Professional Documents
Culture Documents
by
Brian Engard
ROUGH
CUTS
ROUGH CUTS
Writing
Brian Engard
Layout
Mark Richardson
Art
Cover
Three draft sketches in sepia for an equestrian monument,
by Leonardo da Vinci
Jury Duty
Courtroom sketch, by Butch Krieger
Jury by Luis Prado, Thumbs Up by Pearlyn Chiam from The Noun Project
Runners
Photo of a parkour athlete, by Stuart Bryce
Runner by Dillon Arloff, Target by Laurent Patain from the Noun Project
Snakegrinder
Photo of the New York Dolls, by AVRO
Meter by Ruud Smitt, RockNRoll by Hum from The Noun Project
Comfort Zone
Sir Galahad, by George Frederic Watts
To the best of my knowledge, all art in this book is either Creative Commons or
public domain. If Im wrong, please tell me at engard@gmail.com and Ill remove
the offending piece.
What This Is
This PDF is a collection of micro-games that Ive created over the years. A micro-
game is a self-contained game (a roleplaying game in this case) that takes up very
little space, has very few rules, and is designed to accomplish a specic thing.
There are six micro-games in this PDF, presented in the order in which I designed
them. Jury Duty is a game that seeks to emulate the social dynamics of the
jury deliberation process. Runners is a game about parkour action in a post-
apocalyptic world full of monsters. Snakegrinder is a game about an 80s hair
band that travels through time, solving problems and getting into trouble. The
Wicked World is about angels who give up their angelic power in exchange for
free will, so they can become PIs and ght the demons on Earth. I Hit It With My
Axe is about dwarf barbarians making great boasts and then going on quests
to fulll those boasts, for glory and . . . well, for glory. Comfort Zone is a setting-
agnostic framework for fast, rules-light, hand-wavy games.
Rough Cuts
These are rough cuts because none of them have been edited or playtested.
This PDF is a bit of an experiment. Im putting it out there in the hopes of getting
people to read it and play the games. If you do so, and you nd issues in the
games, feel free to give me feedback. This is an evolving document; as I get
feedback, Ill update it. Send me feedback at engard@gmail.com, with the subject
line ROUGH CUTS FEEDBACK.
[http://2d6cents.com/rough-cuts/]
JURY DUTY
What Youll Need
A big stack of index cards.
A pencil for each player.
A bunch of tokens poker chips, pennies, whatever seven per
player.
At least four players (yeah, I know that a criminal jury has twelve
members; get over it, Im not going to make a game that requires
twelve players).
Elect a Foreperson
Before you start play youll need a Foreperson. The Foreperson acts as
facilitator for the game, bringing structure when its lacking and calling for
votes when theyre warranted.
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Establish the Case
JURY DUTY
Once youve got your Foreperson, its time to gure out what the case is
about. This game focuses on criminal cases (I may make rules for civil cases
later), so youll need two things.
A defendant
You can come up with a single defendant or multiple defendants, depending
on what the table wants. This is determined by group consensus, and should
involve a discussion. Take an index card and write the defendants name on
it, along with a high concept. A high concept is basically a short descriptive
phrase that sums up who the defendant is.
Charges
What is the defendant charged with? Come up with as many charges as you
want to, but the more charges you levy against the defendant, the longer the
game will take.
Once youve done both of those things, put those index cards in the middle of
the table where everyone can see them.
Example: just wants the trial to end quickly, hates young punks, hard-on for
justice.
Heres the trick: the bias you just wrote probably wont be your own. Once
youve written it, put it face down in the middle of the table. Once theyre all
there, the foreperson should take the pile, shuffle it up, and hand a random
bias to each juror (including herself). Keep your bias secret, but make sure you
play to it.
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DELIBERATION
JURY DUTY
Structure
While deliberating over a case there are a few things you can do:
Spend inuence chips
Talk about the case
Calling for Votes
Establish a fact
You can spend an inuence chip to the table pool to establish a fact about the
case. This fact can be testimony you heard, evidence that was presented, or
even observations about the defendant or the attorneys. When you establish
a fact, you write it down on an index card and put it in the middle of the table.
Write your name on it somewhere too; its important to keep track of whose is
whose because, whenever someone cites one of your facts in an argument,
you get an inuence chip from the table pool. Once a fact is introduced, its
there for good. That doesnt mean that contradictory facts cant be introduced,
though.
Inuence a juror
Any time youre arguing the facts with another juror, you can choose to offer
one or more inuence chips to that juror. If he takes them, the next time a vote
is called you get to vote for him. That is, you write your own vote down, then
you write his vote down and hand that in too. Once youve voted for him once,
theres no further obligation on the other jurors part to let you keep doing so
(unless you give him more inuence chips).
Your bias should inform how you want the case to turn out. Its your job to
try to convince your fellow jurors to vote your way. Convincing them for real
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is going to be a lot more potent than buying their votes with inuence chips
JURY DUTY
because its a more lasting change.
If everyone gets to the point where they dont want to (or cant) play anymore
but a verdict hasnt been reached, the jurors can declare a hung jury by
mutual consensus. Typically that means that nobody gets what they want, but
it happens sometimes.
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JURY DUTY INFLUENCE COUNTERS
Print this page and cut out the inuence counters to use during the game.
JURY DUTY VOTE COUNTERS
Print this page a and cut out the vote counters to use during the game.
RUNNERS
Were not sure what. We just know that there are monsters everywhere, that
theyve taken over the world and that were an endangered species. Nobody
alive now remembers the time before the monsters, though there are still
records of it all over the place.
They infest the cities; the streets are teeming with creatures out of nightmare,
hiding just below the fog that permeates everything out there. The rooftops
and the sewers are the safest places, but even those are starting to get
dangerous.
