AGON RPG PDF

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What would the world be without the agon—the agonistics of one man against another—to show everyone the order of precedence among men, just as no two. Agon - Free download as PDF File .pdf), Text File .txt) or read online for free. Agon RPG ruleset. agon ciofreedopadkin.ml - Download as PDF File .pdf), Text File .txt) or view presentation slides online.


Agon Rpg Pdf

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"What would the world be without the agon the agonistics of one man against another to show everyone the order of precedence among men, just as no two. In Short. In AGON the players take on the role of Greek heroes in service to the gods who must slay monsters, recover artifacts, and do the. Winner of the Indie RPG Award for Best Free Game. Credits. Game design print them out from the PDF and fill them in, if you'd prefer to do that. Some other games that were influential: John Harper's Agon, Christian Griffen's Beast.

Scott gets a 4: Then the next exchange begins and all the combatants for each combatant on the range strip. If the heroes want to set the starting conditions for the tacking each other. You may only move a unit if it rolled lower than you in the positioning contest.

The battle rules are used for any When you out-maneuver the enemy with a good position extended. Once all of the battle by luring enemies into a trap. Place the heroes in one take turns acting again.

Position Roll During an exchange. The position contest determines the relative place- race. A Position battle is usually a physical fight with swords and spears. Once you learn that. Starting Range Before the battle begins. Or until both sides decide to stop the battle. At the beginning of each exchange. The battle continues like this—ex. Think of a battle as a series of con- roll. A battle is a contest that is resolved over many rolls.

During an cided by the Antagonist. The goal is to put your hero nected simple contests all related to the same goal. Starting Range Table Bright Dim Dark Open exterior 7 6 5 Rugged exterior 6 5 4 Dense exterior 5 4 3 Large interior 4 3 2 Small interior 3 2 1 Cramped interior 2 1 0 of the battlefield where combatants are rushing at each other. Think of the posi- tioning rolls as a test of battlefield awareness and good reflexes. The range strip and a starting range of 4—two Skeletons vs.

White Hero 4. The Gray Hero goes second. He can also move the White Skeleton. He moves it 46 one range band closer. Gray Skeleton The White Skeleton is the low- est. White Skeleton again. Position example After the position rolls. He can move any opponent that he beat. Gray Hero 3. The ting him into bow range 5. It decides to push the positions before the action White Hero away one band.

The White Hero both heroes. This is by design. After the starting range is determined but before position rolls the combatants arm themselves for the fight. See the weapon de- scriptions on the next page. Glory or Teamwork? Battle Dice The position system often gives a player an interesting choice: You will hold them as your hero holds her weapons.

Your Name Finally. The ability you choose must correspond to a weapon you are wielding. Weapon Dice In battle. The dice several of the other heroes can attack it.

Ability Die Choose one of your battle abilities to use during this exchange. You always assign your battle dice before you make position rolls. If you used your Spear ability. Part of the fun in Agon comes from the tension between your attack. If you used your Sword ability. It can go in either hand. To arm your hero.

Place the ability die in the same hand that holds the dice for that weapon. Just place the need for them to work together. Put the 2d6 in the hand that holds the sword. If you use a bow. One of your sword dice may be moved to your other hand. Spear 1d8 1d6 Range: You may swap the positions of the dice at any time before you roll.

Put the d8 in one hand and the d6 in the other left for defense. The javelin die can be used in either hand. Shield 1d8 You hold your shield die in your left hand.

Sword 2d6 Range: You may decide to combine or split your sword dice at any time before your roll. You may use a spear and shield at the same time. Spear ability Finally. Then she 8 6 8 divides the spear weapon dice 1d8 1d6 between her hands. She places this die in her right hand. She decides to put the d8 on Shield Spear Spear attack and the d6 on defense.

She decides to put her name in the right hand. Cara adds her ability die. She decides to use her Spear 10 50 ability d If the Just to be perfectly clear, here are the number of range bands from your hero to an enemy is equal to the range of your possible weapon combinations a hero can use during an exchange: Your weapon is most effec- tive at this distance and less effective at other distances.

Sword Right: Sword Range 2 Left: Javelin Right: Javelin Range 3 Left: Javelin 51 Left: None Right: The hero is in optimal range with his spear against the white skeleton.

