Beruflich Dokumente
Kultur Dokumente
Credits
Designed By
Andreas Walters
Edited By
Scott Vandervalk
Carol Darnell
Nina Sulcova
Legal
HYPER LIGHT DRIFTER: THE TABLETOP
Art by ROLE PLAYING GAME and it's content are
©2019 Metal Weave Games.
Eka Pramudita Muharram Artwork in this project is copyright by Metal
Weave Games INC & Heart Machine LLC.
Publish by ©2013 Heart Machine LLC.,
HYPER LIGHT DRIFTER and it's logo are
Metal Weave Games trademarks of Heart Machine LLC.
All This material is protected under the
www.metalweavegames.com copyright laws of the United States of America.
Any reproduction or unauthorized use of
Contributions the material or artwork contained herein
is prohibited without the express written
Ben McFarland, Kyle Carty, permission of Metal Weave Games. This
product is a work of fiction.
Megan Tolentino, For more information visit us at,
Mysty Vander, http://www.hld-rpg.com
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WELCOME DRIFTERS
Echoes of a dark and violent past resonate across a torn and sundered landscape. Venturing
outside of your sanctuary lies a savage land, steeped in ancient lore, treasures of old and the
blood of the unlucky. Around every corner lurks danger, from the vicious and warped creatures
that will feast on your flesh, to the hidden hazards that will crush the frail bodies of the unwary.
You are a Drifter, one who ventures into the ancient ruins collecting forgotten knowledge, lost
technologies, and broken histories.
Hyper Light Drifter: The Roleplaying Game (referred to in this document as Drifter) is both
based on and inspired by the popular award-winning video game, Hyper Light Drifter created by
Heart Machine.
Known for its beautiful 16-bit visuals, its open-ended storytelling and rewarding-to-master
combat, we are happy to bring the evocative world of Hyper Light Drifter to your table..
Thank you for checking out the Hyper Light Drifter: The Roleplaying Game Playtest Document.
Please feel free to leave us feedback about the game and its development on our community
forum or in our Discord at the #Feedback channel.
~ Andreas
Walters
andrei subbotin (Order #20353992) Drifter Playtest 3.
Introduction
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such as dice rollers, maps, and character sheet
Touchstones information (some of these also have video/
Here are some inspirations for use when audio conference features).
researching other kinds of settings with If your group can’t find a time to meet,
similar elements to the Hyper Light Drifter have no matching schedules or are in wildly
universe different time zones, a great option to play
Media: Nausicaä Valley of the Wind, Castle in would be play-by-post: a fully text-based
the Sky, Evangelion solution. There are several programs such as
Video Games: Torment: Tides of Numenera, RPGCrossing, MythWeavers, GamersPlane
Horizon: Zero Dawn, God of War, Bastion, and RPOL (we’ve even heard groups use
Diablo 2, Legend of Zelda: A Link to the Past, Discord as a central text-based system). How
Secret of Mana, it works is much like a forum; the players
make rolls and declarations, then after a set
Tabletop Games: Numenera, Symbaroum, period, the narrator makes a post, reacting
Trudvang, Dragon Age, to the events and continuing the story. It’s
important to maintain a consistent schedule
WHAT YOU NEED in checking and updating, otherwise it’s easy
A Group of Friends to forget and have the group fall apart.
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included in this example list, but nevertheless, index card with “X” written on one side and
it’s good to get everyone’s mutual agreement placed in the middle of the table. If a person
when deciding on house rules. feels uncomfortable at a given point, they can
• Core Book +1: This means you can only tap or pick up the card to indicate that they
use content from the Core Rulebook are uncomfortable with the current situation.
and one other official supplement. When this happens, the group skips the
section and moves on, be it a player talking or
• Only Official Content: This means the narrator describing. If you’re confused as
you can only use content created by the to why someone used the X-card, its best to
publisher. ask them after or outside of the group but be
• Approved List: This is a list of sure to respect their space and privacy.
products, publishers, or creators on
which everyone agrees can be used for Table Manners
their characters. Now we know what kind of game we’re
playing, let’s look at the rules of the table. We
ARE THERE ANY CONTENT have no say in how you play your games, but
SENSITIVITIES IN THE GROUP? these are a few things that are worth keeping
When the world is in ruins, it’s easy for in mind when setting up and running your
oppression to take form in its various shapes. sessions.