The countryside is worse. See, in the cities at least we have places to hide,
buildings and sewers we can barricade ourselves into to keep the monsters
out. Out in the country, in the suburbs, youre exposed. You can barricade
yourself for a little while, but what if you have to get somewhere? What if you
need supplies, or need to get a message to someone who isnt in the same
building? No, the cities as dangerous as they are are the safest places on
Earth.
Speaking of supplies and messages, thats where we come in. Were Runners.
Weve trained all our lives to be the ones who go out there, who outrun and
outwit the monsters, who get the stuff we need and deliver messages to and
from other enclaves. Without us, the whole thing falls apart.
How to Do Stuff
Runners is a game about parkour, action, and monsters. You play couriers in a
post-apocalyptic setting where monsters are everywhere.
Any task that the GM decides is important enough for a roll is going to come
with a number of consequences attached to it. Youll succeed, but youll have
to deal with those consequences. Those consequences will be Clumsy, Slow,
Obvious, or Hit.
Clumsy, Slow, and Obvious are narrative license for the GM to get you into
more trouble. A Clumsy jump knocks a chunk of the ledge off, making it
harder for the next guy. Being Slow when breaking into a building makes it
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more likely that the automated security system will nd you. If youre Obvious
RUNNERS
when climbing over some rubble, you might attract the attention of some
nearby monsters. A Hit is a special case (more on that later).
When you complete an action, you can choose to simply take it as is and
deal with the consequences, or you can roll for it. When you roll, youre
rolling between 1 and 4 fudge dice (dF). Each + you roll gets you a benet
(this can allow you to turn a consequence into a benet); the benets are
Stylish, Fast, Elegant, and Upper. Stylish opposes Clumsy, Fast opposes Slow,
Elegant opposes Obvious; these are narrative license to put yourself in an
advantageous situation, or pass off an advantage to an ally. Upper is, again, a
special case (more on Uppers later).
You cant spend more than one die on a single axis (theyre mutually
exclusive and they dont stack), with one exception: the Hit/Upper axis. If
youve got extra +, you can buy more Uppers with them. If youve got extra
-, you can buy them off by taking more Hits.
Note that if you dont have a relevant skill or tag for an action, you cant even
attempt it; you automatically fail.
Uppers
Uppers are special points that help you do things better. Its best
to represent these with some sort of non-edible token so you dont
have to keep erasing on your sheet (and so you dont, yknow, eat
them). You dont start with any Uppers, but youll get plenty of them
during play.
Every + you spend on the Uppers axis gets you an Upper. You spend Uppers
to invoke your tags. You can invoke any tag you want (it doesnt have to be
tied to the skill youre using), but it has to be relevant to the action youre
performing. Invoking a tag costs 1 Upper and allows you to treat one die that
you rolled as if it had come up a +. You can invoke as many tags as you want
to on a single roll, but you can only invoke each tag once.
Hits
Hits are the counterpoint to Uppers. You take Hits when you have
extra - on your dice after rolling for an action and spending the
others on consequences. Each Hit you take gets written down in
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one of the slots on your body (take a look at the character sheets). You get to
RUNNERS
decide where your Hits go, and you get to decide what form they take. Hits
are narrative justication for things to get harder for you, and they make things
harder mechanically too.
Whenever you perform an action that one or more of your Hits would make
harder, you roll a pain die for each Hit that applies along with the dice you
normally roll. Each pain die is a dF (it helps to use a different color, or roll them
separately), though only the - count for pain dice; + and blanks are ignored.
Hits increase in severity from Minor to Major to Severe. Minor Hits represent
transitory things: getting the wind knocked out of you, getting a sprained wrist,
getting your bell rung, and so forth. Also, whenever youd take a Minor Hit,
you can choose to cross off one of your gear tags (thats a tag that represents
some piece of equipment) instead. Its lost until you can recover it. Minor hits
go away as soon as you get a chance to rest up and recover.
Major Hits are pretty serious injuries. Maybe your leg is broken or youve got
a bullet in your gut. These require medical attention before you can recover
from them.
Severe Hits are things youre unlikely to recover from without severe
intervention, like replacing that severed arm with a cybernetic prosthesis, or
getting major surgery to remove all those bullets.
ROUGH CUTS 11
Observe the second rule:
RUNNERS
If there's no good reason for a consequence to arise, then the Runner's
success is Stylish, Fast, and Elegant.
Runners are highly competent individuals. They know what they're doing, and
they're really good at it. Things that fall under the purview of their skills are
usually routine. The time when this is not the case is when drama, tension,
or opposition are in play. These things should take center stage. If someone
opposes what the Runner is doing, call for a roll. If calling for a roll would
create drama or tension, then you'll want a roll.
You may decide that sneaking up on that guard requires a roll, but botching
the roll doesn't mean the Runner doesn't sneak up on the guard. If a Runner
wants to sneak up on a guard and snap his neck and he has the skills
and tags to justify it, it'll happen one way or another. However, it may cost
something. You may decide that that action is Slow. That may be ne with the
Runner, in which case it just happens -- slowly. She may also decide that that
guard needs to die quickly, in which case she'll roll for a better ressult (though
she may end up with a worse one). When this happens, go to rule four:
Consequences are opportunities for you, Benets are opportunities for the
Runner. Both are opportunities for interesting play.
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THE TRADE: A SAMPLE SITUATION
RUNNERS
In this sample situation, the Runners have been tasked with making their
way across 'Ton (the city they're in), which is infested with monsters and rival
gangs. There's a neutral gang on the other side of town that's agreed to barter
information with the Runners' gang. The Runners have to deliver information
from the Stonewall Gang (their gang) to the Locust Street Boys (the neutral
gang), negotiate the trade, then (if all goes well) bring the newly obtained data
back to Stonewall.
