I added a few more.
Mundos Infinitos
Creator of
Recent community posts
Hi, I would like to help you out. If you could be more specific in your questions, it would be easier for me to answer. I'll try to be abstract, if you are playing with a GM:
1. The GMs sets a scenenario as you would normally do on a standard TTRPG.
2. The players act bases on circunstances, aiming to fulfill their character's drive, which not necesarily go hand in hand with the mission.
3. The mission is not over until the Pressure is depleted. Pressure is reduced by one by adding a new conflict.
4. After the mission, you may have as many downtime as the context allows it until the next mission.
During the mission (or anytime), the game rewards you by completing certain character development actions which include deepening your relationships with other characters or showing more complexities about your background. War drama is prioritized over other aspects of the experience.
Hola, Mors. En efecto, el "daño" es "narrativo", pero en general la idea es concentrarse en concecuencias sobre la misión en sí como rehenes ejecutados, recursos perdidos, territorios tomados, escapes de objetivos, etc. Solamente seguí el flujo de la historia, algunas misiones van a ser breves y otras largas, pero siempre va a pasar algo después.
Hola, compañero. El texto dice:
"¿Cuál era su Ocupación antes de esto? (anticuario, escritor, clérigo anglicano, oveja negra de la aristocracia, psiquiatra, profesor de literatura, artista, ladrón, vagabundo, policía, abogado, etc.)"
Es una forma de hablar de tu trasfondo y justificar el "rol" que ocupas entre los "Sabuesos".
Hi! This is the page for Home of Evil, but I'll have your points for an update of Dwarven IronFishers from Svarima. In the meantime I'll clarify through here:
· An Ironfisher has no hit points, as all hit are counted like narrative injuries. Also, because most of the damage one can take is certain death.
· The long list of options in the Explorations, are just if the person wants to define it randomly or wants to choose something on the lines of the appropiate for the setting. For example, if you are the GM and you want to put a threat at random. Most of the time, you will use the "Fortune" skill that let's you choose which characters, locations and threats you encounter.
Thank you for taking the time of playing this game, and I'm glad to hear that you enjoyed it. Let me know if you need anything else.
Hi, Kuchenklau. I'm glad you liked it.
It seems there was a translation problem, so I updated the files (and added a new printer-friendly version if you want to print it in black and white)
You can find the corrected text in this new version, but these are the clarifications:
· You roll a basic die. Your Role's Talent (the special effect that each Role has) can grant you one more. And you may even one more if your action has a very good advantage.
· Manifestations of Evil and Rewards are not necesarily combined. Manifestations of Evil appear when *visiting* a room, while Rewards only appear when *examining* a room. That means that you probably encounter something dangerous before something useful. For example, a ghost may appear when you enter the room, but if you have the time to look under the bed, you may find a key.
· Rewards (from the table) are very situational, you may define what's useful depending on what the group is looking for. It's considered by default that a place has everything that could make sense on it (like soap on the bathroom or wood in the fireplace), so the Rewards table is for outstanding things. Maybe like an axe on the shed or a grimoire in the library).
Hope this helps, Kuchenklau! If anything, please tell me.
As with most games without HP, because maybe:
• Someone may have cut your arm wirh a katana and you need to use both hands.
• A flash grenade has burnt out your eyes.
• The holes from a barrage of bullets its making you spill all your blood into the pavement.
• You quickly have to run through a sun-lit street and you have to resist setting yourself in flames.
• You fall from a tall building while escaping, and both your legs are broken, you heal now or get arrested.
• The armored car you tried to stop has eun over you and you have been reduced to a pulp.
• You need to gain time while the enemy gang is torturing you.
• You need to forcibly remove a nano-augmentation without killing yourself.
• In order to free yourself from the hook you are hanging on, you have to rip yourself apart.
• You are in crippling pain.
There's no mandatory need to express it on round numbers or numerical penalties. Sometimes or you heal or you die or you heal or you can't act.
Hi, friend:
· There's no HP in this game. If you get wounded and you want to heal, you have to spend Juice.
· This game does not uses Tracks. Albeit, you can use them as in the original BitD.
· You share/divide the Stash between Vamps, you don't have a personal amount of money.
· To get upgrades for your bike, you spend Stash.
· As there is no HP in this game, enemies don't deal points of damage, nor have an specific amount of sustained damage. Bullets pierce flesh, swords cut limbs, grenades blow up stuff. The grade of destruction is based on your rolls.
I hope this make things a little more clear, just ask if anything. Enjoy you game!