Professional Documents
Culture Documents
B. Murray
C.W. Marshall
VSCA Publishing
Vancouver, BC, Canada
Toronto, ON, Canada
VSCA Publishing authorizes any owner of this digital book to
print and bind the document for their own use. This includes the
right to print and bind the book in whole or in part for personal use
or for the use of the other players at your table. So if youre a clerk
at some place where someone might want to do this, and have a
policy about printing material in copyright, please be advised that
the owners of the copyright do not consider you making three or
four copies at any one time an infringement.
2. Agency 17
2.1. The Charge 18
2.2. The Enemy 19
2.3. The Era 20
3. Characters 21
3.1. Step one: Rank 21
3.2. Step two: Skills 22
3.3. Step three: Name 24
3.4. Step four: Traits 25
3.4.1. Traits by Q and A 27
3.4.2. Traits On the Fly 28
3.4.3. Company Traits 28
3.5. Step five: Complications 30
3.6. Experience 32
4. Conflict 35
4.1. Dice Pools 37
4.2. The Fight 40
4.2.1. Skill 41
4.2.2. Teamwork 42
4.2.3. Fan Mail 43
4.2.4. Go to the dice 43
4.2.5. Effects 46
4.2.6. Moving on 47
4.2.7. Wash 48
4.2.8. Special Abilities 48
4.3. The Catch 49
4.4. Skill Checks 50
4.5. Narration 50
4.6. Ending a Conflict 52
4.7. Tactics 54
4.8. Sample Conflict 55
4.9. Conflict, with a Catch 59
5. Mission 65
5.1. Objectives 65
5.2. Exploding into action 67
5.3. Mission Building 68
5.4. Sample Adventures 71
5.4.1. Arena 71
5.4.2. Magnificent 74
5.4.3. Callisto 77
5.5. Pacing 81
Appendix: Stories 83
A.1. Enzos Ambition 83
A.2. Behold A New Creation 90
Field Guide 95
Personal Weapons 96
Grenades 97
Shotguns 98
Cons 100
The Fight 101
Knives 102
Pistols 103
Ammunition 104
The Sub-machinegun 106
First Aid 107
Index 109
The windshield of your Cadillac explodes and Joel hits the
gas. Its exactly the wrong thing to do, but you trust Joel
because he has that special kind of aggression that makes
One
everything work out even when its a bad, bad idea.
This is no exception. The heavy sedan fishtails as the
right rear bursts and the tick tick tick of small caliber
ammunition flicking through the dash, your seat,
and your suit is just another countdown to zero.
As the car stops, Joel ducks down with expert timing
and you bring your custom .40 Smith & Wessons
to bear through the drivers side window at your
assailantshalf a dozen punks with foreign sub-
machineguns taking cover behind the dumpsters.
Those dumpsters will come in handy in a bit.
You grin. Joel laughs. It gets loud.
1. Introduction
Hollowpoint is a role-playing game about hyper-competent,
unpleasant, violent people doing what they do best. They work
in a team, even if that isnt their natural inclination. The game
at once tries to capture the essence of modern-day competence
mythology and bind these super-individuals into a functioning
unit. This is the essential strain: these are people who like to be
the best, and working together is stressful. Cooperation makes
them less effective as individuals. Each knows his or her plan is
the right one.
Disclaimer: This is a game that deals with torture, execution,
terrorism, and other illegal and immoral activities. It is a form of make
believe that some people will find offensive or unpleasant. But its just
a game: its safe and no one gets hurt as long as everything stays at the
table. Do not do these things in real life, please. Play games instead.
1.1. THE GAME
So, this is an RPG, a role-playing game. If you arent already
comfortable with terms like NPC, ref (or referee) and
GM, the player/character distinction, and what we mean
by dice or an abbreviation like 4d6, then this text may seem
a bit arcane. The target audience for Hollowpoint is a group of
established role-players who are interested in exploring a new
system, that focuses on violence and storytelling.
We will, however, pause for a moment on one concept that
might be new, and thats the table. When we talk about the
table, we mean everyone sitting down where the game is taking
place, regardless of their experience, regardless of whos the
ref, regardless of whose place it is. Were giving authority to
the group that trumps that of the ref or of any individual player.
The table is the final arbiter of what goes on, and it is assumed
that the table wants to have fun. Youve come together to
enjoy yourselves. Maybe youve just had a pizza, or you have
snacks and drinks. The gaming experience is collaborative
storytelling, and everyone is there for a good time. Hollowpoint
needs at least three people at the table to play: one to ref, and
two players. It can handle five or six without needing any
further modifications.
Hollowpoint uses a dice pool system, so everyone will want
to have a whole mess of six-sided dice. We like to color-code
them so each player has his own, but thats not needed. Youll
also want a bowl of some kind in the middle of the table to
keep the teamwork dice. Players might roll anywhere from
three dice to as many as ten. The ref needs twice that. The
math isnt transparent, and the system doesnt always reward a
more-is-better approach.
Players offer narration: they relate what their character is
doing, how they are doing it and what is happening. The
world and everybody that the players encounter are run by
the ref, who also provides narration. Everyone at the table is
working together to tell a story, but this isnt a story just about
some characters: they come and go, and players will make
replacements on the fly. The story ends up being about a group
of bad people doing bad things, and the reasons they do them.
Life and death are only parts of that. The story offered by the
players is at times constrained by the game mechanics, and
particularly by dice rollsonce dice hit the table, players have
to explain what the dice mean, seeing a story emerge from the
numbers, and using this to create more story.
Each session begins with a mission. The players narrate their
characters addressing objectives, completing the mission and
dealing with any fallout. And this is a rough world. Players
shouldnt become too attached to their characters. You
should feel free to provide glorious over-the-top deaths for
your character if the dice roll demands it. These are fictional
characters, and they only have as much life as the players give
them. Embrace that: an awesome few hours of ultraviolent
role-play from invested players working together to tell an
unforgettable story is better than making your way through the
next few 30x30 rooms in a dungeon somewhere.