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Negotiate for the data
RUNNERS
They're willing to trade, for the right price. This is best handled with pure
roleplay, but if you want to force a roll, it's Slow and either Obvious or Clumsy.
Also, once you have it you have to get back.
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RUNNER UPPER COUNTERS
Print this page and cut out the Upper counters to use during the game.
RUNNERS THE TRADE SAMPLE CHARACTER
Name: Caduceus CONSEQUENCES BENEFITS
Runner -
-
+
+
Endurance, Lucky, Fast, Surge, Leaping
Clumsy
Slow
Stylish
Fast
Obvious - + Elegant
RESOLUTION
Your skills and tags allow you to accomplish tasks. You always succeed.
TORSO
The GM will tell you what the default consequences of a task are. ARMS Minor ______________
Roll between 1 and 4 dF (Your Choice).
Each + allows you to get one Benet.
Minor ______________ Major ______________
Each - allows you to get one Consequence. Major ______________ Severe ______________
Blanks are ignored.
You can choose each Benet or Consequence once. They are mutually exclusive. Severe ______________
Hits and Uppers can be chose multiple times, and not mutually exclusive.
UPPERS
You start with no Uppers.
You can spend + you toll to get Uppers.
You can spend Uppers to invoke Tags on rolls.
Invoking a Tag allows you to treat 1 Die as a +.
HITS
You can buy off - you roll by taking Hits. Each Hit buys off one -. UPPERS LEGS
Each Hit you take forces you to ll in a slot on your body.
When a Hit on your body would apply to an action, roll a Pain Die.
Pain Dice are additinal dFs, but only the - side counts.
Minor ______________
Instead of taking a Minor Hit to your body, you can choose to cross off a Gear Tag. Major ______________
Minor HIts go away when you get a chance to breathe and recover.
Major Hits go away after treatment. Severe ______________
Sever Hits dont go away without signicant justication (like a replacement limb).
RUNNERS THE TRADE SAMPLE CHARACTER
Name: Cutter CONSEQUENCES BENEFITS
Runner -
-
Cyber-Legs, Leaping, Wall-running,
+
+
Clumsy
Slow
Stylish
Fast
Impact Absorption, Grapel Gun
Obvious - + Elegant
Infiltrator
Sneaky, Charming, Lock-Spoong Kit, Stealth Field,
Hit - + Upper
RESOLUTION
Your skills and tags allow you to accomplish tasks. You always succeed.
TORSO
The GM will tell you what the default consequences of a task are. ARMS Minor ______________
Roll between 1 and 4 dF (Your Choice).
Each + allows you to get one Benet.
Minor ______________ Major ______________
Each - allows you to get one Consequence. Major ______________ Severe ______________
Blanks are ignored.
You can choose each Benet or Consequence once. They are mutually exclusive. Severe ______________
Hits and Uppers can be chose multiple times, and not mutually exclusive.
UPPERS
You start with no Uppers.
You can spend + you toll to get Uppers.
You can spend Uppers to invoke Tags on rolls.
Invoking a Tag allows you to treat 1 Die as a +.
HITS
You can buy off - you roll by taking Hits. Each Hit buys off one -. UPPERS LEGS
Each Hit you take forces you to ll in a slot on your body.
When a Hit on your body would apply to an action, roll a Pain Die.
Pain Dice are additinal dFs, but only the - side counts.
Minor ______________
Instead of taking a Minor Hit to your body, you can choose to cross off a Gear Tag. Major ______________
Minor HIts go away when you get a chance to breathe and recover.
Major Hits go away after treatment. Severe ______________
Sever Hits dont go away without signicant justication (like a replacement limb).
RUNNERS THE TRADE SAMPLE CHARACTER
Name: Faber CONSEQUENCES BENEFITS
Runner -
-
+
+
Quick, Unpredictable, Swingline, Wall-running,
Clumsy
Slow
Stylish
Fast
Leaping
Obvious - + Elegant
Martial Artist
Precise, Striking, Grappling, Sword, Throwing Knives,
Hit - + Upper
Pathfinder
Local Knowledge, Maps, Waynding, Tracking
Minor ______________
Major ______________
Severe ______________
RESOLUTION
Your skills and tags allow you to accomplish tasks. You always succeed.
TORSO
The GM will tell you what the default consequences of a task are. ARMS Minor ______________
Roll between 1 and 4 dF (Your Choice).
Each + allows you to get one Benet.
Minor ______________ Major ______________
Each - allows you to get one Consequence. Major ______________ Severe ______________
Blanks are ignored.
You can choose each Benet or Consequence once. They are mutually exclusive. Severe ______________
Hits and Uppers can be chose multiple times, and not mutually exclusive.
UPPERS
You start with no Uppers.
You can spend + you toll to get Uppers.
You can spend Uppers to invoke Tags on rolls.
Invoking a Tag allows you to treat 1 Die as a +.
HITS
You can buy off - you roll by taking Hits. Each Hit buys off one -. UPPERS LEGS
Each Hit you take forces you to ll in a slot on your body.
When a Hit on your body would apply to an action, roll a Pain Die.
Pain Dice are additinal dFs, but only the - side counts.
Minor ______________
Instead of taking a Minor Hit to your body, you can choose to cross off a Gear Tag. Major ______________
Minor HIts go away when you get a chance to breathe and recover.
Major Hits go away after treatment. Severe ______________
Sever Hits dont go away without signicant justication (like a replacement limb).