Although it might make for an interesting
story, many people have experienced SESSION ATTENDANCE
oppression and abuse first-hand and have When and where will sessions start? How
no interest in reliving it at the table. This will the time and location be decided? What
might not be an issue for you, but it may happens when people are late or no-shows?
bring unpleasant memories or experiences And what if people need to leave early? What
for someone else. Similar sensitive topics to happens to their characters, and does the
consider would also include sex, intimacy narrator continue with the story?
and sexuality, physical and mental disability, ELECTRONICS
harassment, and even abuse in its various Are cellphones, tablets, and/or laptops okay
forms, just to name a few. to be used at the table? What happens if they
One way to go about checking what content become a distraction for members? A bit of
is okay or not with your group is to have each thoughtful etiquette can go a long way.
player define their Lines and Veils. A line is
a literal "hard line," meaning that it is not FOOD & BEVERAGES
okay for a particular topic or action to emerge Can food and beverages be on the gaming
during gameplay. One of your friends may not table? If the group orders food, how will
wish to engage with any content revolving payment/repayment work? What happens if a
around claustrophobia; this means, as a fellow book is damaged? What about washing hands
player or narrator, its best to not include before handling books? (Especially after eating
such descriptions or depictions during the – don’t want pizza hands on a nice book!)
session. Full stop. A veil is something that can ALCOHOL
be mentioned or glossed over, but the player Is it okay to drink alcohol at the session?
prefers that the group does not go into detail Much like food, who’s paying, or is it bring
on such topics. One common veil, for example, your own? What about excessive drinking?
is sex and sexual encounters. Between What can the group do if a member gets out of
characters is okay, but the scene might “fade hand?
to black” after indicating that such a thing is
taking place. OTHER SUBSTANCES
Is smoking or other methods or substances
THE X-CARD allowed at the table? What about smoking
At any point that you, as either a player or outside?
narrator feel uncomfortable, we recommend
using the X-card. The X-card is simply an
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Example of a check: When you RUNNING OUT OF ENERGY
choose to explore an area with your If you take an action that drops your Energy
[Awareness] skill, the action would Pool below 0, you must make a [Resolve] or
cost you 2 energy. But, depending [Fortitude] skill save to remain conscious after
on your relevant ability score–
in this case, Insight–the energy the action concludes. Full Consequence leads
needed to afford the action may be to falling unconscious, while a Full Success
reduced. will keep you on your feet. If you roll a Success
at Consequence, you won’t be knocked out.
However, with each subsequent attempt
to remain conscious, the difficulty for all
Example of a save: You're tapping thresholds increases by 2. That means, instead
your way through an ancient of rolling an 8, you must roll a 10 or above to
underground structure. It's dark, avoid a Full Consequence.
uncomfortably quiet, with only the
footsteps of your party to break If you run out of energy, you may go into
the silence. Suddenly, a thundering energy debt. In this case, you will spend points
noise rattles the earth! Before you from your Negative Energy Pool. The amount
know it, the ground you stand on of points you have consists of the sum of
parts into a gaping abyss. your Nerve and Grit score. Spending negative
In this case, you will be asked to
make a [Reflex] save, which won't energy only increases the difficulty to stay
cost you any energy. However, you conscious for all thresholds by the amount of
may still use your energy to boost points you choose to spend.
an unsatisfactory roll.
Once you fall unconscious, you are unable to
take actions until you are above 0 energy.
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Starting Intervention Points: We
recommend starting the pool with a number Dashes
of points equal to the number of people at the As drifters, you have scavenged and
table. repurposed scraps of old hyper light
Points at the Table: We advise using a technology for your own uses, including your
physical object (token, coin, pins, buttons, etc) Dash Module, a gadget that allows you to zip
that can be placed in the middle of the table across battlefields within the blink of an eye.
(or on screen) so that everyone knows they’re Each class has a different use for their Dash
available. Module, allowing for both defensive and
offensive maneuvers. Dashes may be used
USE - REROLL twice per encounter, and are replenished once
Likely the most common use of the the encounter or scene ends.
Intervention Points. If you’re not happy Dashes may be executed either as actions or
with your roll result, you could spend an reactions during your turn, and cost no energy
Intervention Point to make a reroll. In to activate.
addition to this reroll, you are also guaranteed
that the worst outcome you can get is a Succeed Each class may choose between two class-
at Consequence. specific types of dashes in addition to the
classless "Last Second" dash ability.
USE – CLASS ABILITY Last Second (Dash | Reaction): Use to dodge
Each class has their own unique way to spend an incoming attack. The damage is nullified,
Intervention Points. and you may move one tile.
Warriors: Allow some characters to gain the
first strike in combat. Experience Points
Wielders: Can find a useful piece of Librarian Also known as Bits, you will find them
technology. throughout the world, discovering treasures,
accomplishing tasks or defeating adversaries
Versifiers: Can recall a legend or useful and challenges; bits are a currency that serves
information about an area or person. as both money and experience points. When
Explorers: Can create a safe space to rest, you rest at a sanctuary, you’re able to spend
recovering extra energy and Health. your bits for character advancements and
upgrades.
GAIN – DOWNGRADING A RESULT
Players may choose to downgrade their roll
outcome (such as Full Success to Succeed at
STEPS OF
Consequence, or Succeed at Consequence to Full CHARACTER CREATION
Consequence) to add an Intervention Point to
the pool.
Identity
PICK SPECIES
GAIN – NARRATOR INTERVENTIONS
The Narrator can add an Intervention Point to SELECT TRAITS
the pool by invoking an Intervention. This is a CHOOSE A KNACK
complication that the narrator is adding to the
scene to increase the tension or action.
