a worse outcome (you wanted A, but you'll get only half of it)
you end up close second and earn respect of the bartender and some locals (+1 to parley with them or they give you a quest)
you end up close second and earn respect of the bartender and some locals (+1 to parley with them or they give you a quest)
hard bargain (you wanted A and B, but you have to choose one)
you and this other guy are the last ones in the game, you can either win it, but end up with a sick debility, or stop now to get second place and at least not pay for all the shots you've consumed
you and this other guy are the last ones in the game, you can either win it, but end up with a sick debility, or stop now to get second place and at least not pay for all the shots you've consumed
ugly choice (you wanted A and B, but you're given a choice between C and D both of which is not what you wanted)
you feel sick and get sick debility, or you fail spectacularly and let slip a fact you really shouldn’t have.
you feel sick and get sick debility, or you fail spectacularly and let slip a fact you really shouldn’t have.
You start to feel sick from all the drinks you've just consumed, choose one:
- you don't get sick debility
- you get to talk the bartender into not charging you for all the drinks
- you don't pass out and get all your items stolen
You start to feel sick from all the drinks you've just consumed, choose one:
- you don't get sick debility
- you get to talk the bartender into not charging you for all the drinks
- you don't pass out and get all your items stolen
When you drink human blood roll + CON and get 1-2-3 HOLD; you can spend HOLD to:
- turn into a bat
- get +1d4 forward to your damage
- neglect all damage from a single blow
When you drink human blood roll + CON and get 1-2-3 HOLD; you can spend HOLD to:
- turn into a bat
- get +1d4 forward to your damage
- neglect all damage from a single blow
When you search through Duke's library to get knowledge on a specific topic,
tell the GM what question you need to get an answer on, roll 2d6 and add:
+1 if you just need a yes/no answer
+1 if duke's librarian helps you
-1 if you do it under full moon
On 10+ you get the answer, on 7-9 you get a hint, GM will describe it.
When you search through Duke's library to get knowledge on a specific topic, tell the GM what question you need to get an answer on, roll 2d6 and add:
- +1 if you just need a yes/no answer
- +1 if duke's librarian helps you
- −1 if you do it under full moon
On 10+ you get the answer, on 7-9 you get a hint, GM will describe it.
The castle is too grim and depressive to be in, when you feel melancholic, roll+INT:
6- you're fine
7-9 choose one:
- you get +1 DEPRESSION
- you try to cut your veins - take 1d6 damage, ignoring armor
10+ you get +2 DEPRESSION
When your total DEPRESSION exceeds 10 you commit suicide
The castle is too grim and depressive to be in, when you feel melancholic, roll+INT:
- 6− you're fine
- 7–9 choose one:
- you get +1 DEPRESSION
- you try to cut your veins - take 1d6 damage, ignoring armor
- 10+ you get +2 DEPRESSION
When your total DEPRESSION exceeds 10 you commit suicide