Hollowpoint makes a great pick-up game and can be played in
a single session. An hours prep for the ref is all thats required
in advance. Just write the mission, make characters, and go.
Each session is a series of scenes which may or may not have a
conflict. If dice are rolled, thats a conflict and players can lose
and characters can die. It may be that the mission has several
stages, and that each stage gets resolved in a conflict scene.
It may be that the mission is resolved in the first conflict, and
everything else is fallout.
The emphasis is on teamwork, on group dynamics and not on
guy-versus-guy action. Theres a bank robbery scene in Michael
Manns movie Heat (1995): the crew has robbed a bank and
in the course of exiting they are bounced by the police. The
crew has automatic weapons, great training, and willingness
to cause harm and hurt others, but they are also professionals:
their objective is to escape with the money.
Now in most guy-versus-guy gaming, this would be a really
hard scene to model, because the system will focus on which
cop your character is trying to kill each time-slice. The player
is focused on the wrong thing with distinctly uncomfortable
effects:
First, I (the player) have to plan how most effectively to
kill police officers because what the system primarily lets
me do with my assault rifle is kill people. I am not enjoying
that in this context.
Second, I (the character) am not explicitly interested in
killing police officers. I am interested in escaping with the
money and dont care if I kill police officers. But the system
only models me defeating police officers with my rifle.
Finally I (both player and character) have sophisticated,
staged objectives that involve violence against a large
opposing force with full knowledge that I cannot just kill
all of them.
The police are a surrounding force and the robbers objective
is to create a weak point in their line, penetrate it, defend
their egress, and escape. People are going to get killed, but the
action is not about killing people. You dont create a weak point
in a defensive line by killing everyoneyou create it by making
a zone where no one is willing to oppose you. One solution
is to kill them all, but, since the objective is breaking out, you
dont actually care about the body count. And pros know its
not an efficient step in the plan.
Thats what we want. You advance constantly and aggressively
on the exit and when the line folds, you exit, secure transport,
and depart. The bank robbers are using several important tools
in this process: they are making people feel too afraid to be
effective by shooting the shit out of them. Terror is the tool.
They are identifying and neutralizing core sources of resistance
(vehicles, commanders). Killing is the tool. They are leveraging
the fact that they do not care about innocent bystanders and
they know that the police do, giving the robbers vastly more
free mobility and fields of fire. Again, Terror.
And so, Hollowpoint isnt about a series of guy-versus-guy
incidents. Its about effective use of ammunition, mobility,
aggression, planning, knowledge of the space, sustaining fire
(rapid reload!), and effective fire (shooting at the targeta
notoriously hard thing for non-sociopaths to do). But all that
is story, and it comes from the players. The richness of this
sceneand all of its energywould be missed by focusing on
who shot whom. The chief issue resolving this scene is how
afraid everyone is, and how willing they are to do harm. The
ability to hit a target accurately is a tertiary factor at best.
So Hollowpoint, being interested in this sort of scene, is about
the individuals in the crew and their contribution to an
action against an opposing force with a common objective.
An assassination, for example, is not killing a guy. An
assassination is a sophisticated preparation of a space in which
an effective killing blow can be struck while still allowing
the assassin to escape. An ambush is not killing six guys.
Its a preparation of space in order to destroy a unit of men
(as a unit, not each man) and then exit the location safely (or
otherwise manage the objective: you ambushed them for a
reason).
1.4. THANKS
A lot of people need to be thanked for getting Hollowpoint to
this stage, and they are all bad, bad men. Certainly the gang
at our tableJ B Bell, Tim Dyke, and Byron Kerr. Also some
special thanks are in order to Jake Reisenbichler, who really
tore into an early playtest draft. If there are still problems,
theres one person whos not at fault, and thats Jake.
J B also took time at the end of the process to read through and
help us editwere really grateful for that.
Other playtesters include the undetectable Jonah Marshall,
the unforgiving Joel Schabas, the unstoppable Dylan Le,
the unflinching Gerald Ling, and Paul Jones and his group at
Plymouth.
We also need to thank someone who prefers to be known
only as A Terrible Idea, as he granted the VSCA some very
powerful and valuable software that has made producing this
game a lot easier (and a lot more fun) than it would have been
otherwise. Finally, we need to thank everyone who plays
Diaspora, because if that game hadnt been the success it is,
we probably wouldnt have tried to make any more. So thats
almost 3000 people we need to thank.
Thank you.
Two
fully falsified life on the web. But the fucker was bent,
and I knew it even if no one else did. He was traveling
under one of my names, the one on my Canadian
passport. He was being set up to be found by me. He
was indistinguishable to everyone else even his retinas
matched. Someone, though, wants me to notice.
Well, the man with my name now has my attention.
2. Agency
The first step in a game of Hollowpoint is creating the agency
that all player characters work for. This agency becomes a
defining element of the setting itself, and so designing the
agency requires a few steps, building from the ground up:
1. What kind of agency is providing the missions? What does it
protect? This choice is the Charge.
2. What does the agency destroy? This choice is the Enemy.
3. When is the game set? Is it our real world or some close
variation or are we going further afield? This choice is the
Era.
This information should be sufficient for players to create
characters (see 3. Characters on page 21) and for the ref
to provide missions (see 5. Mission on page 65).
Make sure the players are on board with everything: this is a
table decision. The agency is going to come from the players;
the ref should stick to playing the opposition. The agency can
be created mutually if you intend to run a campaignall players
can come up with a novel situation in which to be bad people.
Thats cool. For a pickup game, you probably want the referee
to create this as pre-game preparation. Its short work, really,
especially if you aim to emulate some existing fiction.
All agents are members of this agency. Their devotion to it is
unexaminedwhen a player character becomes disloyal, that
character goes out of play by moving on (see 4.2.6. Moving
on on page 47). This focuses the players on teamwork
and on mission objectives without any essential controversy
that might steal focus from the action. This does not prevent
interesting twistsa player bringing a new character in after
moving on gets to change objectives, and that new objective
might oppose the agency! If this happens, a new agency has
formed with the player characters as its membership.
