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The Hidden Isle - Rules Reference Sheets 0.2

The document provides quick reference information for players and the Seer in The Seer roleplaying game. It summarizes: 1) The Seer uses vision and fortune cards to set up scenarios by determining adversaries, stakes, goals, and leads for agents to follow. 2) During scenarios, agents use skills and character traits to overcome challenges and succeed at their goals, facing consequences for failure or complications. 3) After scenarios, the Seer and agents evaluate character development and advancement, make changes to the world based on visions, and prepare for the next scenario.
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0% found this document useful (0 votes)
329 views

The Hidden Isle - Rules Reference Sheets 0.2

The document provides quick reference information for players and the Seer in The Seer roleplaying game. It summarizes: 1) The Seer uses vision and fortune cards to set up scenarios by determining adversaries, stakes, goals, and leads for agents to follow. 2) During scenarios, agents use skills and character traits to overcome challenges and succeed at their goals, facing consequences for failure or complications. 3) After scenarios, the Seer and agents evaluate character development and advancement, make changes to the world based on visions, and prepare for the next scenario.
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
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The Seer: Quick Reference

Downtime & Scenario Divination: Visions


1. Vices cause harm. Play a vision card to give players a flash of another time or place. If it’s a prediction, lay it
on the table. Add counters to show how close this future is.
2. Contacts drift away.
3. Check for character transformation.
4. Players perform downtime actions. Challenge Draws
5. Choose mission type.
• Base Difficulty: 2/3/4 cards for easy/medium/hard challenges.
6. Draw cards to answer these questions: • Modify base difficulty based on context:
• Who is the adversary? Could be an existing or new adversary. • “The agents prepared a map: -1 card”
• What are the stakes? What happens if the Agents fail? • “The antagonist has dossiers on all agents: +2 cards”
Eg. “A despot will rise”, “The knowledge will be lost”.
• What is our goal? A specific target, eg. “Retrieve the map to Avalon”, YOU NEED NOT PICK THE BEST CARD!
“Rescue the scholar”, “Destroy the alchemy lab”.
Total Success = Agent played trump, Seer did not; or, Agent played Ace trump
• What is our lead? A person or place. “Talk to the sailor with the map”, “In-
Complicated Success = Agent has high card
vestigate the ruined tower”.
Failure = Seer has high card or trump
7. Seer chooses scenario location.
8. Seer gives each player a vision card. • For complications and failures, choose one or more:
9. Seer gives each player 2 fortune cards. • They take 1-3 harm (Physical and/or Spiritual)
• They lose access to an item
10. Cut to the scenario’s “lead”.
• A future action will be more difficult
• A clock segment is filled
• They draw attention to themselves
• They must try a different way (use a different skill)
After the Scenario
1. Agent relationships
2. Agents get experience points. For each player, ask:
Clocks
• Did you play in a way that reflects your class? (Take 0, 1 or 2 xp.)
• Did your history influence your actions? (Take 0, 1 or 2 xp.) For tracking events, forces or problems that are set in motion but not complete yet.
• Did you risk the success of the mission by striving to be a better person? Useful for:
(Take 0, 1 or 2 xp.) • Time-consuming challenges: This action takes more than 1 success to finish.
3. Advance adversaries: add new adversary information to sheet. • Degrees of failure: A failure causes a build in tension, not an immediate punishment.
Advance adversary progress tracks. • Territory events: Something is happening in this territory.
4. The World Changes: • Character clocks: To track character developments.
• Each player draws 1 vision card and adds or updates something on the • Tug of war: Start the clock half-filled. If the Agents “pull” the clock all the way full, they
territory sheet. succeed. If NPCs “pull” it to zero, they fail.
5. Discard unused fortune and vision cards. • Health bar: For main adversaries or mighty opponents.
• Campaign: For longterm campaign tensions, eg. immigration tension in Dioscoria.
Agents: Quick Reference
Challenge Draws Magic
Choose skill. Draw 1 pip card for free, and 1 for each skill point. Choose the magical proficiency you want to use, and a change you want to accomplish.