Class
PICK A CLASS
GAIN - NARRATOR RECOGNITION
If the Narrator feels it's appropriate, they SELECT TALENTS
can add an Intervention Point to the pool PICK EQUIPMENT SET
to reward someone for an important or
memorable decision or action they made in
Customization
the game. This should be used sparingly and DISTRIBUTE ABILITY SCORES
only rewards what you believe is worthy of
recognition. RATE DISCIPLINES
PICK SKILL SPECIALIZATION
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Lizardfolk
Benefits: +1 Forage or Climb
As a Lizardfolk, you count among one of the
most resilient people inhabiting the continent.
You are capable of living in almost any kind
of environment, from the most arid deserts to
the wettest jungles. Your kind is practical and
efficient, usually repurposing Librarian ruins
into sanctuaries.
Otterfolk
Benefits: +1 Swim or Cook
Like all Otterfolk, you have a natural affinity
for water. Your species excels at irrigation,
usually building sanctuaries upon ruins
located near rivers and other bodies of water.
Squirrelfolk
Benefits: +1 Balance or Handle Animal
Preferring to travel among the safety of tall
canopies, you tend to travel lightly, sacrificing
carrying capacity to retain your mobility.
Squirrefolk are friendly and welcoming
towards visitors, finding joy in showing off
their network of tree houses and hanging
gardens.
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Knacks
Perhaps this was the life you lived prior to through using [Heal].
becoming a drifter? Or perhaps it’s a hobby or Many things threaten the sanctuaries, and
passion of yours. Regardless of your history, when unexpected things happen, people need
you’ve learned a few things that could be to be brought back from the brink.
useful on your adventures.
Academics Hunting
Benefits: You can set traps by with
Benefits: you can read and write. When you’re [Awareness or Influence], costing 3
in a settlement, you can create or recreate a components, and a little bit of time, you
number of written works equal to your Nerve can set up a trap for your adversaries. A
score. Full Success means your trap succeeded as
This could be specific to your upbringing or intended. A Success at Consequence means
training, but this is a rare gift indeed. Though your trap resulted in a complication of your
it’s not the language of the Librarians, the intended outcome, and a Full Consequence
tools for writing can provide many benefits for would result in further complications. These
society. traps cannot be used in combat.
Brewing
Benefits: When using the [Cook] skill to You’re skilled at waiting for your prey and
make restoratives, increase the total energy setting up traps and ambushes. When setting
recovered by your Grit score. up a trap, at least one of your targets will fall
for it.
You enjoy a good drink and tinkering with
various recipes to make them. You always have Trading
some brew on hand to share and can tell when Benefits: When using [Negotiation] to
liquids might be dangerous. exchange goods, gain extra value from your
Cooking traded goods equal to your Nerve.
Benefits: When using the [Cook] skill to You have a way with words that can get you
harvest ingredients, increase the number of the best of deals, perhaps it’s your ability to
ingredients you recover by your Nerve. portray an items value, or maybe even making
the case to those who may need it.
As someone who loves food, you have
knowledge of some edible plants as well Thieving
as getting good cuts of meat out of strange Benefits: When stealing, increase the total
creatures. value of objects stolen by your Nerve.
Crafting You’ve gotten good at palming goods and
Benefits: When using [Craft] to make making a sale on the street. It’s fine, they
a specific object, reduce the number of didn’t need those items anyways.
components you need by your Grit (to a
minimum component cost of 1).
Living in the remnants, survival depends on
your ability to utilize, repurpose, and fix the
ancient technology left behind.
Healing
Benefits: Gain a small pool of points equal
to your Grit, that you can use to bolster the
amount of energy or health you recover
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Warrior
You’re a good ally to have in a fight. You know • Success at Consequence: Deal 1[w] +
how to use weapons and defend yourself. [Vigor or Swiftness].
Warriors are physical, action-oriented people. • Full Consequence: Deal [Vigor or
They’re more likely to overcome a challenge Swiftness] damage.
using force than by any other means, and
they often take the most straightforward path Take a Hit
toward their goals. (Dash | Reaction | Defend)
If an ally is about to take damage, you can
CREATING A WARRIOR dash to take the hit for them.
Health & Energy Effect: You may move one tile then, make
As a warrior you start with 12 Health, and an a [Defend] save to reduce the incoming
Energy Pool of 10. attack.
• Full success: Block all damage.
Boost • Success at Consequence: Block 1[Shield
Your Grit is 2 and your Nerve is 1. Defense+2] + [Vigor or Swiftness]
Class Features damage.
• Full Consequence: Block 1[Shield
TACTICIAN Defense+2].
The battlefield is all about picking the right
moment. Spend an Intervention Point to
create the opportune moment to strike. Before
Equipment
the start of combat or the start of a round, Select a kit from the following options, or
you can pick two characters, and temporarily select your own equipment with 5 bits, your
move their initiative order to the top of starting gear must include a weapon.
the list for the round. During this action, Bulwark
characters won’t suffer any retaliations from • 1x Light melee or ranged weapon
their actions.