Three
12333. That gave Sandalwood his first government contract.
No need to go private any more; he can work strictly for
the pros. When the government wants poison (anything
from neurotoxins to hallucinogens to isotopes), they
come to Sandalwood. Ive gone to him myself, back when
I was still with the Firm. And Sandalwood has a house in
the Hamptons and a nice 401K waiting for him anytime he
wants it. But he didnt retire and now I have this designer
virus in Johannesburg thats obviously his work.
I guess hes retiring now.
3. Characters
Characters are made at the start of the session and should take
no more than 30 minutes, even with joking, talking, and other
non-game communication. There are five steps in character
generation, during which the ref will distribute the Mission
to the players. Depending on how traits are generated, the
Mission is distributed before, after, or during step 4.
Youre done:
Amber Sparks, Agent.
KILL 5
COOL 4
CON 3
TAKE 2
DIG 1
TERROR 0
Traits:
1. steel toed boots.
2. never hurt a pet.
3. an emerald pendant.
4. I like surprises.
5. remember the details.
Four
Of course, I hadnt planned on being in this alley, either,
with pink foam bubbling out of a hole in my chest. I can
hear it, the sucking chest wound. Im short of breath
and I cant feel my legs. I try and hold my bank receipt
over the hole, which makes breathing a bit easier. Foam
still bubbles through my fingers. Its getting dark, and
I hate that my last thought might be recognizing the
irony that earlier I was haemorrhaging only money.
4. Conflict
There will be several scenes in a session. A player character
could be logically absent from a scene sometimes, but the
game works best if everyone is there. Youre pros. You may not
like being part of a team, but you do what needs doing.
While the mission declares what characters will be
trying to accomplish in a session, a scene is a period
of role-playing that centers around a specific
topic or location. It can be completely free-form, with
players narrating their actions and riffing off each others
improvisation, but whenever its clear that resolution is
needed, the scene moves to a conflict. This is a mechanical
way to generate more scene narration while resolving an issue
using dice. Usually this means violence. A scene might have up
to a half-hours discussion about the plan for a heist and then
go to conflict in order to find out how well that plan worked.
Typically the first scene has players begin by talking about their
mission: they should try to set the tone for all that follows,
though the ref is there to steer things if the players are at a loss
or lack initiative. Each mission has two objectives, and
is played out in scenes. For each scene, there is the possibility
of conflict, and for each scene with conflict, it is possible there
is a principal involved. A principal is a named NPC that
the ref has prepared to be a key part of the story. The
scene after any conflict with a principal is always a retaliation.
Each conflict is played out in rounds, and each player
that is part of the scene has the ability to roll dice once per
round. Only rarely do conflicts last more than a few rounds.
Hollowpoint is built on a premise of escalation: regardless
of what is happening in the scene, each conflict is a bit
harder for the players than the one before. Players
therefore have incentives not to go to the dice. But when a
conflict happens, everyone in the scene is able to contribute.
A typical session might break down like this:
Mission (Objective 1)
Scene
Scene with Conflict
Scene with Conflict with Principal
Scene with Conflict (Retaliation)
Mission (Objective 2)
Scene
Scene with Conflict with Principal
Scene with Conflict (Retaliation)
Scene
Scene with Conflict
4.2.1. Skill
Choosing a skill thats appropriate but low can be mitigated by
teamworkyour participation might be more useful by offering
(or receiving) a willing assist. So pick a skill that fits the scene
regardless of proficiency. A character always has the option to
flee the scene: tail between the legs, they can leave the conflict
to the other agents. Everyone at the table may make clucking
noises at them, but at least they are alive.
4.2.2. Teamwork
At the start of the session, the ref builds a teamwork pool:
five dice for every character are placed in a bowl in
the middle of the table. Whenever a character moves
on and a new character is introduced, the ref adds five more
dice to this pool. These dice represent support from the team
and the agency and are a limited resource that is available to
enhance the performance of the agents.
Once per conflict players may ask for support from the team.
The request must be made before dice are rolled. The player
asking for support narrates why he deserves help and who he
is leaning on to get it done. The helper cannot have a second
stage effect and must already be part of the scene. Perhaps he
suggests, I am raining lead on the bad guys and using Bobby
here as a human shield. Bobbys player now has a choice. He
can say okay or he can say, Fuck That.
If he says yes, then the player requesting support takes the
dice from the hand of the helping player, who now is out of the
conflict for the round (this means that, whatever the story is,
the agent helping cannot be harmed this round). The helpers
dice are added to the pool of the player who has asked for help.
If the player says Fuck That, he takes two dice from the hand
of the person who had asked for help. Calling for help makes
you look small and people dont want to help someone whos
always whining. Asking for help risks making you weaker.
A player who has been rejected may choose to take dice from
the teamwork pool. Theres no limit to the number of dice that
can be taken in this way, though taking too many will bite you
in unexpected places, and the only way to replace these dice is
by introducing a new character.
So ask if you need help, but you risk hurting the team long-
term because youre weak. The ref shouldnt allow players
to negotiate these things. Players find out what the
characters do when they ask for the dice.
The player receiving help is obliged to explain the nature of the
assistance received as part of his narration. It may still come
from his teammates (they get to do their own action as well
as provide the needed assistance to the weak link), or it may
come from the agency though the introduction of an NPC or
some other story element.
The ability to say Fuck That puts real pressures on teamwork.
Thats a good thing. Do you help if asked? Do you ask,
thinking youll be rejected so you can raid the teamwork
pool? How long can characters work together under extreme
circumstances as a team?
The narrator with the best set may not passgetting a great
(long) result forces you to act, and maybe prematurely. A 5x6
might mean you jump out from behind cover, guns blazing,
only to discover the safety is on. You spoil one die in your
opponents sets, but thats come at a cost of many of the dice in
your pool; you have basically blown your wad. When bidding
for teamwork dice, this is one reason not to be too greedy:
taking too much can hurt you in the long term.