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Of course, a hero may also wield a single sword and no shield, a spear and no shield, or a single javelin and no shield, if Combatants act in order of weapon range and position. The shortest-range you wish. Within that group, the combatants at optimal range act first. Then, combatants in that weapon group who are one range band out of optimal position get to act. Then, combatants two range bands out of optimal position.

Next, the longer-range weapons act, in order: Spear, Javelin, Bow. To make your attack, roll the dice in your right hand. If your attack result equals or exceeds the defense result of the target, you hit. If your target is in optimal range for your weapon, you roll dice normally.

If the target is one range band outside optimal either closer in or farther away , you suf- fer a -2 penalty to your attack roll. If your target is two range bands outside optimal range, you take a -4 penalty to your attack roll. If your target is more than two range bands outside your range you cannot attack with that weapon. You decide how to apply your victories. Defend 52 Each time your hero is attacked, roll the dice in your left hand.

If your result is higher than the result of the attacker, you avoid the attack. I like to keep some counters handy like pennies and then take one for each position bonus I get during the ex- change. Armor Armor helps by deflecting damage from attacks that hit your hero. After your hero is hit by an attack, you have the option to roll your armor die.

If you roll a 4 or higher, the attack is deflected and has no effect—but your armor die is impaired by one level. If you roll a 3 or less, the attack succeeds and your armor die is not impaired. Wounds are marked on the wound track on the hero sheet. Mark the box that corresponds to the number. You would not mark two boxes. You mark only one box at a time. The first three wound boxes have temporary penalties that apply only to your next roll.

Boxes 4, 5, and 6 have lasting penalties that apply to all wound track defeated. Your hero wound track defeated immediately exits the battle and cannot participate in it fur- 1 2 3 4 5 6 ther.

See Goals, page Note that defeat does not mean death for your hero. He- -1 to next -1 to next -2 to next -1 to all -2 to all -4 to all roes cannot be killed before they reach their ultimate fates see roll roll roll rolls rolls rolls Fate, page If all the heroes are defeated, however, they are at the mercy of their enemies. They may have to make terrible 3. In her right hand. Aleta then takes her turn. Her heroic trait. Aleta and the Boar are placed on the range strip three The Boar: Each combatant then begins by allocating their dice to their right and left hands attack and defense.

The woods are dense and the moon is dark dense exterior. Aleta rolls a 2 and 5. Aleta takes up her shield d8 in her left hand. Aleta wears greaves and a breastplate. She could also have moved herself backwards. Total bonus: However she must sub- tract one from her position roll because of her greaves. Going on the attack. The Boar rolls decently.

Battle example Position Rolls Aleta. The Boar must position first. It will be a formidable opponent. Aleta is armed with a shield and javelin. Noting this. Range 3 is optimal for her javelin.

Finally Aleta has her chance. Next time she calls on her armor. A hit! But is hit! Aleta is not so easily satisfied. The Boar rolls a 5 on its d10 armor die. Then to the clash of weapons. She so chooses. The Boar rolls its left hand dice [2d6] and gets a 2 and a 3. Aleta records an impairment to her armor die. Aleta allocates two 5 blow she rolled of her victories as a penalty to its armor roll. Aleta the d6 and 7. However she still has the option to try and take the hit on her armor.

She could settle for the 7. Aleta rolls her left hand dice. With her right hand dice [d6 d10]. However it is attacking from two range bands out of its optimal range 1.

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With luck and skill. Aleta grins wickedly and hefts another javelin. It has [2d6 1d8 1d10] on the attack. The combatants are now ready to begin another round. The -4 penalty to roll for range penalty.

Each victory you win gives a -2 penalty to the You may perform a special maneuver when it is your turn to next roll by that enemy. Your second attack happens on your turn 56 you use the war-cry. Special Maneuvers Tactics Disarm Pick an enemy unit. Battle-Wise Pick an enemy unit. Using battle-wise replaces your attack roll for the the special maneuver. Instead of attacking. If you win. Using tactics replaces your attack roll for the exchange— the weapon for a number of exchanges equal to your victories.

Any left-hand dice you one level. Using the war-cry replaces your attack roll for the use for this attack cannot be used for a defense roll at any point exchange—you cannot attack during an exchange in which during the exchange. The enemy cannot use level.

War-Cry Pick an enemy unit. Each victory you win gives a -2 penalty to the vs. Each victory you win gives a -2 penalty to the If you have a sword or javelin in your left hand. Left hand attacks suffer a -2 penalty to the roll. Using disarm replaces your attack roll for the exchange—you cannot attack during an exchange in which you use disarm.