• 1x Light shield
STRONGER TOGETHER • 1x Light armor
You can lend your strength to help your allies
overcome a task. If an ally is using a skill from Brute
the C ombat D iscipline , you can spend your • 2x Light melee or ranged weapons
energy to boost your ally’s roll.
• 1x Heavy melee or ranged weapon
Dash Abilities
You have two dash points you can use per Talents
scene or encounter. You can use them on the Pick 2 talents, these can be from your class list
following abilities. or from the general list.
Impale
Dash | Action | Fight)
An empowered attack utilizing your greater
speed to move full force into your target,
weapon first.
Effect: You may move one tile then, make a
[Fight] attack.
• Full success: Deal 2[w] + [Vigor or
Swiftness].
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12
10
Attributes
Grit [ 2 ]
Nerve [ 1 ]
Dashes
Tactician
Grant yourself or allies the ability to make
the first move in combat.
Stronger Together
You can lend your strength to help your
allies
Warrior’s Training
Pick two talents.
Bulwark Brute
1x Light weapon 2x Light weapons
1x Light shield 1x Heavy weapon
1x Light armor
• Full Success: Deal 1[w] damage to all • Succeed at Consequence: 1[w] damage
enemies in your tile. and either you or an ally can move a
tile; Retaliation.
• Succeed at Consequence: Deal 1[w]
damage to two enemies in your tile; • Full Consequence: You or your ally can
Retaliation. move one tile; Retaliation.
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12
Attributes
Grit [ 1 ]
Nerve [ 2 ]
Dashes
Tech Savant
Gain access to the Manipulate discipline
allowing you to interact with Librarian
technology.
Wielders Experiments
Pick two talents.
Caution Havoc
1x Wield machines 1x Wield machines
1x Light shield 1x Light weapon
2x Light weapons 1x Explosive
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Wielder
The past is a mystery and you are determined TECH SAVANT:
to uncover the secrets of the past. Through You are experienced in finding and
experimentation, you have gained knowledge manipulating Librarian technology to serve
and adapted tools to serve your needs. your purposes. You gain a 5th discipline called
Manipulate. Its starts at 16 and you can reduce
CREATING A WIELDER it along with your other disciplines when you
rate them. The Manipulate discipline has four
Health & Energy skills associate with it: [Access], [Repurpose],
As a wielder you start with 8 Health, and an [Salvage], and [Wield].
energy pool of 12. Much like the other disciplines in Drifter,
the narrator doesn’t need to explicitly state
Boost that there is Librarian technology for you to
Your Grit Boost is 1 and your Nerve Boost is 2. interact with. Rather, it is all around you and
your declaration of an action is your choice to
Class Features interact with the remaining technology in a
specific manner.
AWAKEN THE ANCIENTS
Utilizing your knowledge of Librarian • Access (Insight): Your ability to pull
technology, you bring to life an ancient information, activate or deactivate
machine. Spend an Intervention Point and facility functions. This includes to pull
awaken a dormant machine that will provide schematics, turning on lights, opening
one service for you and your party. Upon or closing blast doors, disarming alarms,
completion of the service, it will either run or redirecting flammable gas.
out of energy, deactivate or continuing to • Repurpose (Insight): Your ability
move about the world on its own, impartial to to use Librarian technology in an
you and your mission. Services could include, unintended way, using an unstable
awakening giant machine to move and reveal portal to destroy a wall, using an engine
an underground entrance, blast a great hole to create a shield generator, or using
into the mountain, form a bridge over a great a siege weapon to create a propulsion
ravine, or transport your party to a nearby device. These effects are always
location. Your narrator can help shape your temporary.
idea to best fit the context and scenario. • Salvage (Swiftness or Insight):
If the service is used for combat, the machine From the remnant technology, you
will deal 10 + [Nerve] damage to your enemies. can harvest components which can be
If you’re on the combat board, this damage useful for crafting or building.
can be distributed across three tiles. If the • Wield (Vigor or Intellect): Your ability
machine takes 15 damage before it completes to utilize your Wield Machines and
its service, it will either deactivate, fall apart, shape hard light, using it to devastate
or simply move on. your enemies.
Dash Abilities
You have two dash points you can use per
scene or encounter. You can use them on the
following abilities.
Barrier Projection
(Dash | Reaction | Range 0)
As a reaction, you can extend a barrier that
covers an entire tile, blocking projectiles in
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Unstable Blade Deflective Shield
(4 Energy | Action | Fight | Range 0) (4 Energy | Action | Wield)
You overcharge your weapon, increasing its Create a temporary barrier that absorbs
power and potency. attacks and injures your attackers. Gain a
• Full Success: Deal 2[w] + [Intuition] pool of points that you can use to reduce
damage. incoming Energy or Health damage. When
damage is reduced you deal that much
• Success at Consequence: Deal 1[w] + damage back to your attacker. Note: in the
[Intuition] damage; Retaliation. case reducing Retaliation damage, you
• Full Consequence: Deal 1 damage; can choose the enemy which would be
Retaliation reasonably targeting you.
• Full Success: Gain a pool equal to
[2+Shield Defense] + [Intuition] points
Central Console that you can use to reduce and deflect
(Passive) damage targeted at you.