When the opposition hits the players, it is the ref s
responsibility to hit hard. Have no qualms about picking
on the player with the fewest sets, as long as the story allows
that comfortably. Every combat is unique, but the referee
should generally level the same skill offensively against a
player already on the ropes. Because character death is a
choice that resides entirely with the player, this is not picking
on an individual unfairly (if thats something you care about).
Repeat for each set on the table in order.
4.2.5. Effects
When you get hit in Hollowpoint you take effects from the
damage. If you cannot stop a hit from an KILL roll, you are
Shot (a first stage effect). If you are already Shot then you are
Bleeding out (a second stage effect). Following is a list of effects
associated with each skill. Feel free to invent alternate names
for effects to suit the scene: Stabbed might better serve the
story sometimes. Whats important, though, is that the next
time the character is hit with a KILL shot, he is Bleeding out.
Similarly, if someone has been successfully framed by a CON
roll, Wanted might be more suitable.
KILL CON
First: Shot (or Cut). First: Marked.
Second: Bleeding out. Second: Suckered.
TERROR DIG
First: Hesitant. First: Exposed
Second: Babbling. Second: Hunted.
TAKE COOL
First: Missing something. First: Dazzled.
Second: Emptied out. Second: Outclassed.
SEDUC E KUNG FU
First: Charmed. First: Bloodied.
Second: Fucked. Second: Defeated.
TEMPT WATC H
First: Compromised. First: Observed.
Second: Broken. Second: Spotlit.
HURT BOSS
First: Screaming. First: Cowed.
Second: Damaged. Second: Chastened.
Players can take damage from all sorts of skills, but they are
only in danger if they take two hits from the same skill in a
conflict. Characters who take a second effect from the
same skill can no longer participate in the conflict:
they remain in the scene until it is over or they choose to move
on, but they are unable to participate in a conflict in any active
way.
Character death is always a player choice.
4.2.6. Moving on
Once all sets are gone anyone with a second stage effect may
choose to move on. This character will be taken out of play,
either by being dead or in jail or whatever is appropriate to
the effect. If a complication is relevant to the context of the
conflict, the player of any character with that complication
that moves on, wins. Moving on doesnt need to mean
death, and players are encouraged to find an exit story that
is thematically appropriate. Moving on is a choice you
make to retire the character and start a new one. You
are never forced to move on.
If a character has moved on, the conflict continues, but with
the reduced number of characters. More than one character
may move on in a given round or a given conflict.
4.2.7. Wash
If no one has taken an effect and no traits have been burned,
this round was a wash. On a wash all characters receive
an effect from their own attacking skill and players
narrate the resultswhat went wrong that led to this disaster:
the assassin is shot; the femme fatale falls for her mark. A wash
inverts the expected result and has the character impacted by
the skill she was using and not by the oppositions skill. The
only way to avoid this is for someone, player or opposition,
to take an effect every round. This puts further pressure on to
burn traits in order to achieve hits: nobody wants a wash.
4.5. NARRATION
While all this is happening, everyone at the table is offering
narration. When you use a set from your pool to knock out
a die from your opposition or to inflict some harm, you
are invited to narrate what happens. Sometimes this isnt
necessaryits obvious that bullets are flying and people are
ducking, getting hit, or fleeing the scene. But a little colour
can liven up the exchange, especially if it involves a trait you
burned to get your sets.
There are clues in your dice. Very long sets, for example, go
first and so imply extremely fast reflex action. When that sucks
(and it often will), make sure thats in your narrationif all
you have is 5x5 and your opponent has four sets of pairs, you
get to go first and knock one pair out. Then he pummels you
to death with his three remaining sets. Obviously you were
brash (leaping from hiding to discover ten assailants instead of
two) or unprepared (stepping into the open and switching to
full-auto only to discover your magazine is empty). When you
get a lot of short sets, the opposite is happeningyou are being
methodical and effective and taking your time.
Make sure your narration addresses the skill youre using.
When youre killing, talk about your tools. When youre
terrorizing, talk about your victim. When youre using
your cool, talk about your clothes, your cigarillo, and your
asymmetric smile.
The referee should pad out narration where its thin and
summarize the scene every now and then. Bring in collateral
damage (the soda machine full of holes, the screams of the
innocent patrons, the omnipresent shattered glass) and
reaction shots. Keep it fast and violent and hand it back to the
players right away.
The referee must facilitate a good storya violent story that
allows for individuals to be in the spotlight frequently enough
for them to shine. Or get hurt, as it happens. Because the
oppositions dice pool is undifferentiated (it represents a
group of characters, who might not all be performing the
same action), the referee has a lot of freedom to interpret the
effect of sets. Not all of it must be offensive, or even tied to
the specific skill that has been declared: if the effect of one
of the oppositions sets is to spoil a players set, the narration
provided by the referee may be indirect: Youre unable to get a
clear shot; there are too many shadows (spoiling a KILL shot)
or: The file has been corrupted, and wont be able to be used
as evidence (spoiling an DIG set) or: Spinning your knife on
your fingertip reminds Lt. Thorpe vaguely of a circus clown he
saw in his youth (spoiling a COOL set).
Despite all of the rules for running a conflict, all that is
dependent on the tables ability to produce a satisfactory story.
If it just doesnt work (e.g. a thug waggling his sword gets a
TERROR hit on someone who is not in the room, but across
the street sitting at a computer keyboard), then the table has
the right to adjust the outcome accordingly. Sure, youre going
to do this anyway, but here it is in black and white: the table
should feel free to adjust any of the rules if it helps
to produce a more memorable story. So for example,
one table might decide that they want to choose what set their
hits take out from their opponents, instead of always hitting
the shortest, highest set of the person with the fewest. No
sweat. As long as both sides get the same ability, theres no
problem; the shortest, highest set is likely to be the optimal
choice in any case, but beholdyou now have free will.