If your side wins. During a break. Remove your current weapon dice and pick up new might fight and do battle without ceasing. You may change to a weapon Thus war became sweeter in their eyes your hero is carrying. If you do beat all of the enemies in position. If both sides in the battle agree to it. Your hero tries to run away.

You may not rejoin the battle later. The bad news is that 57 you have to beat every enemy in the position test in order to run away. If your side loses the battle. The combatants leave the battlefield and the contest ends inconclusively—neither side achieves its goals.

You exit the battle and your name is impaired by one level. The battle may be resumed by either party in a future scene. If even a single enemy ties or beats you. Breaks Athena went among them holding her mighty shield of storm that knows neither After each combatant has taken a turn. Between exchanges. You may also add or remove pieces of armor. Running away is not always dishonorable among the Greeks. If you surren- der. Act lowest roll to highest. Range Optimal: Must exceed attack result to avoid attack.

Attack Roll right hand dice. Move yourself or one enemy that rolled lower than you by one range band. For each group: If the armor die succeeds. Divide between left and right hands. You may have put me out of commission. Left Hand Attack: Roll left hand dice for second attack with -2 penalty. Might vs. Call truce. During Breaks 1. Target loses one weapon for 1 exchange per victory. Wounds 59 1 wound per victory of attack roll.

Orate vs. If that box is marked. Mark the wound box that corresponds to the number of wounds taken. Lore vs. Give up 3. Cannot use attack dice for defense. Special Maneuvers Tactics: Cunning vs. Replaces attack roll.

Flee 4.

Range 2. You also get your name die. Non-Combat Battles So. Arete abilities will be used as weapon dice during the battle. But what about an extended athletic contest or an argument? You can use the battle system slightly modified for those. Battle Dice Next. You may roll this ability die just as you would the armor die during combat.

The players could then decide to add Cunning as the second ability. Abilities must be chosen from the Craft or Sport groups. These will be two of your Arete abili- ties. Like physical battles. Each Craft and Sport ability has two Arete abilities associated with it. See the ability descriptions starting on page 64 for a complete listing of non- combat weapon and armor abilities.

The players then choose a second ability that may be used in the battle. Pick which ability you will use during the exchange 60 one of the two chosen by the players and Antagonist. For a foot race.

Determine the Abilities The Antagonist will pick one ability that can be used in the battle. Each ability also has an armor ability associated with it. Position Position for non-combat battles is simplified. You read that right: The characters attack and defend. If two or more combat- ants are tied. All of the special maneuvers are available during a non-combat battle tactics. Battle On Once everyone has their battle dice and position rolls are made.

The highest roller takes ac- tion first by choosing which enemy to attack. Insight is also Sword used for position rolls in non-physical non-combat battles. You might test Insight to see through an illusion.

Used to attack and defend with a sword. Spear Used to attack and defend with a spear or any pole-type Insight weapon. Spirit defense fects of a fear power or to show bravery against a god. Abilities Battle Abilities Aim Used to attack with a bow. Spirit is power of the will. Lore is especially ver during a battle see Disarm. Grace is also used for position rolls in physical non-combat battles. Might is also used for the disarm maneu.

Insight is a combination of awareness. Might Might is physical power. Shield They may also be tested in simple contests to avoid harm Used to defend with a shield. Insight attack. Lore is also used for the bat- Spirit tle-wise maneuver during a battle see Battle-Wise. You might test Grace to avoid a Craft Abilities sudden trap. You might test Spirit to resist the ef. See Healing. You might Lore test Might to resist being knocked over a cliff or to smash Lore represents the ability to learn information through care- something to bits.

Grace 64 Grace is agility and poise. Heal Heal can be used to remove wounds. Insight defense brawl without weapons. Wrestle The winner of an Orate contest can decide what the group of Wrestle is the ability to grapple.

Orate is also used to lead the hero band. You might have an Orate contest Armor: Cunning to order someone to do something or to learn information by talking to people. Spirit attack. Music is especially effective for refreshment page Music Cunning Music covers the playing of instruments as well as recitation Cunning can be used for any type of stealth.