After studying a Librarian device you can • Success at Consequence: Gain a pool
discern the general direction of the control equal to your [Intuition] that you
mechanism. It may be out of the way, can use to reduce and deflect damage
inaccessible, unpowered, or any other set targeted at you; Retaliation.
of complications, but at least knowing its
general direction is a start. • Full Consequence: Gain a pool of
points equal to [Shield Defense] or 1,
whichever is higher to use on yourself
Intimidating Power or allies in your tile; Retaliation.
(Passive)
There are many who do not fully understand
the power that the Librarian’s have left
behind, in so, you can maximize their
fears by making a display of power. Move
the Intimidate skill to your Manipulate
Discipline.
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9
12
Attributes
Grit [ 1 ]
Nerve [ 2 ]
Dashes
Storyteller
Ask collect information by asking the
narrator a question.
Socialite
You can lend your charisma to help
your allies.
Well Traveled
Pick three talents.
Caretaker Guardian
1x Light weapon 1x Light weapons
2x Stimpacks 1x Light shield
1x Stimpack
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Distracting Performance
(4 | Action | Perform | Range +1)
You make a uniquely distracting
performance against a target in range.
• Full Success: Deal 1[w] damage, two
allies gain +2 to their attack roll for
their next action.
• Succeed at Consequence: Deal 1[w]
damage, one ally gains +2 to their attack
roll for their next action; Retaliation.
• Full Consequence: Deal 1 damage, one
ally gains +1 to their attack roll for their
next action; Retaliation.
Feint
(4 | Action | Influence | Range 0)
Trick your target into leaving themselves
open for an attack
• Full Success: Deal [1]w + [Presence]
damage.
• Succeed at Consequence: Deal [1]w
damage. Retaliation.
• Full Consequence: Deal 1 damage
Retaliation.
12
Attributes
Grit [ 1 ]
Nerve [ 1 ]
Dashes
Safe Respite
Find a safe place to rest and heal
Experienced Survivor
Lend your survival expertise to your
allies, keeping them from harm.
Survival Instincts
Pick two talents.
Survivor Skirmisher
2x Light weapons 2x Light weapons
1x Stimpack 1x Light Shield
or light armor 1x Explosive
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Delver
One accustomed to exploring and surviving your attack.
out in the wilds and in the deep ruins. • Full Success: Move up to two tiles,
dealing 1[w] + [Swiftness] damage to a
CREATING A DELVER number of enemies equal to your [Grit].
When creating a delver, you get the following • Succeed at Consequence: Move up to one
benefits: tile, dealing 1[w] damage to a number of
Health & Energy enemies equal to your [Grit].
• Full Consequence: Move up to one tile
As a delver you start with 10 Health, and an
and deal 1 damage to a number of
energy pool of 12.
enemies equal to your [Grit].
Boost
Your Grit Boost is 1 and your Nerve Boost
Temporal Tear
is 1. You have an additional point you can
(Dash | Move)
distribute as you see fit.
Using your dash module, you can create a
Class Features temporary temporal rift, giving you precious
seconds to turn the tide. Spending this dash
SAFE RESPITE
grants you an extra skill action to act.
When making camp or taking a long rest, you
can you spend an Intervention Point to find a
safe place. During this rest, you are safe from
unexpected encounters and everyone recovers
Equipment
3 Health and recovers 4 energy points (any Select a kit from the following options, or
energy that you recover above your maximum, select your own equipment with 5 bits, your
you get to keep as temporary energy points, starting gear must include a weapon.
which are used first in any subsequent Survivor
expenditures).
• 2x Light melee or ranged weapon
EXPERIENCED SURVIVOR • 1x Stimpack or Light Armor
You are versed in keeping yourself and
your allies alive. If anyone in the group Skirmisher
is performing a task from the S urvival • 2x Light melee or ranged weapon
D iscipline , you can lend your expertise to
help your ally overcome the task. When • 1x Light Shield
assisting the ally, you can spend your energy • 1x Explosive
to boost your ally’s roll.
Dash Abilities Talents
You have two dash points you can use per
scene or encounter. You can use them on the Pick 2 talents, these can be from your class
following abilities. list, or from the general list.
Dash Attack
(Dash | Action | Fight)
You’ve mastered the art of short dashes,
linking them in quick secession allowing you
to dart across the battlefield dealing damage
to everyone you pass. Make a [Fight] attack,
and see below for the rest of the effects of
Bleed
(4 energy | Action | Fight | Range 0)
You find a sensitive spot where you can bleed
the target,
• Full Success: Deal 1[w] and cause your
target to bleed [Insight] damage every
round until they take an action to stop
it.
• Succeed at Consequence: Cause your
target to bleed [Insight] damage for two
rounds; Retaliation.
• Full Consequence: Cause your target
to bleed 2 damage for two rounds;
Retaliation.