If each player is using a different colour of dice and another
colour again being used for the teamwork pool, then there is
an additional level of information available as the table works
together to tell the story.
Example: Donald rolls his five blue dice in CON and convinces
Corin not to use his four yellow dice on his KILL roll but to
help in a teamwork bid, so hes got more dice now. Donald
rolls and gets 3x5, 2x6, 2x2. Looking at the colours, though,
Donald finds that theres a yellow in every set, suggesting
Corin offers enthusiastic support for Donalds lying schemes.
4.7. TACTICS
The dice system is not obvious. There is no simple progression
from crappy to awesome by adding dice. Consider:
no matter how many dice are in a pool, there can never
be more than six sets, so the only way to get more than
six sets is to have more than one pool. Thats the players
advantage.
long sets are inefficient but fast (they go off early but they
expend a lot of dice for the same effect as fewer dice), and
more dice means longer sets. That is to the refs advantage
and is why going up against a principal can really hurt.
As a consequence, it is rarely a straightforward calculation to
take teamwork dice or to accept a request for help. To a large
degree it depends on the opposition.
It is possible to wind up in a position where the players
have won every conflict but failed their objectives. This will
make subsequent conflicts increasingly difficult to win: the
characters may have no traits or teamwork dice left and yet the
opposition will have tons of dice to bring to bear (two extra
for every player character victory so far, thanks to escalation).
There are a few courses of action open to the players now:
Go out in a blaze of glory. Confront that final conflict
head on, knowing you are almost certainly going to lose.
This is your Butch Cassidy moment. You are all fucked.
Approach the next conflict with the goal
of resolving the objective by revealing a
complication and moving on. When a character is
replaced, five new dice get added to the teamwork pool.
Slink away. You blew your wad and failed. The enemy is
now entrenched and unassailable. Roll up new characters
because these ones are too attached to their lives to
adequately perform their duties. They survive by harassing
citizens for smokes and spare change. They are losers.
Five
takes it in the wrong hand so he can reach the gash in his
right shoulder. He makes the initial probes as he leaves
the kitchen. Theres a dappled pattern on the carpet,
and he adds to it. He angles the fork up, and shoves
it in. He starts rooting around, twisting his neck so he
can see the reflection now in the bathroom mirror.
He bites his lip until it starts to bleed, and the memories of
the evenings mistakes roll over him like the tide coming
in at dusk: waves of darkness, each a little bit bigger than
the last. As a lightning flash of pain courses through his
body to the back of his eyes, he knows that he has found
the bullet. His body goes cold, and he starts to sweat, and
he thinks that lying on the bathroom floor for just a few
minutes will cool him down. But that thought, tempting as
it is, is always a mistake. He spends the next ten minutes
prying the slug out with a tool ill-designed for the purpose
and sits back on the tiled floor to admire his handiwork.
5. Mission
This chapter is focused on building a session, exploring issues
such as structure and pacing that will be of concern mainly to
referees. There are no new rules, just discussion, variants, and
some more examples. Some of it has been said before and is
said again with new context to give you ideas, clarity, or just to
hammer it home.
This is the refs chapter, but any player can benefit from a look
through it.
5.1. OBJECTIVES
A mission is composed of two clearly stated and connected
objectives. These objectives must be stated such that it will be
absolutely clear when they have been achieved.
For example:
OPERATION TURNCOAT
1. Identify the agent that has been recruited by house
Vermeer to act as warlord.
2. Punish house Vermeer.
5.4.1. Arena
The players are going to stumble upon a modern-day
gladiatorial ring where kidnapped celebrities duel each other
to the death to the delight of criminal under-bosses. Thats the
Image he wants the players to discover near the end of the first
objective: finding the teenage singing celebrity in fear for her
life stabbing the US Vice President. From that, he extrapolates
the two Objectives: (a) find and rescue the Vice President;
(b) stop those who have kidnapped him. The ref might hope
that the first objective will be botched: that the Vice President
is going to be martyred (to the story) when Alana Alabama
impales him with her trident. But thats not a given!
From this, we start to have a sense of the Charge: an agency
that works for the US or the UN, operating internationally and
without sanctions. Theyre used to killing, but this mission
isnt necessarily going to be about that.
The Opposition is a gambling consortium catering to extreme
criminals: lets call it The Arena. Its run by agent-level
individuals who receive a fraction of a percent of the global
crime take in exchange for a weekly video and audio feed of
gladiatorial combat. The ref will need details on this: perhaps
the Arena is in the belly of a Mediterranean tanker; the crew
of the ship might not even know what goes on within its hull;
theres a row of a dozen cells, half of which might be filled at
any time. The operation itself may be mostly automated, with a
voice remotely instructing prisoners to eat, fight, or whatever,
without any actual contact. And of course there are cameras,
with a subscriber feed that goes through satellites and is sent
globally, every Friday night. Finally, there are the Principals:
lets call them the Voice and the Hand. The Voice controls the
activities on the ship, providing calm, measured instructions
in a rich baritone as the wills of the prisoners are worn down.
Stopping him will be the second objective. The Hand is the
operative that gets the prisoners to the tanker: a master of
terror that moves like a shadow, and can spirit would-be
gladiators away unexpectedly.
Its not the most subtle or complex mission, granted, but is
an example of what thirty-minutes thought can produce,
and its certainly enough to fill an evening entertainingly.
The players will start the session knowing the Vice-President
has been abducted on his way to broker a Middle East peace.
Investigation will eventually lead to the ship (any criminal
organization they encounter will be paying the subscription for
the feed) where players will discover the teen singing sensation
on hiatus from her TV show stabbing the V-P. There can be
some fun for the players, as other celebrities in the cells get
discovered, and it is revealed that a certain action star is not in
fact in rehab.
There isnt much opportunity for the players to declare
complications: none of them is necessarily going to become
over-invested in the life of the VP. Maybe it makes more
sense to give them an anticlimactic mission of rescuing the
teenybopper: something so far beneath them that it doesnt
deserve their skills. But thats something for which the players
might be more willing to introduce a dirty secret.
