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Catch The Devil

A Tabletop Game Of Fear In The Late Anthropocene · By Sage LaTorra

"gain a break" from Wounded Keep it Together

A topic by NiftyHat created Aug 03, 2021 Views: 158 Replies: 1
Viewing posts 1 to 2

The rules for the 6th version of Wounded keep it together read

6. When you are confronted by the horrendous, supernatural, or mind-shattering, roll+Steady. On a 10+ you take -1 the next time you keep it together. On a 7-9 you gain a break or wound a move. On a 6-you black out, the GM will describe what unfortunate circumstances you wake up in.

In this context what is a "break"? It's not mentioned anywhere else in the rules as far as I can tell.

Ah, that was left over from an earlier draft and may return in a later one. The idea is that there would be specific conditions that could be gained from the move. For now you can safely ignore that part.