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Grace attack. Music may also be used to soothe beasts camouflage. Cun- and gain an advantage against them in battle see Advan. Might defense Armor: Orate is also It also covers the other classical Greek hand-to-hand fighting used for the war-cry maneuver during a battle see War-Cry. Might defense them. Athletics is also used for position rolls during combat.

Insight defense Weapons: Grace defense Armor: Athletics Sport Abilities Athletics Athletics covers running. Lore Weapons: Might attack. It is not used on the battlefield. Orate is the ability to speak to others and have an effect on Weapons: Spirit defense Armor: Hunt Armor: Orate Hunt Orate The ability to track. Nothing else matters as much to a hero.

See the table below: For each extra die-size in the oppo. You can only raise one die size at a time. The greater your deeds. When your hero wounds an enemy. To raise the die size of an ability by one. When the enemy is defeated. If there is 2d6 1 1d6 1d8 2 an odd amount of Glory left over. Simply convert the total Strife spent into Glory. If you roll one wound for your You earn Glory from simple contests in the following ways: As you earn Glory. Advancement Battles You earn Glory from battles by wounding and defeating ene- mies.

Their name will be remembered long after the other heroes have vanished in the mists of time. When a hero performs a great deed. Most damage dealt in a single blow: Aleta 6 Highest ability roll: Talos Hunt. There are a few deeds suggested on the sheet. Great Deeds In addition to legend scores. To raise a die from d6 to 67 d8 costs 3 advances.

The hero with the highest legend score is the current winner of the game. The legend sheet keeps track of all the heroes that have appeared in the games of Agon played by your group. Achieving the greatest legend is the primary goal of each player in Agon. Each hero has a fate rating on the hero sheet. Gaining Fate Fate only increases. There are three benchmarks on the fate scale. For half-divine heroes. Your Fate will also increase automatically when certain conditions are met: This may be glorious death in battle.

One thing is certain: Fate is inexorable and cannot be turned aside. Fate Every hero must someday meet his or her fate. For mortal heroes. When your fate rating equals the level of a benchmark. Death and life not remembered. Songs will be sung about you for ten generations. Your life and death are the stuff of epics. You inspire a hundred generations of heroes after you.

When you run out of fate boxes. Follow the same process to create your new hero as you did to create your first.

Your name and deeds are never forgot- ten. Your hero will get to finish one more quest and then will retire from the game. You will have a pleasant end to your life. Legend Total Fate 10 or less Tragic end. You go out with a bang. The gods bless your weap- 2. Move your hero one range band. Re-roll any one die.

Battle & Glory

Divine Favor Sacrifices To restore divine favor. See Interludes. You may re-roll a die that An oath is a promise of future aid. The number of boxes for your god Increasing Divine Favor measures how much supernatural aid that god is willing to You add an additional box of divine favor every time you give you during your adventures. Open-end a die. On the fices take place during interludes.

A healing roll during an interlude. Re-roll any number of dice. Write the 70 roll and add. A helping die. You start play with 7 boxes complete a quest for the gods.

To do as you instruct during the positioning step of battle. If you roll the max result ably owes a few oaths as a result of the achievements phase. Make an additional attack during 1 exchange.

When you call on an oath. Divine weapon. You record oaths owed to you on your hero sheet. Sacri- You choose which god your hero is most devoted to. Each hero starts the game shows its max result i. Ignore damage penalties for 1 exchange.

Once the oath is agreed ability. If you The players may call for an interlude scene at any time their give a helping die to a character to whom you do not owe heroes are not involved in a contest.

All players who wants to compete in the challenge rolls Name tra-potent allies. The heroes may have to succeed at a contest to has the chance to restore abilities that are impaired. A god oath can be earned during a sacrifice see page You may call on more than one oath at a time.

If a hero wins. The hero who called the challenge God Oaths removes one level of impairment per victory if he wins. God oaths are lost at the end of a quest. To do win an NPC over. Each hero can perform only one activity during the in- make any kind of oath-bargains they like. Unlike every other When you give a character a helping die. All the players must an oath. Win or lose. To heal a character. To sacrifice. A god oath may be called abilities.

You heal one how many. You may also choose to help another player with on for a d12 helping die in any contest when you are using your refreshment scene. If you lose. Strategizing when to take an interlude. The Antagonist may not spend restore your divine favor. You Antagonist four Strife tokens. If you lose the healing contest. If you call a total of two challenges. Any hero who loses the Sacrifice contest owes an oath to the hero who called the challenge.

