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/CREW

ghost/echo
.coil
.DEMON
.HULL
.GRIP
.VIXEN
/Others
.Venom
/ORTE
/places
.DER WACHTURM
.the watchtower
/WRAITHS
.Kilo
.White
.UNTERFHRUNG
.undercross
.the ruins
.DIE RUINEN
.dogs
.Switch
.Bear
.grand
.DIE
.ECHO
central
HAUPTSTATION
.echo park
PARK
.vipers
.Lake
.nix
.the railyard
.RANGIERBAHNHOF
.the night carnival
.NACHTKARNEVAL .HAWKS
.crane
.Breaker
.the canals
.DIE KANLE
.chalk street bridge
.KREIDEWEGBRCKE .SPIDERS
.Sledge .the nail&and
.NAGEL bottle
FLASCHE
.Axis
.Cable
.candle street
.KERZENSTRASSE
.heartbreak square
.HERZSCHMERZPLATZ
/LOOT
/BEUTE
.wheel
.Banner
.the six
.DIE armsARME
SECHS
.anvilwerks
.AMBOSSWERKE
.STONES
.STEINE
/by.john harper //inspiraTION.vincent baker.dan aykroyd.wachowski
bros. jordan weisman
.Latch .the black circle KREIS
.PAPER
/art.j vandijk.p straub
.carrier
.DER SCHWARZE
.cathedral hill
.KATHEDRALENHGEL .PAPIER .razer /about.this game
.chain .the factory is incomplete. it needs
.walker
.DIE FABRIK
.belltown
.GLOCKENSTADT .METAL
.METALL you to fill in the blanks.
//When you suffer harm, you can resist se-

ghost/echo
rious injury, fight your way through the
pain, or impress with your toughness.
++ danger: youre incapacitated.

//When you commit to violence, you can do


harm in a fight, terrorize with savagery,
commit murder, or demolish something.
++ danger: you cause unintended harm.

//When you manipulate or hold steadfast,


you can carry off a deception, make a
strong impression, stand your ground, ex-
tract a promise, discover a hidden truth,
or negotiate a deal to your benefit.
++ danger: you get put in a bad position.

//When you channel the ghost field, you


can perform a supernatural feat, enter
or exit the ghost world, or communicate
/Roll
/DU dice when
WRFELST, WENN //When a danger remains, write it on a with wraiths.
.DU UNTER DRUCK
.You act under pressureSTEHST card and put it in front of you. During any
.DU EINDRINGST ODER STIEHLST ++ danger: you suffer a harmful paranor-
.You infiltrate or steal future dice roll, you or the GM can add mal backlash.
.DU SCHADEN
.You suffer harm ERLEIDEST that danger to the roll (instead of the
.DU GEWALTTTIG WIRST
.You commit to violence danger you would normally have the op- //When you listen for echoes, you can wit-
.DU BEEINFLUSST ODER ES WIRST
.You manipulate or hold steadfast portunity to add). ness events from the past, sense distant
.DU DAS GEISTERFELD KANALISIERST
.You channel the ghost field events, or read the local datastream.
.DU NACH ECHOS HORCHST
.you listen for echoes /goals + dangers ++ danger: you attract the attention of
Goals and dangers are always rooted one or more wraiths.
//When you roll dice, roll one die for each in the specifics of the action. you decide
danger and goal and then assign a die re- what your goal is. Some sample goals for /starting situation
sult to each to find out what happens. each action are given below. while looting in the ghost world, your
++ when youre especially well-prepared ++ each action has a required danger. crew was sold out. you walk right into
for the action at hand, roll an extra die. ++ The gm may create a second danger. an ambush, with hungry wraiths on your
++ You may create an additional danger heels. GM: fill in the details using /others
and /places from sec01.
/Dice results: goal and roll an additional die.
.1-2 The goal fails and the opportunity is /questions you will answer as you go
lost (until circumstances change). //When you act under pressure, you can .why does your crew need loot? .what
.3-4 The goal is partially achieved and the complete a simple task while youre hurt powers and talents does your particular
opportunity remains. or in danger, move though a dangerous crew member posess? .what is the ghost
.5-6 The goal is achieved. area, or help someone who is in danger. world like? .what is the real world like?

sec.02
++ danger: you suffer harm. .what are echoes? .what are wraiths?
/Dice results: danger
.1-2 The danger comes true.
.3-4 The danger partially comes true and
the danger remains.
.5-6 The danger does not come true.
//When you infiltrate or steal, you can
move undetected, plant an item, arrange
an ambush, or defeat security measures.
++ danger: you are caught in the act.
SEC.DE2

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