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Skill Specialization
CLIMB
There are some skills that you are practiced
at performing, almost second nature. When
E xploration | V igor
creating your character you get to pick Scaling various surfaces.
three different skills (they can be from any
category). When you are doing an action with
COOK
these skills, reduce their energy cost by 2. S urvival | I nsight
SKILL DESCRIPTIONS Preparing various ingredients to make a
Listed below are all the skills and how they’re meal.
intended to be used. Each skill is also listed
with their Discipline and primary ability CRAFT
score (which reduces the cost of performing of S urvival | I nsight
that action). There may be times where in the
specific context of its use, a different ability Creating objects in a given art or trade.
score would make more sense, for instance,
using Swiftness over Intuition to search a DEFEND
room, sifting through documents and crates, C ombat | V igor
or perhaps using a light and fast weapon style,
in which the character would use Swiftness Defending yourself from attacks.
over Vigor.
There may be some skills that you want to EMPATHY
perform where nothing listed fits quite right. S ocial | P resence
Ask the narrator what you want to do, and Determining the emotional state of the target
they will assign as skill category and ability character or creature.
score to that action.
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andrei subbotin (Order #20353992) Drifter Playtest
Discipline List
EXPLORATION SKILLS
Skills used to explore or traverse the environment.
Awareness – Noticing unusual things and details around you.
Balance – Remaining upright and steady so that you don’t fall.
Climb – Scaling various surfaces.
Jump – Propelling yourself over obstacles and chasms.
Lift – Pushing and lifting heavy objects.
Reflex – Getting out of the way of attacks and hazards.
Sneak – Moving silently and unnoticed.
Swim – Maneuver through water and other liquid bodies.
SURVIVAL SKILLS
Skills used for camping, navigating and surviving outside the sanctuary.
Cartography – Drawing and reading maps.
Cook – Preparing various ingredients to make a meal.
Craft – Creating objects in a given art or trade (such as wood-working).
Forage – Finding food, water, and shelter.
Fortitude – The capacity to resist physical punishment from the likes of poisons or pain.
Heal – Treating injuries, poison and disease.
Nature – Understanding the natural world and predicting the weather.
Track – Following and identifying a trail left by someone or something.
COMBAT SKILLS
Skills that are likely to be used by fighters in combat.
Aim – Using ranged and projectile weapons and objects against a target.
Defend – Defending yourself from attacks.
Fight – Fighting in close quarters combat, utilizing anything from weapons, fists and claws
Maneuver – Moving effetely across the battlefield
SOCIAL SKILLS
Skills that will be used for most social interactions
Empathy – Determining the emotional state of the target character or creature.
Handle Animal – Familiarity with taming, rearing and riding various creatures.
Influence – Changing someone’s behavior to do what you want them to.
Intimidate – Getting others to do what you want them to through use fear and threats.
Lead – Rallying or encouraging a group of individuals to take certain actions.
Negotiate – Getting the best agreement, price or terms.
Perform – Carrying out a memorable or distracting performance.
Resolve – The willpower or ability to push through exhaustion or pain and resisting fear and
intimidation.
FORECAST NEGOTIATE
S urvival | I nsight S ocial | P resence
Reading the celestial bodies and predicting the Getting the best agreement, price, or terms.
weather.
PERFORM
FORTITUDE S ocial | P resence
S urvival | V igor
Carrying out a memorable or distracting
The capacity to resist physical punishment, performance.
from the likes of poisons or pain.
INFLUENCE
S ocial | P resence SNEAK
Changing someone’s behavior to do what you
E xploration | S wiftness
want them to. Moving silently and unnoticed.
INTIMIDATE SWIM
S ocial | P resence S urvival | V igor
Getting others to do what you want them to Maneuver through water and other liquid
through use fear and threats. bodies.
JUMP TRACK
E xploration | V igor S urvival | I nsight
Propelling yourself over obstacles and chasms. Following and identifying a trail left by
an animal or person to follow where it has
traveled to.
LEAD
S ocial | P resence
Rallying or encouraging a group of individuals
to take certain actions.
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andrei subbotin (Order #20353992) Drifter Playtest
LIGHT SHIELD
Armor Cost: 1 bit
You will encounter three types of armor in this Type: One-Handed
world: Light, Medium, and Heavy. By far the Ability Scores: Swiftness or Vigor
most common among drifters, Light armor
can be cobbled together from many kinds Shield Defense: +1
of scavenged materials and does not require
HEAVY SHIELD
advanced skills to craft. Medium and Heavy
Cost: 2 bits
armor is much more scarce, it can only be
found in long-forgotten corners of the world, Type: One-Handed
or constructed by an expert craftsmen. Ability Scores: Vigor
• Armor: Reduces incoming damage. Shield Defense: +2
• Swiftness: Actions that use Swiftness Energy Cost of Attacks: +1
cost extra energy.
• Thresholds: Increase Full Success
threshold for Exploration skills. Weapons
When exploring the far-flung corners of the
LIGHT ARMOR continent, you must trust your weapon to
Cost: 3 bits protect you against the creatures that lurk
Armor: 1 outside the relative safety of a sanctuary.
You will find three categories of weapons:
Swiftness: +1
Unarmed, One-Handed, and Two-Handed.