If Multiple Interludes you use the Music ability and are a winner in the refreshment The players may take any number of interludes in a row. When you heal wounds. The Music ability is especially good for refreshment. Healing Each interlude scene the players take gives the You may spend your interlude scene healing wounds. It charges the ranks of men. But the valiant animal stands its ground.

The men close their ranks like a wall And throw their javelins thick and fast. Their prey. Will suddenly feel its strength and turn. And though its bravery will be its death. And where it charges.

How do you do it? You will attack them with monsters. In Agon. Everything important that the heroes gain tagonist has some very explicit limits on his authority over should be won through struggle and conflict. Part Three. By putting a lot of pressure on the heroes as a group. Play hard.

The dealer is trying to beat each player. This to feats of skill and daring. NPCs help create ing against the dealer. All the players are play. There are several key ways: Another important job of the Antagonist is to make the ancient fantasy world around the heroes come to life in the.

This chap- nutshell. Unlike a traditional GM role. Nobody really wants to know what the Minotaur smells like. Try to Whenever you need to create tougher conflict for the heroes.

How much opposition can you place to life for the players. Those are just three simple techniques.

Of course. Managing your lager. Performing quests for the gods is all well and good. How tough are the enemies? How long does a quest go on. The texture on the stones of an ancient As the Antagonist. Try to impart informa. Antagonist gets in Agon. All these questions revolve around the resource that the tures. There are dozens of books about writing craft with lots and lots of techniques like Quest Strife Pool that. If you had three heroes and six objectives.

That limit is: This costs no Strife.

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To raise one So if the highest name die in the hero band is d8. During the pre-game prep phase when you make the quests Opposition Dice Total Strife Cost for the heroes. The default opposition dice for a simple contest are 2d6. Simple Contests 78 ing a single NPC opponent. As a rough guideline. You can spend ing with weapons difficult d8. Advantages last until they are neutralized by successful contests by the The heroes can also create advantages for themselves by tak.

You can neutralize a disadvantage for the heroes. Hunt vs. Spending Strife: Creating Opponents Sample Advantages: The forest is his home. This is a simple contest of Lore. When an advantage applies. Unused Strife is a kind of scoreboard for the Antagonist.

Knowing the forest well is an advantage when lost. A single NPC or and will be ready to strike before you d8. If you can make things tough for the heroes and still debate. They may not apply to all ac. Advantage Stag: Advantages Advantages Boar: An advantage is a condition that gives a character an edge in a The forest is dark and dense and makes fight- contest. Battle the Golden Boar of Ion. The heroes have never ating an NPC is pretty quick and easy. When a quest is completed.

Each victory for the heroes lets them know about one advantage. Think of an advantage as a single. NPC creation. Unused Strife Advantages are situational. An advantage for the opposition can also represent ing actions to do so and winning a contest.

Scrub-brush plains and dusty plateaus. Burning sands and red stone canyons. Dense jungles and tree-covered mountains. To create an island. Sheer cliffs. Sun-dappled forests and lush green grasslands. The Antagonist creates each island ahead 1. A massive jagged rock. The heroes will travel around the island and deal 3. Each island will contain several quests that the gods will command the heroes 2.

Mist-shrouded swamps and storm-lashed hills. Roll 1d12 or 1d12 or choose from the list below: Holy pilgrimage from shrine to shrine. Nomadic band of proud hunters. Preparations for war with another island. Warrior city-state with brutal martial traditions. Small fishing village. A collection of feuding factions bloodlines. Harvest festival.

Construction of a great monument or temple. Occupied by army from another island. Athletic games. Close-knit farming community. Peace agreement between warring groups. Devout worshippers with immaculate temples and shrines.

Bizarre city-state dedicated to esoteric practices weird mad. Island Communities Events Each island will have at least one community of human be. Crumbling city-state on the brink of desolation. Plagued by an angry god disease. For each community of humans on the island roll event for the island. Prosperous trading port. Recovering from natural disaster. Funeral for great hero or king.

Desperate bandit tribes. Marriage celebration. You might have one ings on it. Bizarre condition always night. Cultured city-state with a university and amphitheaters. Savage cultists of some ancient god-thing. For each of the three gods.

Secure something must not be taken. Release something must be set free. Destroy something must be broken. Restore something must be fixed. The sample scenario used was the Beast of Kolkoris, an supposedly simple quest of find a beast and kill it.

