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Character Risk Mechanics in RPGs

This document outlines the rules for a roleplaying game where players take risks by drawing cards. Depending on the card drawn and suit, the GM will narrate the outcome of actions. Players can spend Courage Points to avoid character death. Each character class has a unique suit and special abilities. As players complete objectives by defeating enemies or acquiring items, they gain levels for their character. Magic items can provide additional benefits if acquired.

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Juarez França
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0% found this document useful (0 votes)
465 views8 pages

Character Risk Mechanics in RPGs

This document outlines the rules for a roleplaying game where players take risks by drawing cards. Depending on the card drawn and suit, the GM will narrate the outcome of actions. Players can spend Courage Points to avoid character death. Each character class has a unique suit and special abilities. As players complete objectives by defeating enemies or acquiring items, they gain levels for their character. Magic items can provide additional benefits if acquired.

Uploaded by

Juarez França
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
  • Warrior: Details the Warrior role with its unique risks, special abilities, and gameplay rules covering courage and magic items.
  • Noble: Explains the Noble class with associated risks, wealth points, and tactics for social influence within gameplay scenarios.
  • Wizard: Describes the Wizard class focusing on magical abilities, patron interactions, and associated narrative costs.
  • Thief: Provides an overview of the Thief class with focuses on stealth actions, risks, and their interaction with core game mechanics.

by John Wick

Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Clubs Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________

Warrior
Your suit is CLUBS.
Special Abilities
• Draw an additional card per character
level when in a fight scene for a risk.
• When wearing armor, you have one
Armor Point per fight. During the
fight, you can spend your Armor
Point instead of a Courage Point.
Gain a Level
Name an enemy and describe why they
are your enemy. When you defeat your
named enemy, you gain a level.
_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

Magic Items
_____________________________________________

_____________________________________________
by John Wick

Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Hearts Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________

Noble
Your suit is Hearts.
Special Abilities
• Draw an additional card per character
level when trying to impress, convince,
intimidate or sway another character’s
attitude.
• You have 3 Wealth Points per game
session. You may spend a Wealth
Point to pay for any item.
Gain a Level
Name something you want to add to
your domain. This should be something
like a business or another noble’s land.
When you acquire it, you gain a level.
_____________________________________ _______
_____________________________________ _______
_____________________________________ _______
_____________________________________ _______
_____________________________________ _______
Magic Items
_____________________________________________
_____________________________________________
by John Wick

Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Diamonds Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates
Joker Fumble
the outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________

Wizard
Your suit is Diamonds.
Special Abilities
• Call upon your demonic patron to
use magic. You can gain any magical
effect you want, but your patron
(played by the GM) will demand a
cost. This could be Courage Points
or a narrative cost.
• At the beginning of the game
session, make a risk (your level counts
for bonus cards). Successes equal
the number of spells you may cast
without calling upon your patron.
Gain a Level & Magic Items
Name a magical artifact. When you
acquire it, gain a level.
_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______
by John Wick

Risks
The GM narrates all actions until a player
takes a risk. The player pulls one card
from a 52 card deck plus one card per
character level if the action is appropriate
to your character’s class.
Narrate
Spades Success
1 fact per card
Narrate
Ace Critical
2 facts per card
GM narrates the
Joker Fumble
outcome
Wounds
When you take a dangerous risk and
gain no successes, your character dies.
Each character has 3 Courage Points.
You may spend a Courage Point to save
your character and describe how your
character was wounded instead.
Magic Items
Heroes can acquire magic items. These
have benefits as prescribed by the GM
such as draw additional cards or cause
narrative effects.
Name:_______________________________________

Thief
Your suit is Spades.
Special Abilities
• Draw an additional card per character
level when trying to do something
sneaky (fast talk a guard, pick a lock,
climb over a wall, etc.).
• Once per fight, you can Dodge a
hit automatically instead of using a
Courage Point.
Gain a Level
Name an important or valuable object.
When you successfully acquire it, you
gain a level.
_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

_____________________________________ _______

Magic Items
_____________________________________________

_____________________________________________

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