RUNNERS THE TRADE SAMPLE CHARACTER
Name: Malik CONSEQUENCES BENEFITS
Runner -
-
+
+
Agile, Limber, Climbing, Sliding, Spatial Awareness
Clumsy
Slow
Stylish
Fast
Obvious - + Elegant
Shot-Caller
Plan, Contingencies, Local Knowledge, Authority,
Hit - + Upper
RESOLUTION
Your skills and tags allow you to accomplish tasks. You always succeed.
TORSO
The GM will tell you what the default consequences of a task are. ARMS Minor ______________
Roll between 1 and 4 dF (Your Choice).
Each + allows you to get one Benet.
Minor ______________ Major ______________
Each - allows you to get one Consequence. Major ______________ Severe ______________
Blanks are ignored.
You can choose each Benet or Consequence once. They are mutually exclusive. Severe ______________
Hits and Uppers can be chose multiple times, and not mutually exclusive.
UPPERS
You start with no Uppers.
You can spend + you toll to get Uppers.
You can spend Uppers to invoke Tags on rolls.
Invoking a Tag allows you to treat 1 Die as a +.
HITS
You can buy off - you roll by taking Hits. Each Hit buys off one -. UPPERS LEGS
Each Hit you take forces you to ll in a slot on your body.
When a Hit on your body would apply to an action, roll a Pain Die.
Pain Dice are additinal dFs, but only the - side counts.
Minor ______________
Instead of taking a Minor Hit to your body, you can choose to cross off a Gear Tag. Major ______________
Minor HIts go away when you get a chance to breathe and recover.
Major Hits go away after treatment. Severe ______________
Sever Hits dont go away without signicant justication (like a replacement limb).
RUNNERS CHARACTER SHEET
Name: CONSEQUENCES BENEFITS
HITS HEAD
Secondary:
Tags (4):
Minor ______________
Major ______________
Severe ______________
RESOLUTION
Your skills and tags allow you to accomplish tasks. You always succeed.
TORSO
The GM will tell you what the default consequences of a task are. ARMS Minor ______________
Roll between 1 and 4 dF (Your Choice).
Each + allows you to get one Benet.
Minor ______________ Major ______________
Each - allows you to get one Consequence. Major ______________ Severe ______________
Blanks are ignored.
You can choose each Benet or Consequence once. They are mutually exclusive. Severe ______________
Hits and Uppers can be chose multiple times, and not mutually exclusive.
UPPERS
You start with no Uppers.
You can spend + you toll to get Uppers.
You can spend Uppers to invoke Tags on rolls.
Invoking a Tag allows you to treat 1 Die as a +.
HITS
You can buy off - you roll by taking Hits. Each Hit buys off one -. UPPERS LEGS
Each Hit you take forces you to ll in a slot on your body.
When a Hit on your body would apply to an action, roll a Pain Die.
Pain Dice are additinal dFs, but only the - side counts.
Minor ______________
Instead of taking a Minor Hit to your body, you can choose to cross off a Gear Tag. Major ______________
Minor HIts go away when you get a chance to breathe and recover.
Major Hits go away after treatment. Severe ______________
Sever Hits dont go away without signicant justication (like a replacement limb).
Snakegrinder
Misadventures through Time
What the Hell is This Thing?
Snakegrinder
Snakegrinder: Misadventures through Time is a game about an 80s hair
band that travels through time getting into trouble and causing mayhem while
trying to right some wrong. Its one part Bill and Teds Excellent Adventure,
one part This is SpinalTap, and a little bit of Quantum Leap.
But why are the members of Snakegrinder traveling through time? Who the
fuck knows? Something chose them and now they get dropped off in some
time period where theres some big problem that needs solving. Theyve
gured out that theyre supposed to try to solve the problem and, once they
do, they move on to somewhen else. They all hope theyll get back to their
own time someday (the 80s are fucking awesome, after all) but, again, who
the fuck knows?
They also know that theyll move onto another time zone when they really
fuck things up on a catastrophic level. Which happens from time to time.
Chronic Fuck-Ups
Snakegrinder was never a popular band, probably because its members
never could get their shit together. Its not that theyre not talented, and its
not that they dont love the music but . . . well . . . music is hard. So is being
responsible. And helping people. Its all just such a goddamn hassle.
So yeah, Snakegrinder gets sent places to help people out, but the often
fuck things up and leave a time zone worse than it was when they got there.
Sometimes a lot worse.
What this means is that youre going to fuck shit up more often than you make
it better. Youve got a task to perform that youre ill-suited for, and youre going
to fail. A lot. In fact, the default assumption is that youre going to fail most of
your rolls.
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However, it aint all bad. See, the more you fail, the more you learn from your
Snakegrinder
failures (oughta be pretty goddamn smart by now, right?), and the more karma
seems to balance things out a bit. Every failure brings you closer to getting
a little bit better, and every time you get a little bit better youre closer to
actually doing something right. In practice itll look a lot like: fail, fail, fail, fail,
fail, HOLY SHIT I FUCKING DID IT!
You get one Awesome Thing at the start of the game. This is
something youre good at, something you consistently do right. It
might be playing killer guitar solos, or a way with the ladies (or the
guys), or the fact that you know fucking krav maga. Anything you
want. Awesome Stuff will allow you to roll Awesome Dice, which are good.
You also start with three pieces of Bullshit. Bullshit is the stuff that
gets in your way, that fucks you up, that makes your life such a
goddamn hassle all the time. Maybe youre always drunk, or maybe
you tend to shout at people a lot, or maybe you just cant stop saying really
stupid things to people who could easily beat the shit out of you. Bullshit is
optional; it both helps you (with Fuck Yeah Points, page 24) and hurts you
(with Bullshit Dice).