The ref might even draft an outline to describe the expected
action for each objective:
(a) Find and rescue the Vice-President
1. encounter with criminal organization
2. discover the Arena
3. rescue of starving trident-wielding teen sensation.
At this point the players will have a choice: do they shut down
the whole operation? Do they rescue others? Any violence on
the ship will already have been broadcast, enriching criminal
coffers. Whatever the players decide, they will eventually need
to discover The Voice:
(b) Stop the kidnappers
1. conflict with the Hand
2. conflict with the Voice.
Each captive will have the same story to tell of their abduction;
that is one route to the Hand. So are the signals from the
cameras. But the exact routing of the signal presumably
cannot be determined in advance.
Most importantly, this is about mission-structured action, the
referee needs to lay out the mission objectives clearly so that
the players will know what they have to get done by the end of
the session in order to have succeeded.
The primary objective (if you do it, you win) as far as the
players know is this: save the VP. (The referee is prepared to
have this mission fail: in fact, the objective is really to discover
where the VP is, but it is not phrased that way for the players.)
The secondary objective (if you do it, you win with accolades)
is: shut down the kidnappers and whoever gives them orders.
The players will discover that this means shut down the
Arena, but they have to discover the existence of the Arena
first. The wording, though, points to the existence of the two
principals for the players: this helps them without revealing the
mystery. The secondary can be done by eliminating both the
Hand and the Voice, even without the first being successful.
Players will be motivated to create scenes that clearly progress
towards these objectives, which limits the need for plot flow-
charting on the part of the referee or, more accurately, makes
these flow-charts more informative and less prescriptive.
5.4.2. Magnificent
Inspiration for the ref can come from anywhere, and often it
will not be obvious to the players what the source material
is until well into the session. Heres another example, the
inspiration for which is from a movie weve all seen, and which
allows a number of variations. Again, we start with a list of
whats needed: charge, enemy, objectives, principals, and an
image. We can deal with these in order this time.
The Charge. The agents have been hired to protect a village
from raiders. The village can be in Mexico, feudal Japan,
ancient Greece; anywhere. The village has no defenses of its
own, but theyve pooled what they can to hire the agency to
drive back the raiders. The era in this case is immaterial though
it affects the type of story that will be told.
The Enemy. Since the premise is that the agents will drive
back some external threat, the possibilities are wide open. It
could be a natural force (ravenous wolves), a supernatural one
(ravenous werewolves...), or a human one. Lets stick with
the predictable: a band of outlaws that operate nearby are
terrorizing the village. They want the wealth of the village: its
money, its women, the economic leverage it can exert at the
fork of the river. The Mayor has lost his wife and daughter, and
is inconsolable. The raiders seek complete surrender.
Objectives. The purpose of the mission is to stop the raiders.
Lets set up the first objective at the village, and the second at
the raiders secret hideout in the mountains. The first objective
is to discover the raiders base. The villagers offer nothing,
and so that means waiting for a raiding party, stopping it, and
following it back to its base. That means that success cannot
be achieved through a KILL hit: that would mean the raiders
are dead, and not able to lead them back. The second objective
is to destroy the raiders permanently. Here KILL is an option,
but it requires being sure that all of them are captured or
destroyed. The principals need to be identified and be certain
to be removed from any position of power. There are other
ways the second objective could be accomplished, however:
the agents could aim to draw all the bandits to the village, and
stop them there. Much more innocent blood that way, but the
players maintain the home field advantage.
Principals. The rebel leader is the target for the second
objective: he does not go on raids (usually), but has singled out
this village in particular. He does not use his real name (he uses
whatever the local languages equivalent of John Smith isan
obviously generic and fake name), but does have a connection
with the village: he is the brother of the Mayor. Heck, lets pull
out the clichs and make him the twin brother. The Mayor,
an NPC but not a principal, may or may not know this, but
Smiths aim is to depose the Mayor (one way or another)
and establish the village as his own. A second principal leads
most of the raiding parties: the Crocodile always attacks with
HURT: his victims stay alive, but are left in traction. The agents
see the effects of his cruel brutality when they first arrive in
the village. A third principal is available: Colonel Santos is a
corrupt military officer who allows Smith to continue his raids.
He takes a sizable cut, but in exchange ensures that there is
never any official investigation. If the final conflict is against
Smith and leads to his death, the retaliation will come from
the military, who will have orders to surround and destroy the
agents.
Image. Given the above, the big reveal is that Smith is the
Mayors brother. The players work hard to discover the source
of the rebel incursions, trace them to their mountain lair,
where there is a carved stone throne at the head of a large
wooden banquet table. The carved stone throne fits regardless
of the era, evoking the warlords of history and fantasy stories.
In the throne sits (as far as they can tell) the Mayor himselfthe
man who hired them to kill the Rebel leader. Do they hesitate,
doubting their intelligence and the information they have
received? (It did, they might consider, come rather easily...).
An alternate image is possible if the players never go to the
lair. If they find a way to draw the rebel leader down, it may be
that they each have to protect one of the villages hastily built
defensive gates. Each is stationed at one gate, with the Mayor
and other village leaders offering support. Smith himself
attacks at the gate where his brother stands, and the two of
them duel it out. The threat of brother-killing-brother at the
gate of the village both seek to control, offers an alternative
image that might invite the players to pick sides, or simply to
stand back and watch. Since Smith is a principal, hes not going
to die unless the players intervene, leaving their own gate
undefended.
This setup might demand we think about skill set changes that
would be appropriate. KILL, DIG, and TAKE should always
be options, and weve identified HURT as the Crocodiles
specialty, so it should be available to players as well. Since
double identities are in play, CON should be available. Given
the emphasis on leadership, the ref might decide that BOSS
should be a skill available (and, once hes done so, it is clear
that Smith is going to use BOSS and CON as his attacks when
hes involved in a conflict). So thats six skills. If the ref wants,
TERROR and COOL could be added to round out the choices
for the players, but its not clear they are needed. Traits could
be generated by any of the three methods.
