A fan conversion of Heart: The City Beneath to the Escalation system.
Version: 0.1.0
For character options, see abilities
Character traits are words or short phrases which represent parts of your character. They suggest what actions are reasonable for your character to take.
When you take dangerous actions, you can invoke up to two traits for more impact.
Your concept is a phrase which summarizes your character. If you were going to tell a friend about your character, this is your opening pitch.
Your ancestry shows where you came from. What experiences did you have related to it?
Your calling is why you delve into the Heart. It must be a good reason, because “normal” people would never take such risks.
Each calling has a list of suggested beats.
Your class gives you an archetype to play into, or against. It also grants you access to special abilities.
Stress is a resource you can use to push yourself, resist consequences, and use flashbacks.
Your burdens are the special things you carry with you — physical or not. Gear, resources, injuries, etc.
Beats are things you want to see in the game. When you fulfill a beat you get a corresponding ability. For example, a minor beat gets you a minor ability.
Abilities give you special permissions. You start with your calling and class’s core abilities, and one major ability.
The facilitator sets the tone for each scene, which indicates how bad the consequences of your actions will usually be. If the scene becomes more or less dangerous, the facilitator changes the tone to represent that.
Tone | Possible consequences | Default Consequence Severity |
---|---|---|
Controlled |
|
Lesser (1) |
Risky |
|
Moderate (2) |
Desperate |
|
Severe (3) |
Perilous |
|
Catastrophic (4) |
Impact describes in rough terms how much you will achieve through your actions.
Impact | Description | Clock Ticks |
---|---|---|
Limited | You achieve less than usual. | 1 |
Standard | You achieve what we’d expect as “normal”. | 2 |
Great | You achieve more than usual. | 3 |
Extreme | You achieve far beyond what was expected. | 4 |
When you take dangerous actions…
When you describe your actions:
You can increase your impact (up to extreme) by:
You can mark 1 stress and describe how you assist someone to improve their impact. You also take any consequences.
The facilitator considers the current situation and the scene’s tone. They then state the consequences.
When you don’t want to accept a consequence…
Anyone can veto or ask you to revise a description if:
This includes the facilitator’s descriptions.
Don’t describe attempting to take an action. Describe your actions, and their outcome. If you go too far someone will ask you to revise them.
“What are you waiting for? You’re faster than this. Don’t think you are, know you are. Come on. Stop trying to hit me and hit me.”
— Morpheus, The Matrix (1999)
You have 12 burden slots. If all your slots are full you are encumbered, making actions more dangerous.
Regular items take one slot. Special, magicial, and large items take two or more slots.
You can bundle groups of small regular items into one slot.
Gear and resource are both considered items.
Gear lets you do things you otherwise couldn’t. You start with adventuring gear.
You can use resources to recover stress at a haven.
Injuries, ailments, and so on.
Conditions can get worse as the result of a consequence, or from ignoring them for too long.
When you forge a new path to a landmark, the facilitator will start a clock to represent your journey with a clock. You can make progress on it by navigating, scouting, mapping, and so on.
Each delve has a goal or challenge. If completed, the delve will stabilize into a connection. Often this involves spending resources, helping denizens, or coming into conflict with dangerous foes.
Roll | Die Rating | Stress | Resource | Gear |
---|---|---|---|---|
1–5 | d4 | 1 | Common | Improvised |
6–7 | d6 | 2 | Uncommon | Standard |
8 | d8 | 3 | Rare | Good |
9 | d10 | 4 | Notable | Exceptional |
10 | d12 | 5 | Remarkable | Legendary |
1 | 2 | 3–4 | 5 | 6 | 7 | 8 |
---|---|---|---|---|---|---|
Cursed | Desolate | Haven | Occult | Religion | Technology | Warren |