When it seems like some sort of resolution is appropriate, youre going to roll
the dice. First youll narrate how youre actually confronting the obstacle in
question. Then youll assemble your dice pool.
You get one Awesome Die (a d6; we recommend electric blue) for every
Awesome Thing you can narrate into your action. Since you only start with
one Awesome Thing, youll probably only roll one on your rst turn. Dont
worry, youll get more later.
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You also get a Bullshit Die (also a d6; maybe black or red) for every piece
Snakegrinder
of Bullshit that you willingly narrate into the action. Thats right, Bullshit is
entirely optional. However, you also get a Fuck Yeah Point (FYP) for every
piece of Bullshit you narrate in, and those things are important (more on them
later).
Then you roll your dice. Every Awesome Die that comes up a 4, 5, or 6 allows
you to reduce the value of one Problem (check out page 25 for Problems) on
the table by 1. Rock on!
Every Bullshit Die that comes up a 4, 5, or 6 forces you to add a point to one
Problem on the table, or create a new Problem with a value of 1. Thats not so
good.
Every Bullshit Die that comes up a 1 forces you to take on one piece of
Temporary Bullshit (page 25). It also increases your Bullshit-o-Meter by 1
(also page 25).
FUCK
Fuck Yeah Points
YEAH~ FYPs are how you get better, and also how you pull off truly epic shit.
Every piece of Bullshit that you narrate into an action gets you an
FYP, and you can spend them (at any time) to do the following:
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Temporary Bullshit
Snakegrinder
Temporary Bullshit is bad stuff that happens to you. Every time
you roll a 1 on a Bullshit Die, you write down one new piece of
Temporary Bullshit and increase your Bullshit-o-Meter by 1. If your
Bullshit-o-Meter is already full (6 points) and you have to do this, you say
Fuck this shit! and go off and have yourself a relaxation scene to unwind.
Briey describe how your rocker is going off to relax and blow off his
responsibilities. Clear out your Bullshit-o-Meter after relaxing; the time did you
good! However, you also probably got drunk or high or otherwise lost your
edge a bit, so roll a die. Get rid of that many pieces of Temporary Bullshit and
that many Awesome Things (but you always keep the one you started with).
The Time Zone is the era youre playing in: stone age, medieval times,
the future, whatever. Be as specic or as general as you want, as long as
everyones on the same page.
The Cast is a list of characters and locations that are important in the Gig.
These provide inspiration and quick reference, and make it so people dont
have to look at the ceiling and say Um, uh so much when its their turn to
frame a scene or portray a character.
The Problem is what youre there to solve. Its described in terms of whats
actually going on that needs to be solved, and it starts with a rating of 10.
You may have noticed that there are slots for four more problems, right? Yeah,
thats because youre going to fuck shit up while youre there. Every time you
roll a 4, 5, or 6 on a Bullshit die, you have to either add a point to an existing
Problem or create a new Problem with a rating of 1. There can only ever be
ve Problems in play at a time.
If a Problem ever reaches a 0 rating, erase it. That slots free now. If
the starting Problem reaches a 0 rating, congratulations! Youve almost
accomplished your goal and itll be time for you to move on, no matter what
kind of mess youre leaving behind. Thats someone elses problem, right?
ROUGH CUTS 25
unsuspecting Time Zone.
Snakegrinder
In any of these cases, the Big Finale triggers.
However, tensions are high during the Big Finale, and hair bands are big on
drama. Everyone has to invoke at least one piece of Bullshit. The good news
is that Bullshit counts double: you get twice as many FYPs for invoking your
Bullshit.
The bad news is that Bullshit counts double: Each 4, 5, or 6 adds 2 points to a
single, existing Problem (no creating new ones). Reading the aftermath of the
Big Finale goes as follows:
If all Problems are at 0, well hot damn! Youve gotten the best
possible ending. Theyll be singing your songs and erecting statues
for years to come.
If the main Problem is solved but youve got one or two other
problems still around, things are still pretty good. The people
youve helped are grateful, even if you screwed up a bit. Youll be
remembered fondly.
If the main Problem is solved but youve got more than two other
Problems in the works, youve left things a bit worse than they were
when you got there. Youll be remembered as those fuck-ups who
came in and fucked everything up.
If the main Problem isnt solved but youve only got one, two, or three
other Problems, people hate you. Theyll actively badmouth you when
youre gone. Your name is mud.
If youve got ve Problems still in play, boy have you ever fucked up.
Youre the most reviled, hated, despised motherfuckers ever to visit
that Time Zone. God help you if you ever have to come back here.
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Moving On
Snakegrinder
When alls said and done, regardless of the outcome of your little visit, the
timestream picks you up and drops you in a new Time Zone. When this
happens, follow these steps.
1. Erase all the Awesome Things you earned during the Gig.
3. Get rid of all your Fuck Yeah Points. You dont get to keep them.
4. If you got the best possible ending, write down two new Awesome
Things on your character sheet. If you got a good ending (but not the
best), just write down one. These represent the things you learned
during the Gig.
5. If you left any Problems still in play, add a piece of Bullshit to your
character sheet. This represents the hang-ups that came out of your
little adventure.
6. If you got the worst possible ending, erase all Awesome Stuff from
your character sheet except for the one you started with. Add two
pieces of Bullshit (in addition to the one above). You done fucked up,
and it shows.