5.4.3. Callisto
Heres another scenario, this time with a SF twist, inspired
by the 1981 film Outland, but with an element of 1982s Blade
Runner thrown in for good measure. The setting (era) is the
start of this mission: on Callisto, one of Jupiters moons, in the
early twenty-second century. In the ocean that exists 100 km
below the moon surface, microscopic multicellular organisms
have been found. A base of several hundred scientists has been
here for almost twenty years, with staff rotating on staggered
two-year shifts. A series of supply ships come annually
(Jupiters synodic period in relation to earth is just over a year,
and that allows optimal efficiencies for fuel use and travel
time), but the last supply run, due more than a month ago,
did not come, and tensions are high as the base knows that
rationing will be in effect for the next many months.
With this as a starting point, the other elements emerge.
Charge. The agents represent the law on Callisto, and,
indeed, the law on all of Jupiters moons, which are less
inhabited but have small mining communities. They are also
clones, and appear physically different to all the scientists:
they have enhanced reflexes, enhanced strength, etc. The
clones are not aware of everything about their nature: they
dont know there are replacements for them if they move on.
There arethey are sealed in jars in a room somewhere, ready
to be activated, but that process is automated and not part of
the scientists or the agents awareness. This leads also to a
special rule, that the players will discover if an agent moves on:
their replacement will have the same skill set and traits as the
iteration that moved on. The uncertainty over the possibility
of replacements should change player behavior somewhat.
The agents are the law; they have no citizen rights themselves
(they are owned by the Earth corporation that is funding this
research station) but are the final word on legalities at the
station.
The referee should also implement a version of Asimovs
Laws of Robotics, and allow the players to choose KILL in
their skill set but forbid them from using it against humans.
This exerts narrative pressures, because while they may still
be allowed to carry weapons, they cannot use them against
human opponents. Players will then be forced to describe
HURT and TERROR actions, which
ensure that they do not lead to
human death. Rather than make
it an impossibility, this makes it
a prod for player creativity and
imagination.
Enemy. Scientists are dying.
There have been four murders in
the past week, the only four in the
bases history. The agents must
stop the killers. The possibility
that the killers are aliens should
always be kept presentits not
true, but it should be a looming
possibility. Similarly, the dwindling
supplies for the scientists, some
of whom are overdue for shore
leave, is meant to keep tensions
high. Everyone is suspicious,
and everyone is starting to take
shortcuts to help themselves
and their friends. The murders
have been committed by some
miners, who want to destabilize
the base and discourage further
research. They are seeking to assert
independence from Earth, but
can only do so if the corporation
abandons the base from its
commercial interests.
Principals. Tommy Lefarge is the physical trainer who
monitors the health of the scientists on this low-gravity
world. Since the base has many scientists deep within the
moons surface for long periods of time, it is often he who
first discovers a one is missing: they fail to show up for an
appointment. Lefarge is an insurrectionist and has been
working with the mining companies to destabilize the base.
He will falsify reports and biometrics, using CON to throw the
agents off. The leader of the mining faction is not on Callisto,
but is based on Io: Hermione OToole sees herself as the future
first president of the Jovian Moons. Her main instrument is
TERRORshe does not want the facility or the access to the
subsurface chambers damaged. She works from afar and will
only be encountered if the players leave Callisto.
There are some non-principal NPCs to meet, too. Asham
Basral runs the stations bar, The Caliphs Eye. He is good
natured, knows everybody, and runs a black market on the
station. Sonja Lu is the senior corporate representative on
Callisto. Some time after the completion of the first objective,
she will be the fifth murder victim. Imogen Starkie is the
geomorphologist who monitors the integrity of the shafts
down to the ocean. Thor Thorvaldson is the chief electrician
and engineer. His son, one of the few children on the moons,
was the first murder victim. The mining faction also has a
troop of clones that can be deployed on short notice (and
against a clone, the agents can use KILL!). The clones are not
in the base but outside, hiding at an outpost on the edge of the
underground sea.
Objectives. (1) Find who is responsible for the murders,
and (2) stop them. Sympathizers with the mining faction are
everywhere, and the players should be regularly challenged
to go to the dice. Their problem is that there are too many
suspects and red herrings: the black market, the shortages,
the multi-cellular life (space plankton, some of the scientists
have started calling it). Stopping the miners does not require
capturing or killing OToole, but it does mean removing the
presence of any insurrectionists from the base on Callisto.
Image. The first time the agents show up at the subsurface
ocean, the chamber can be described. Having left the cold,
antiseptic corridors at the surface that are composed entirely
of identical prefabricated modules, and having descended on
the rickety elevator (that is electric with a manual override)
for several hours, observing the stratigraphy as they descend,
feeling the cold and the dank through their suits (which are
required for scientists whenever they leave the base), the
chamber they enter is filled with an eerie glow: the Callistan
life is bioluminescent. The violet hue fills the low roofed
chamber that extends for miles in each direction as the salty
and ammonia-filled water churns under the pressures of
Jupiters gravity. A conflict here can involve splashing, pontoon
boats, and subterranean explosions as the miners continue
with their terrorism.
Given the limits on KILL for the players, they should be
allowed the standard skill deployment as well as HURT. They
can choose to take KILL but it must be made clear that they
cant use it against humans. Players should be encouraged
to be creative in their narration, and use the setting (low
gravity, oxygen tanks, spacesuits, etc.) aggressively in their
contributions to the story. Traits can be generated using
method 2 (3.4.2. Traits On the Fly on page 28), or method
1 (3.4.1. Traits by Q and A on page 27) with the following
five questions:
How do people looking at you know you are a clone?
What human object do you keep secretly?
What childhood event do you remember even though it
never happened?
What special equipment do you have to help you do your
job?
With what enhanced skills have you been programmed?