MEDIUM ARMOR • Cost: If you were to purchase a new
Cost: 5 bits weapon of equal power, how many bits
Armor: 1 would it cost to acquire?
Swiftness: +2 • Range: What is the range of your attack?
Range 0 means that you can only attack
Thresholds: +2 enemies in your tile. Range +1 means
HEAVY ARMOR you can attack enemies one tile away.
Cost: 6 bits • Damage: The amount of damage dealt
Armor: 1 per attack, this is typically recognized as
[w] damage in abilities.
Swiftness: +3
• Additional Energy Cost: Does
Thresholds: +4 attacking with this weapon cost
additional energy?
Shields
Built from scraps of ancient materials—or Note (Dual Wielding): You may choose to wield
perhaps an emitter repurposed to provide a weapon in both hands, doing so increases the
protection—shields are useful tools when you energy cost and weapon damage by 1.
choose to fight defensively. There are two
types of shields, each adhering to a different UNARMED & IMPROVISED WEAPONS
ability score when using with it. Shields also Cost: 0 bits
provide a bonus to the defend skill, whilst Range: 0
simultaneously adding value to some of your Damage: Light (1), Heavy (2).
abilities.
There are times where you will need to resort
to fighting with your claws, teeth and fists or
Shield Defense: Grants a bonus to [Reflex] anything you can get your hands on.
and [Defense] rolls.
42.
andrei subbotin (Order #20353992) Drifter Playtest
SPECIAL EQUIPMENT
Explosive
ADVANCEMENT
When you return to the relative safety of a
Cost: 2 bits
sanctuary, you are able to spend your bits on
Use: 1/scene upgrades and advancements. Spending 4 bits
Effect: 3 damage allows you to pick an advancement from the
list provided below. Once you settle on one of
A small, durable device that can release a them, look to the XP section of your character
powerful explosion, though it needs time to sheet and fill out one diamond on the left,
become charged up. With this equipment, continuing towards the right with each new
you gain the following ability that can be advancement. Bits may also be spent on
used once per scene. special equipment, though this doesn’t count
Explosive (2 energy | Move | Aim | Range towards your XP progression.
+1): Throw your explosive into the fray,
damaging enemies. Advancements
• Full Success: Deal 3 damage to all • Increase your Health by 1.
enemies in the tile • Increase your Energy Pool by 1.
• Success at Consequence: Deal 2 damage • Add a new Talent to your ability list.
to all enemies in the tile
• Increase an ability score by 1.
• Full Consequence: Deal 1 damage;
• Increase either Nerve or Grit by 1.
Retaliation
• Reduce one of your Disciplines by 1.
• Purchase your path Advancement
Stimpack (only available on your 5th and 10th
Cost: 3 bits advancement purchase).
Use: 1/scene
Progression
Effect: Restore 2 health or 2 energy.
After you fill in your first full diamond in the
A vital device that injects a fast-healing XP section (consisting of 4 advancements),
agent into your body, providing a brief boost your 5th purchase will be your so-called
of life that can make all the difference in a Heroic Path advancement. Paths are
bad situation. specializations which grant access to an array
Stimpack of new abilities and talents for you to choose
(1 energy | Move | Heal | Range 0) from.
Apply a stimpack to yourself or an ally in ◆ (4 Advancements)
your tile, recovering 2 health or 2 energy. ◆ (1 advancement - Heroic Path)
Module Expansion
Cost: 6 bits
Effect: Increase the number of dashes you
have by 1.
Dash modules are tricky devices to work
with and improve. This enhancement
provides enough regulated energy for you to
safely perform an additional dash.
44.
andrei subbotin (Order #20353992) Drifter Playtest
start in the ‘heat’ tile, while ranged allies tend
to pick the Western Flanks or Edge. Once the
allies set up, the narrator can fill in the Eastern
side with the adversaries.
Theatre of the Mind
Instead of tactile play, this method offers the
ability to go through an encounter only relying
on description and narration. This method
typically works best against a few enemies,
where all the action takes place in the same
relative area (twoish tiles).
The best way to engage with this style of play is
to tell the narrator what you intend to do, they
then confirm that you can perform that action
or make a modification to make that action
possible.
TURN ORDER
When an engagement or encounter begins, it’s
good to have an idea of what the turn order is
going to be. The narrator, who knows where
they set the difficulty of the encounter, decides
which type of turn order they’re going to use
for this encounter.
• Roll for Initiative – To establish turn
order, all the players make a [reflex]
or [awareness] roll (at no cost or
consequence), record the final result and
record the characters to a list ordered by
highest first, the narrator also adds the
adversaries to the list.
• Order by Combat Discipline –
Record each of the character’s C ombat
D iscipline , and list them in order of
lowest to highest, the narrator will also
add the adversaries to the list, using
their Adversity level to rank them in the
list.
• Around the table – The narrator goes
around the table (or by volunteer) after
every two to three players go (depending
on how many players you have and the
power level of your adversaries) you can
throw in an enemy action.