7. Pick a new Gig (or make one up) and start playing again!
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FUCK YEAH COUNTERS
Print this page a few times and cut out the guitar picks to keep track of your Fuck
Yeah Points during your gnarly adventures through time!
gig:
CAST: PROBLEMS:
_________________________ Main Problem (10):____________
_________________________ __________________________
_________________________ __________________________
_________________________ __________________________
_________________________ __________________________
_________________________ __________________________
_________________________
Snakegrinder
Tommy Cabbot
Lead Singer
Misadventures through time
AWESOME STUFF
Everybody Loves the Front-Man
BULLSHIT
Two Seconds from a Stupid Decision
Secretly Obsessed with Folk Music
Adrenaline Junkie
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
Bad Timing
Almost Always Drunk
What Could Possibly Go Wrong?
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
Nobody Recognizes My Talents
Troublemaker
In Everybodys Business
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
Not Too Bright
Perpetually Stoned
In Love with Allison
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
Tommys Hot. So is Darren.
Fiery Temper
Stubborn as Fuck
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
Inferriority Complex
Darrens a Fucking Asshole
One Bad Eye
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
BULLSHIT
+1 Bullshit Die and +1 Fuck Yeah Point for each piece of Bullshit you invoke.
Each Bullshit Die that comes up a 4, 5, or 6 adds 1 to a Problem.
Bullshit Dice that come up as a 1 adds a Temporary Bullshit and increases your Bullshit-O-
Meter.
A long time ago the demons came. It wasn't hellre and brimstone and
wholesale slaughter; that's not how you get real power. They came in a
pleasing guise, offering us things and buying their way into human society.
They inltrated, infested like a cancer, and it grew. They're everywhere now,
they have agents at every echelon of society. They control things, and they're
steering things in a bad direction.
That's where you come in. God's always been all about the power of free
will, he's always wanted mortals to sort things out for themselves without
interference. Here's the thing though: the demons interfered rst. He let it go
as long as it could, but sometimes an inhuman problem needs an inhuman
solution.
You're an angel, but you're special. You haven't fallen per se; more like
descended. You live amongst the mortals. You've lost your wings and most
of your powers, you move at the speed of your legs rather than the speed
of thought, and you no longer hear God's song. You're still immortal though,
and you've got free will now. Your job is to help the mortals ght the demons.
Once they're pointed in the right direction, mortals can be formidable. They
need someone to do that though, and they need someone to nd and stop
the strongest of the demons. That's your job.
You're an angel PI who hunts down demons. Welcome to The Wicked World.
Its the investigators job to hunt down clues, chase leads, interrogate
witnesses and suspects, follow the clues to a demon or a demons unky, and
take them down. Each Investigator is an angelic detective in the story.
The arbiter plays everyone else; she portrays all of the non-player characters
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and also gures out what the mysterys all about, and whos at the center of it,
Setup
Setup consists of four phases.
Pick one of the following ideals. Only a single investigator can have a given
ideal; if it helps, pass this page around the table and cross ideals out as you
use them. Theres a spot for your ideal on your character sheet; write it there.
Arbiter, once all the traits are written on index cards, gather them up, shuffle
them, and deal six to each investigator. Investigators, once youve got your
six, look at them and write them on your character sheet. If the trait seems
negative, write it in the space below the free will bar. If it seems positive, write
it in the space above the bar. If you cant decide, pick a spot and put
it there. The Free Will Bar is the vertical bar with this symbol in the
middle: [Icon of a stylized human gure standing inside a bar, with
an arrow pointing up and one pointing down.]
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Traits:
Once everyones named two NPCs, everyone passes their cards to the left.
When you get a new set of cards, write a trait on each NPCs card. You can
use the traits above or come up with new ones. Do this one more time, then
everybody hands their cards to the Arbiter, and the Arbiter shuffles them up to
create the NPC deck.
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Next, take six of those tokenschosen at random or based on the pictures,
The last thing youll do is take the free will token and put it on the icon in the
center of your free will bar. The free will token looks like this:
First, everybody (arbiter included) puts a token in the bag. You can choose a
token randomly or deliberately, but investigators must use a token from their
aether. The arbiter shakes up the bag, then reaches in and draws a token
without looking. Then the arbiter draws the top card off the NPC deck.
The color of the token indicates who the focus of the rst scene is. If the
color corresponds to an investigator, that investigator is going to be the main
character in the rst scene. The other investigators can be present too, but
whatever happens is going to happen to the main character, or involve her
in some way. If the arbiter pulls out one of her own tokens, the focus for the
scene is an NPC.
The icon on the token provides inspiration for what the scene is about. More
on that on page 44.
The NPC you drew is important to the scene in some way. Write that NPC on
the mystery map (that blank sheet of paper you have, arbiter).
Arbiter, youre going to establish whats happening in the scene, then you ask
the investigators what theyre doing about it. Start with something interesting:
some piece of action, an important choice, or a piece of the mystery. Youll
play any NPCs involved in the scene (this will include the NPC you drew, but
youre not limited to only that NPC, or even just the NPCs in the deck). Keep
playing until you come to a point where theres a conict.
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Conicts
In addition, you can put tokens from your aether into the bag by invoking
traits. You do this by narrating how that trait is helping you in the conict, but
there are two things you need to keep in mind. First: when you invoke a trait,
it has to make sense. It has to make sense within the context of the story and
it has to make sense within the context of your character. The other players at
the table have the right to veto your use of a trait if it breaks their suspension
of disbelief.
The second thing you have to keep in mind is that every trait has a cost. See
how your traits are written either above or below the free will bar? Thats
because, when you use a trait, it moves your free will token one space in that
direction. This happens for each trait you use. Each trait you use allows you to
spend one token from your aether into the bag.
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Small: the conict involves a couple of people plus the investigator or
In addition to the scale, if an NPC from the deck is involved in the conict, you
can put another token in the bag for each relevant trait that NPC has.