5.5. PACING
One of the biggest challenges for the ref is modulating the
session to ensure missions get done and fun is had.
A scene with a conflict takes about twenty minutes. That,
combined with character generation and transition scenes,
means that a typical session will involve four or five conflicts.
Too many conflicts in a session and the escalation gets beyond
the players and their ever-dwindling teamwork pool, so
expect two conflicts per objective. If one of those involves a
principal, the retaliation will make three. Now players may
very well find their own conflicts along the way and sometimes
this shortcuts the mission objectives, allowing them to be
accomplished faster than the ref expects. Sometimes it is
needless conflict and slows the plot progression.
Players should be allowed to make these choices, but it is up to
the ref to ensure that everyone is participating, and everyone
is on-board with the plan. Thats one of the consequences of
enforced teamwork.
Keep the band together, if you can. This might involve
starting a new scene by turning to another player, and asking,
Okay, while Chris is punching innocent drunks down at the
docks, what are you doing? Switching focus is crucial, to
ensure all are participating. During a conflict, you can just go
around the table to ensure everyone has a chance to narrate
something in a given rounds action. Exactly how this is
accomplished, though, depends on the dynamics of the table.
Adult diapers. What motivates players is not always
obvious, but part of the refs responsibility in terms of
maintaining the pace of the session is to push the players into
interesting areas. Sometimes player choices appear irrational
in terms of game mechanics: they should move on, but want
to persist doggedly with their character, even though it means
repeated failures.
Offer incentives within the story. Gushing praise from
an attractive NPC can have a surprisingly positive effect.
Inventing someone just to say how badass the agent is and buy
them a drink can offer psychological reinforcement for the
player. Conversely, presenting the need for the character to
wear adult diapers as an undesired alternative can push some
players towards actions they otherwise might not consider,
simply because the phrase adult diapers has been established
as the worst that can happen to a shit-hot ultra-cool killing
action hero.
Coda. If everything seems wrapped up but there is still half an
hour left and everyone wants to play, add a final coda: a scene
with a conflict that provides narrative completion or closural
depth. Think of James Bond in On Her Majestys Secret Service:
the allergy clinic is destroyed, and Bond is about to move on
by marrying Tracy. He has given that terrible, awkward wave to
Moneypenny, proving convincingly that marriage will remove
any suave, cool sophistication Bond ever had. But as they
are driving away Blofeld makes one final, desperate attack.
The result denies Bond happiness, but it also means that he
doesnt move on (James Bond will return...). This final attack
radically changes the outcome of the story.
Example: While completing a Missions first objective, Jonah
has his character Telluride move on when it was revealed that
he had been corrupted and was selling agent identities to the
De Falco Syndicate. The next character was an Operative,
who got things done, and by the end of the session, as
ordered, the De Falco Syndicate was dismantled. If there is
time, though, it might be worth going back, and allowing the
current Team to execute Telluride. No loose ends, right?
x
so we fight. For a long time we fought with silver swords, but
in seventy-ninth century since the Beginning there was great
innovation, and guns proved superior. So we adapt to our
new environments. It is ordained that we do so: whatever we
may think, or feel, free choice is simply not in our nature.
We walk among them, and when they notice us they see
what they want to see: people like themselves, usually,
though some see us as monsters, people who can change
into beasts. If our side has little crosses on our bullets,
carved into the silver tip with our indestructible thumbnails,
well, thats just a symbol, a way of showing team loyalty.
If I had doubts about the Plan, if I could have doubts, I
would wonder what purpose any of the conflict can serve.
We cant dieangels retire when the Story would have us
retire. But its wrong that we dont feel pain. My vocation
is to hurt the enemy. I do it well, and will continue to do it
until I retire. Life hurts, and I am an instrument of its pain.
Appendix: Stories
To give a sense of how a session might go, here are a couple
of overviews from Hollowpoint playtests, played with a ref and
three players. Smaller, narration-only scenes are omitted to
help maintain clarity.
E
effects 46
A enemy 17, 19, 68
era 17, 20
adult diapers 82
escalation 36, 38, 39, 50
agency 17, 20
experience 32
Agent (rank) 48
agents 12 F
B failure 37
fan mail 43
beginning of the next session 32
fight 40
BOSS 24, 47
first conflict 38
Bourne 13
first stage effect 46
burn 25
fuck that 42, 56
burn traits 44
G
C
gadgets 29
catch 49
gimmicks 28
change of objective 54
go to the dice 37
character death 47
character, example 31 H
character sheets 31
charge 17, 18, 68 handler 48
chickenshit 52 handouts 12
coda 82 healing 53
colour of dice 52 hit 45
complication 30, 47 HURT 24, 47
CON 23, 46
conflict 35, 40 I
COOL 23, 46 ILLUSION 24, 47
image 70
D incentives 82
damage 45, 46 inspirations
death 47 100 Bullets 13, 18
declares 40 James Bond 13, 18, 29, 82
dice pool 8, 37
K S
KILL 23, 46 scene 35, 37
KUNG FU 46 second stage effect 39, 46
SEDUCE 23, 46
L sequence 40
length 37 set 37, 45
losers 55 sets 43
sidekicks 29
M skill 12, 22, 39, 40, 41
skill check 50
magic 24, 47 special ability 22, 48
matching sets 37 success 37, 38, 43, 50, 53
mission 12, 36, 68 supernatural 24
mooks 13
move on 47, 53 T
N table 8, 52
TAKE 23, 46
narration 50 team leader 66
NECROMANCY 24, 47 teamwork 40, 42
NPC 36 TEMPT 46
TERROR 23, 46
O tie 44
objective 36, 38, 43, 54, 65 traits 25, 80
operative 48 traits, replenishment of 27, 28, 30
P V
pool 39 value 37
principal 36, 39, 53, 70
promotion 53 W
wash 48
R WATCH 23, 46
rank 21, 48 winning 53
rejected 42
resolution 35
resolved 53
retaliation 53
rounds 36, 40
running away 52