<!~!>ULTRAKILLS AND ANGEL BUDDS<!~!>
roll a d6, on a 1-4 kill something, on a 5 or 6 you die
spend an ultrakill to kill something
spend an ultrakill to avoid dying
when you die you lose hope, and start again.
your fear helps you kill
you are in hell, its atmosphere destroys you, your friends use every shred of their power to remake you every second.
give them hope, and you will live forever
escape is terrifying
your soul is made of hopes and fears, name one of each, they will be gambled, they are your anchor.
lose all hope and you become lost
you must start anew
lose all fear and you become reckless
you must always fight
a person has both
one requires the other
let your hands change the world.
find a deck of cards, flip one and mark one of its edges, flip another and mark 2, which edge you mark doesn't matter, only that you leave your mark. build to 4 edges and start over. work until you touch them all.
the cards are rooms, each mark denotes an exit, you came from one, you cannot go back unless there is no other choice.
When entering a room, lay down a card and roll 3d6, arrange them from left to right on the room
a measure of control before the chaos, then consult the tables
the first die determines your enemies, they will exploit your fears and extinguish your hope
the second die determines the central feature, it will impact your choices
the third die determines which parts of your soul is at stake, and what you get in return
enemies:
obstacles in your path, mirrors to your light
1. wretched soul, they are angry, and desperate for what you have, they have been denied by all others
2. sworn enemies, they will attempt to wield you as a weapon, if one succeeds, you gain an enemy
3. singing seers, they know how this ends, roll 3 dice, remove the highest and lowest until one remains, that is your fate, let them sing to you, and you will become lost in the future, match it and you die.
4. angry soldiers, they march in step to a rhythm you don't understand, roll as many die as there are soldiers each round, pick the highest, they crave carnage.
5.doomed travelers, they are like you, but they have lost their way. you also die on 1.
6. a boss, hits equal to twice the number of the room card, reward based on suite
hearts: add a hope, it comes true in three rooms
clubs: add a fear, if it comes true change the outcome
diamonds: bolster a hope, name what strengthens it
spades: ease a fear, replace it with courage
feature:
undeniable elements, carved into the world
1. a face you recognize, it sees you, if it hinders your fight, gain a fear
2. a future, like a cocoon, its edges are opaque but contain details, kill it to gain hope or fear
3. a battlefield, covered in a miasma of desperation, ultrakills cost fear or hope
4. a spire, infinitely tall, draw cards to determine its height, stop when you desire. climb the rooms in sequence, the only way out is up. rewards in the tower are doubled, losses are as well.
5. a city sized demon, it throws your fears at you huge and impossible. each round, a fear becomes an enemy, use your hopes as armor, burn them at your own peril.
6. the heart of darkness, beating existence into entropy, it is the end, it is inevitable. revel in the terror, ride the lightning. the effect of ultrakills are doubled, die on a 3in6.
stakes/rewards:
an opportunity, an offering to fate
1. a fear/ an ultrakill
2. a fear/ a hope
3. a hope/ an ultrakill
4. a hope/ a fear
5. your future joy/a hope and a fear
6. your whole being/a wish
accept the stakes and roll the dice, if a kill dice matches the reward number, gain it, otherwise lose what was risked
wishes: you have ultimate power over the game, what will you do with it?
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