Of course, it is a little more complex than this, involving storms, an apparent dead-end of a investigation, a labyrinth, a combat and a moral challenge. In an unexpected twist, at least to the scenario designer, the PCs took an angle where they satisfied the letter but not the spirit of the quest, doubtless like Odysseus, more than happy to trick the Gods with human reason.

Agon is a great short, independent game, extremely well designed and with excellent capacity for longer-term development. The only complaint that can possibly be levelled at it is the lack of elaboration for the more complex "battle" resolution for activities other than physical conflict.

That would indeed be a challenge, and one that could fit quite well within the Hellenic genre. In A Wicked Age The game begins by consulting the Oracle; this sets a general setting for the game that will be played.

I gave a thin smile when a player blurted out "Blood and sex! From the Oracle entry one choose a four cards, which add characters, events, and background etc which will be incorporated into play. For example, 3 of Diamonds "A raving prophet, advocating self-mortification and deprivation of appetites".

Once the Oracle is consulted, each player chooses a character from the list to play. Characters can and almost invariably will be combined from the Oracle's words. If nobody takes up a role indeed, nobody wanted to be the self-mortifying prophet , the GM is presented with the golden opportunity to make this a very major NPC.

Once characters are chosen, they are given "Forms" and a Paricular Strength. These are the story-telling drives to the character's activities and should be designed to conflict with other characters; this is a beautiful moment. Each scene is set by the GM which involves conflicts in the character's Best Intrestes. These remain as story-telling until one character makes an action another character opposes when two Forms are rolled which reflect their action, or one for NPCs, plus Particular Strengths if relevant.

The highest single die outcome is compared to the other single highest die results. The person with the highest roll gains Advantage in the form of an extra d6 that adds to their highest result on the next roll. Conflicts last for three rounds or until one player's highest die roll plus Advantage die is double that of the other player's die.

The players then determine Consequences Exhaust or Injure, lose die values or Negotiate, plead for alternatives , which default to reducing the die sizes of a character's Forms. In actual play we found that the bonus d6 makes an enormous difference; the initial victory makes it very difficult for the other characters to turn the tables. However, a character which survives at least one round makes it into the "We Owe" list, which determines that the character can be reinvoked in the future.

Whilst we were not overly enamoured by the conflict resolution system, the brilliance of the game appears in what is a superb combination of character generation, setting, and plot elements, and subsequently the motivation for the GM to include these conflicts within scenes.

Indeed, with a little bit of development it should be more than possible to use this system for other game systems. Best Friends Best Friends is an independent game created by Gregor Hutton, which involves the players each playing a girl, who is "best friends" with the other player characters "…and try to do stuff together while secretly hating each other. And getting little frissons of excitement out of getting one up on your best friends.

It succeeds in conveying an environment of pettiness and backstabbing, as well as allowing the players to play out all the stereotypes as found in teen movies.

The greatest strength about this game is its character generation system. Without going into too much detail, characters have five characteristics, Pretty, Cool, Smart, Tough and Rich, and these are decided by the other players. For each time you are hated by being better than someone else in a particular characteristic, that characteristic goes up by one.

The characters are then put in situations by the GM, through which they need to use their ratings to succeed. If the situation rating is more that the relevant characteristic, then unless they pay the penalty of a chip or token to another player , they lose and take a penalty.

The players are given only a limited number of tokens to start, and once gone, they cannot void penalties. This is a skill in itself, and this will generally determine the winner. The GM is required to create a plot-line that allows plenty of opportunities for the players to engage in this one-upmanship.

For my session, I had an end-of-year dance. For the three "girls" playing, this provided: - A choice of two potential dates — the "Jock" and the "Geek" Choices of dresses with appearance ratings Other aspects, including a stash of drugs, which could be used to either bribe a date, impede a rival, or ultimately to plant on a rival and then call the cops, thus having them busted. It then mutated during play into having the father of one of the 'girls' being a big-time drug dealer, who was 'involved' with one of the potential boyfriends, which also allowed plenty of black-mail opportunity — remember, we are not talking happily ever after here, merely being the first to the post.

Someone needs to create the situations and feed them to the characters.An advantage for the opposition can also represent ing actions to do so and winning a contest.

The primary objective is always a battle contest do this. When you remove impairment, simply erase the marks. Players then choose a patron god for their character. Featured hero:

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