Using a burden or ideal: • Novices face a difficulty of 4+ cards.


• Lean on a burden to take one more challenge card. • Adepts face 3+ cards.
• Strive toward an ideal: take one fewer challenge card and increase numerical value • Masters face 2+ cards.
of all your cards by 3.
If appropriate, use a Magical Source to make this easier.
• Add one point to the burden/ideal track.
Fill 1 magical proficiency clock segment.
Using a vice or virtue:
• Lean on a vice to take one more challenge card.
• Embody a virtue to increase the numerical value of all your cards by 3.
• Do not add a point to the burden or ideal track
Items and Inventory
Outcome
Total Success = Agent played trump, Seer did not; or, Agent played Ace trump • You decide which items you brought with you as you need them during the scenario.
Complicated Success = Agent have high card • You may never have more than 5 items.
Failure = Seer has high card or trump • Suggestions for items you brought with you are listed on your character sheet.
• If you want an item that is very specific or unlikely, pay a fortune card.
Using a fortune card:
• After a challenge, use a fortune card to modify the result.
• A fortune card changes the suit or adds its number.
• Play fortune cards to your own challenge, or another player’s.
Downtime Actions
• Heal 3 Physical or Spiritual Harm
Vision Cards • Train to gain 2 xp or 1 magic proficiency.
• Research or craft an adversary, item, magical source or ritual.
• Visions must be related to the card’s image or spiritual meaning. • Reflect on a burden or ideal to add/remove one point to the track.
• Use your vision card to glimpse the past, present, or a possible future. • Make new contact
• A vision could give you an advantage: • Visit contact (Limited to once per downtime):
• Hear a whispered password. Choose contact, remove distance, pick downtime action, draw vision card,
• Learn the location of a hidden item. describe/play scene, do action effect, +1 affection.
• A vision could reveal a possible future: • Can Have a heart-to-heart instead of normal downtime action to gain +2 affection
• You see the Queen speaking with the spymaster.
• You see the Scholar resisting when you try to rescue him. Downtime actions with a contact:
• You see the occult text being thrown onto a fire.
• At 3 affection: Train for 3xp or 2 magic proficiency.
• At 5 affection: Heal 3 harm of any kind (except trauma).
• At 6 affection: Reflect on a burden or ideal to add/remove two points to the track.
• At 6 affection: Have a Heart-to-heart to heal 1 trauma. Take 2 Spiritual Harm.
Character Generation: Quick Reference

1. Pick class.
2. Complete character history in Core Self:
• Draw vision card and complete childhood. If it doesn’t feel right, redraw.
• Draw vision card and complete adulthood. If it doesn’t feel right, redraw.
3. Choose burden. Must be adjective or -ing verb.
• If you already know the burden, write it now. Otherwise, draw a Vision card and consult table.
4. Choose ideal. Must be adjective or -ing verb.
• If you already know the burden, write it now. Otherwise, draw a Vision card and consult table
5. Choose two abilities from your class sheet.
6. Gain skill points.
• During character creation, no skill may have more than 2 points.
• Gain 2 points inspired by your core self/history.
• Gain 2 points wherever you want.
7. If you have magical experience, gain a magical proficiency at Adept level.
8. Fill in your name, look, age, and culture.
9. Decide what brought you to Dioscoria and write it in the “Notes” section.
For example:
• You were fleeing a famine, natural disaster or war.
• A government, church or cult persecuted you for how you choose to live.
• You are a magician eager to practice your art in a place where it is accepted.
• You are a native-born Dioscorian coming of age, ready to serve.
10. Create a Dioscorian contact you already know.
• Draw 3 vision cards. Consult Vision Guide for inspiration, and/or take inspiration from card imagery.
• Choose one card to represent the new contact. Describe who they are, their profession and personality.
• On your character sheet, write their name under “Contacts”. Fill in 2 Affection.

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