Day in Hell 6. Dime Store Sorcerers


old scores—in the most brutal way possible.

The artifact has fallen into the hands of a demon, 6. Under Lock and Key A group of mediocre cultists is hunting down the
and they won’t give it up without a fight. If you’re The artifact was locked away in a secure location. artifact; they intend to use it for some half-baked
lucky, they’ve possessed a host body in the mortal Maybe a bank vault? Or perhaps it was hidden in ritual. Should they succeed, the repercussions are
realm—if not, you’ll need to visit them in hell. a crypt or buried underneath a church? likely to be humorous—or horrific.

Adding a Twist to the Story


For further inspiration, roll two dice on the table below and use the symbol as an improvisational prompt (you don’t need to interpret it literally). For example,
A F might symbolize power, destruction, loss of control, a force of nature, or even a literal whirlwind or gyre, while rolling D C could represent lust, desire, or
obsession, and F A might indicate a new beginning, an invitation, encouragement, progress, discovery, agreement, or escape.
AA AB AC AD AE AF BA BB BC BD BE BF CA CB CC CD CE CF DA DB DC DD DE DF EA EB EC ED EE EF FA FB FC FD FE FF

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