The color of the token indicates who won the conict. Arbiter, if its your color,
that means the investigators lost. Any investigators on the losing end of the
conict get a scar (more on that on page 45), and you get to narrate what
happens. If the color corresponds to an investigator, that investigator gets to
narrate what happens. Any investigators on the losing end get a scar.
The icon on the token provides inspiration for the next scene.
Further Scenes
In each scene after the rst, an investigator is going to establish the scene.
The rst investigator to do this is the one to the Arbiters left; the privilege
then passes to the left amongst the investigators for the rest of the session.
When establishing a scene, investigator, youve got three things to look to.
The icon from the conict in the previous scene provides inspiration for your
scene. The arbiter will shuffle all of the NPCs again and draw a new one. That
NPC is central to the scene in some way.
Once youve looked at the icon and the NPC, youll ask a question. The
question should be both what you want to learn from the scene and what
your investigator learns from the scene. Leading questions are good, and a
question can establish facts.
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For example:
After he robbed First National, where did Harry Block go into hiding?
Arbiter, your job is to help the investigators answer that question by providing
opposition and information in equal measures. Your job is also to steer the
scene toward another conict. The NPC you drew is important to you too. If
that NPC isnt on your mystery map already, write him or her down somewhere
on the map. If the NPC you drew is already on the mystery map, connect him
or her to someone else on the map. If theres nobody else on the map, draw
a second NPC and write him or her down on the mystery map (more on the
map later on this page), connecting the two NPCs together. Theyre up to
something.
Keep playing the scene until you reach a conict, then run the conict and end
the scene. Play then proceeds to the left.
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The Mystery Map
When you draw an NPC for the rst time, write that NPC down on the
mystery map.
When you draw an NPC who is already on the map, connect that NPC to
someone else on the map. If theres nobody else on the map, draw a second
NPC, write it down, and connect the two.
When you make connections, decide what they mean. Turn the lines into
arrows to indicate whether the connection is one way or reciprocal. Write
notes to remind yourself what the connections are. You can do this at any
point in the scene, as things happen.
At some point the map will suggest whats happening and whos at the
center of it. Thats what the map is for. Once youve gured it out, feel free to
stop using the mystery map (though you dont have to). Youre ready to start
steering the case toward its conclusion though.
Scars dont have a specic mechanical effect against you, but they do have a
ctional effect. If you have a broken leg, the ction should reect that. If youre
in the throes of a murderous rage, the ction should reect that too.
Once per case, investigator, you can call for a recovery scene. You do this
at the conclusion of a scene, not in the middle of one. When you call for a
recovery scene, decide whether youre recovering from your own scars or
helping someone else recover from theirs. You only get to choose one of the
two, and you only get one recovery scene. Describe what youre doing to
enable the recovery.
Youre an angel. As such, you recover from scars pretty quickly. You can
recover from all of your scars in a single scene if you want to. They wont kill
you, and you can heal them without a lot of effort. In fact, whatever doesnt kill
you makes you stronger.
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During a recovery scene, you spend your scars to improve your character as
You can spend 1 scar to add 1 token to your Essence. Theres no limit to the
number of Essence tokens you can have.
You can spend 2 scars to replace one of your traits with a new one. The new
trait has to incorporate one of the scars you spend in some way.
You can spend 3 scars to write an entirely new trait. The new trait has to
incorporate one of the scars you spend in some way.
Once youre done with the recovery scene, continue with normal play.
When your free will token is at the top of your free will bar and moves up once
more, youve attained salvation. God calls you back to Heaven, where you
can dwell with the other angels in the Light of the Lord. Your investigator is no
longer a playable character.
When your free will token is at the bottom of your free will bar and moves
down once more, youve descended into corruption. Youve fallen well and
true, and youre doomed to dwell on Earth for the rest of your days, living
amongst the mortals and the demons. You lose all of your angelic powers and
your immortality, and when you die youll go to Hell. Your investigator is no
longer a playable character.
Either way, youre out of the game. The way you end your journey is up to you.
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What Follows
For the arbiter: three each of the skull icon, the maggot icon, the shirt icon,
and the lantern icon, all with a gray border.
For the investigators: one icon of the human gure in the up/down arrow
symbol, and four each of the skull, maggot, lantern, and shirt icons. There are
four sets, each with a different colored boarder: red, yellow, blue, and green.
In the upper left and lower right are two boxes that are each labeled Traits.
The upper left one is for traits that contribute to salvation, the lower right one
is for traits the contribute to corruption.
In the upper right corner is a tall box labeled Scars. When you get a scar, this
is where you write it.
In the lower left corner is a circle labeled Essence. This is where you put
your Essence tokens. Below this circle is the word Ideal followed by a colon;
this is where you write your investigators ideal.
In the center, from right to left, is the games title, The Wicked World.
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ARBITER TOKENS
INVESTIGATOR TOKENS
INVESTIGATOR TOKENS
INVESTIGATOR TOKENS
INVESTIGATOR TOKENS
THE WICKED WORLD CHARACTER
TRAITS SALVATION SCARS
TRAITS
ESSENCE
IDEAL:
CORRUPTION
I HIT IT WITH MY AXE
Boasts and Glory
Characters
Next, look at your two stats: Axe and Not Axe. At the beginning of the game,
youre going to get 15 tokens to divide between Axe and Not Axe. If you put
tokens in Axe, theyre red tokens. If you put tokens in Not Axe, theyre blue.
Finally, choose one of these Vigors. When you full your Vigor, do what it says.
The Thinker: When you overcome an obstacle through sheer wit, get a blue
token. Put it in Not Axe.
Overcoming Challenges
A Challenge is going to be rated in dice. Weak Challenges are 1d4; the most
powerful Challenges are 2d12 or even higher. 2d12 would be like killing a
dragon or something. A d4 is like jumping over a small gap in the terrain
maybe. I dont know, its easy.