46.
andrei subbotin (Order #20353992) Drifter Playtest
Full Defense Buy Time
(2 energy | Action | Defend | Range 0) (3 Energy | Defend/Intimidate | One Target
Assume a defensive stance to block or parry | Range 0)
incoming attacks, shielding you and your You level your weapon with your enemy,
allies from harm. staring your enemy down with an
Gain a pool of points used to reduce Health unfaltering gaze. They pause, wary of your
and Energy damage based on your roll. intent, giving you a few valuable seconds to
Note: You can use these points to reduce recover. Pick a skill to utilize.
retaliation damage. • Full Success: Recover 4 energy
• Full Success: Gain a pool of 2 [Shield • Succeed at Consequence: Recover 3
Defense + 1] points you can use for energy; Retaliation
yourself or all allies regardless of tile
location • Full Consequence: No damage, no bonus;
Retaliation
• Success at Consequence: Gain a pool of 1
[Shield Defense + 2] points you can use
on yourself or allies in your tile Other Skill
• Full Consequence: Gain a pool of (2 energy | Relevant Skill)
points equal to [Shield Defense] or 1, Utilize a skill in a reasonable, yet creative
whichever is higher to use on yourself way to produce an interesting outcome.
or allies in your tile
• Full Success: Desired outcome is
attained.
Heal • Success at Consequence: Partial success
(2 energy | Heal | Range 0) at execution, however something goes
Pause to heal yourself or your allies. wrong or something unexpected occurs.
• Full Success: Pick one of the options • Full Consequence: The plan either starts
below: you may distribute the Energy to work or goes horribly wrong.
and/or Health between yourself and
one other ally in your tile.
- Heal 3 Health
- Heal 5 Energy
- Heal 2 Health and 3 Energy
• Success at Consequence: Pick one of the
options below: you may distribute the
Energy and/or Health between either
yourself or one other ally in your tile.
- Heal 2 Health
- Heal 3 Energy
- Heal 2 Health and 2 Energy
• Full Consequence: Either you or an ally
in your tile, heal 1 energy; Retaliation
Level 2. Scar
• Up to 3 health damage
• Up to 4 energy damage
• A combination of damage (ex. 2 health &
3 energy)
• Force move one tile
Level 3. Shatter
• Up to 5 health damage
• Up to 6 energy damage
• A combination of damage (ex. 3 health &
3 energy)
• Summon an ally
Level 4. Mortal
• Up to 7 health damage
• Up to 8 energy damage
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andrei subbotin (Order #20353992) Drifter Playtest
Cinematic
encounters
Whenever you want to describe a series of Then, each player will go around the table,
events to cover greater narrative ground, you declaring a skill and how it will apply or be
can invoke a Montage. used in the scene, they pay the energy cost
Montages, which can be recognized as a type of (if any) and roll. The narrator and the player
skill challenge, can be used to represent nearly can collaborate on what happens as a result
any kind event without getting bogged down of that action, the narrator then applying
in action or turn specifics. We typically see any Retaliations as necessary. Then, the next
montages used for simulating months of travel, player will go. It is up to everyone if they want
high-action chases, to escape scenes as the to link their actions together narratively.
facility collapses beneath them.
To start, the narrator will tell the group that
they are going to begin a montage. They will
then describe the goal and destination of the
montage, and provide the energy cost and
retaliation level that will result of their action
(which can be peronal or effect the entire
party).
For example: The party needs to travel to the mountains to investigate why the water
has stopped flowing. The narrator decides to start a montage to get the players to
the base of the mountain, stating that each action will cost 2 energy and that a Full
Consequence will result in everyone losing 1 Health and 1 Energy, with a success at
consequence of the player losing 2 energy and everyone else losing 1 energy.
Player 1 starts. To start off the journey right, they use Forecast to predict favorable
weather and to avoid any unexpected weather events. Player 1 has two Intuition and
thus does not need to spend any energy. They roll and get a Full Consequence, not
feeling its worth spending energy to get a Success at Consequence. All players take the
1 Health and 1 Energy damage.
The narrator starts, that Player 1's character attempts to read the weather and makes
a prediction, one that will likely cause issues later in their journey.
Player 2 starts, and picks Fight, perhaps from the unpredicted weather event, the
group sought shelter in a ruined facility that happened to be occupied and we need to
fight for our lives. Player 2 has a Vigor of 1 and spends the requisite point of energy.
Player 2 rolls a Full Success.
The narrator chimes in, recapping the events that have happened thus far. "You all
start off on your journey, and Player 1 predicts that taking a particular path along the
river should avoid a coming storm. Lo and behold, the storm came literally on top
of you and you sought shelter to wait the storm out. You find what appears is a safe
place, a dam facility along the riverside. You make camp and as you keep watch you
find that this is the home of Ogres who was drawn up to your cooking. You fight them
off successfully, do you want to kill them all? or do you just want to kill enough to
scare them back into the depths?
Player 2, lets to the latter, perhaps we can come back later.
Narrator: Alright! You guys fell a few of the mutated ogres, and they recede back into
the darkness. Alright what happens next Player 3?
This event goes on until every player goes twice, then they arrive at their destination.