City of Ghosts
On this page we will detail the basic mechanics of City of Ghosts without inclusion of setting details or explanations.Character Creation
Each character has four attached labels these are Tags, Anchors, Relationships and Conditions.Tags, relationships and the anchor are decided prior to the start of the game with conditions being a label that is only added during gameplay.
Tags
Each character has four tags which represent the person they are. These tags are drawn from the answers to the following four questions. Decide on a short response, no longer than a few words, to each and mark it on your character sheet.- What drives you?
- What do people notice about you?
- What do you enjoy?
- What can you do better than others?
Anchor
The anchor is what allows a character to exit the City of Ghosts. It should be a personal item of significance to the character and is a physical object that can be carried with them rather than a person or place.Note your character's anchor down on their character sheet. The anchor itself is not a tag. It can function as an object that exists within the narrative capable of enabling actions and affecting the world but can not be invoked in risk rolls.
Relationships
A character has a relationship tag for each other character in the game. This is a few words that describes the close relationship that the characters share.Each relationship tag is written on both character's sheets.
Risk Rolls
When a scene calls for something more than being acted out, when a situation arises with uncertainty, or an action needs to move the plot along it is time to make a risk roll. Risk rolls are the core mechanic of the game and should always result from a character's action. There are no passive risk rolls, only active ones.When making a risk roll the first thing to do is to collect a dice pool. In this stage you determine the number of dice that are to be rolled. There are two types of dice in that can be added to the pool Safe Dice and Risk Dice. The safe dice represent positive influences on your roll whereas the risk dice represent increased risk. In the each roll you add dice for the following:
- 1 safe die for each narrative relevant tag.
- Up to 1 safe die for a narratively relevant relationship tag.
- 1 risk die for each reroll.
- 1 safe die and 1 risk die for using a Word of Power.
Highest Roll | Result |
---|---|
1-3 | Failure - the action fails, the GM narrates what went wrong and a minor consequence is marked. |
4-5 | Partial Success - the action succeeds but with a complication. The GM describes the complication and the player narrates the success. |
6 | Success - the action succeeds without any complications. The player narrates their success. |
Risk Dice | Automatic Failure - See below |
Also compare the highest value rolled on the risk dice to the highest value among the safe dice. If the risk value is higher than the safe value then the roll is automatically a failure, but rather than a minor consequence a major consequence is marked.
If the safe value is higher than the risk value but the player is unsatisfied with the result they can choose to reroll the same dice pool with one additional risk die added. This can be done as many times as the player wants so long as the safe value remains higher.
Consequences
Each character has on their character sheet slots for three minor and one major consequence. Consequences are narrative tools to represent the negative repercussions of characters' actions such as injuries or social and mental troubles caused by failure.If a character would mark a minor consequence but had all three slots already filled they instead mark a major consequence. If a character would mark a major consequence but that slot is already filled they instead lose their anchor.
Changing Relationships
Each relationship can have one of two states, either healthy or broken. During a risk roll you can add one additional safe die to your pool if you have a healthy relationship with a character whose relationship tag is relevant to the action being performed.As well as helping in risk rolls relationships can be broken in order to protect a character from consequences. When a character suffers a consequence instead of filling in one of their consequence slots they can choose to break one of their healthy relationships.