When you seek to overcome a Challenge, spend tokens from your stats. If
youre ghting something, use Axe. If youre doing anything else, roll Not Axe.
Spending a red token from Axe gets you a d6, while spending a blue token
from Not Axe gets you a d6. If you spend red from Not Axe or blue from Axe,
its a d4 instead.
Each additional token you spend, regardless of color, steps the die up by 1:
d4 to d6, d6 to d8, d8 to d10, d10 to d12. If youve already got a d12 and you
spend another token, add a d4.
You can step that up as usual. You can spend as many tokens as you want,
because youre totally a barbarian dwarf that kicks ass.
When you spend a token from one of your stats, it goes to the other stat. It
does not change color.
Then you roll your dice, and the player who put the Challenge in front of you
(the Challenger, naturally) rolls the dice for that Challenge. If your roll is higher,
you beat the Challenge and get the Glory from that Challenge. Ill get to that in
a second. If you roll equal or lower, you havent yet beaten the Challenge; lose
a token permanently and try again.
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If you run out of tokens, youve failed and must turn back; lose all of your
Boasts
Before anyone does any killing or not killing, those at the table must put forth
Boasts. Pick someone to start off; maybe you just roll some dice or something
to gure it out. Maybe you choose the person with the most magnicent
beard, but thats kind of sexist if there are women at the table.
Anyway, the rst player boasts about what hell do, writes it on an index card,
and puts 1 Glory on that index card. Then the next person to the left raises the
Boast or concedes. When you raise the Boast, you either put another Glory on
an index card already on the table, or you add another index card (with a new
Challenge to overcome) and put 1 Glory on that. When you concede, youre
admitting that, yeah, you probably cant do better and you let that guy go
ahead and try to complete the whole Quest.
Quests
So, whoever got saddled with completing the Quest is going to be the
actual dwarf barbarian doing the killing and not killing. Everyone else gets
to narrate shit. So, the dwarf barbarian chooses the rst Challenge shell try
to overcome. A Challenge with 1 coin on it starts at a d4, and each additional
Glory coin on it steps that up. This works just like spending tokens to get
bigger and more dice, so really tough challenges will be lots of dice of varying
sizes. There is no maximum.
The rst player to the dwarf barbarians left is the rst Challenger. He gets
to narrate and roleplay back and forth with the dwarf barbarian, and gets
to present the Challenge. The Challenger gets to inuence what kind of
Challenge it is (Axe or Not Axe), but ultimately the dwarf barbarian gets to
choose how to respond. Its got to make sense in the ction; if the rest of the
table thinks it doesnt, the dwarf barbarian only earns half (rounded down) of
the Glory for that Challenge. Be fair about this.
Then the next person becomes the Challenger. This continues until one of
three things happens:
The dwarf barbarian chooses to turn and run like a coward. She loses
half her accumulated Glory for this Quest, but gets to bank the rest.
Round down.
The dwarf barbarian completes the nal Challenge successfully. She
gets to bank all of her Glory for that Quest.
The dwarf barbarian is defeated, having lost her last token. No Glory
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for you; its all gone.
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RED TOKENS
BLUE TOKENS
? ? ? ? ?
? ? ? ? ?
? ? ? ? ?
? ? ? ? ?
? ? ? ? ?
? ? ? ? ?
I HIT IT WITH MY AXE - CHARACTER SHEET
NAME:
CHOOSE YOUR VIGOUR
BLOODLUST
When you murder something in spectacular fashion, get a red token. Put it
in Axe.
THE THINKER
When you overcome an obstacle through sheer wit, get a blue token. Put
it in Not Axe.
AXE NOT
AXE
COMFORT
ZONE
COMFORT ZONE
Take a blank piece of paper. Write your characters name at the top, and
maybe a high concept or brief description. Now draw a circle in the middle of
the paper. It should be big enough that you can write a decent amount inside,
but small enough that you can write a decent amount outside too. Inside that
circle, write ve things your characters good at. These are her Comfort Zone.
Hotwiring Cars
Legal Knowledge
Cardio Kickboxing
Shooting
Oration
COMFORT ZONE
Interviewing
Film Trivia
Task Resolution
When you have to accomplish a task for which there might be consequences,
youre going to gather a dice pool. First, look at the stuff thats inside the
circle. If any of that applies to what youre trying to do, add a d6 to your dice
pool for each. If there are things you can think of that are part of the task that
arent inside the circle, write them outside of the circle and take a d4 for each
of them.
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Done? Now roll your dice. Assign each die to one of the things that was part of
COMFORT ZONE
the task. When you assign a die to something outside of your Comfort Zone,
its value cant be higher than 5. Heres what they mean:
1 - Hard consequence.
You dont get anything you want from this element of the task, and something
pretty bad happens.
2 or 3 - Soft consequence.
You get something you want from this element of the task, but not everything.
Something bad also happens, but not too bad.
4 or 5 - Minor accomplishment.
You get most of what you want from this element of the task and suffer only a
minor setback.
6+ - Major accomplishment.
You get everything you want from this element of the task. Nothing bad
happens insofar as its concerned.
Learning
For every d4 you rolled, put a hash mark at the bottom of your paper. For
every 1 you rolled, put another hash mark. These hash marks are your
experience points. You learn by pushing your limits and attempting things
outside your Comfort Zone, and you also learn from your failures.
New Skill - Take one of the things outside your Comfort Zone, erase it, and
put it inside your Comfort Zone.
Expertise - Circle something inside your Comfort Zone. When you use it, roll a
d8 instead of a d6.
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COMFORT ZONE
Character Name:
High Concept:
COMFORT
ZONE
Experience: