Escalation: Heart

Posted at — Oct 10, 2021

A fan conversion of Heart: The City Beneath to the Escalation system.

Version: 0.1.0

Characters

For character options, see abilities

Traits

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.

Concept

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.

Ancestry

Your ancestry shows where you came from. What experiences did you have related to it?

Calling

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.

Class

Your class gives you an archetype to play into, or against. It also grants you access to special abilities.

Stress

Stress is a resource you can use to push yourself, resist consequences, and use flashbacks.

Burdens

Your burdens are the special things you carry with you — physical or not. Gear, resources, injuries, etc.

Beats

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

Abilities give you special permissions. You start with your calling and class’s core abilities, and one major ability.

Mechanics

Tone

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 injury
  • Worse position
  • Minor complication
Lesser (1)
Risky
  • Moderate injury
  • Worse position
  • Moderate complication
Moderate (2)
Desperate
  • Severe injury
  • Worse position
  • Serious complication
Severe (3)
Perilous
  • Death
  • Permanent injury
  • Major complication
Catastrophic (4)

Impact

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

Dangerous Actions

When you take dangerous actions…

  1. Describe your actions and their outcome in vivid detail.
  2. The facilitator describes the consequences.
  3. You can resist the consequences.

1. Description & Impact

When you describe your actions:

You can increase your impact (up to extreme) by:

Assists

You can mark 1 stress and describe how you assist someone to improve their impact. You also take any consequences.

2. Consequences

The facilitator considers the current situation and the scene’s tone. They then state the consequences.

3. Resistance

When you don’t want to accept a consequence…

  1. Declare which consequence you’re resisting.
  2. Spend 1 stress to reduce the consequence’s severity by one level, or 2 stress for two levels.
  3. Describe in vivid detail how you resist the consequence.

Vetoes and Revisions

Anyone can veto or ask you to revise a description if:

This includes the facilitator’s descriptions.

Describe and Follow Through

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)

Burdens

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

Gear lets you do things you otherwise couldn’t. You start with adventuring gear.

Resources

You can use resources to recover stress at a haven.

Conditions

Injuries, ailments, and so on.

Conditions can get worse as the result of a consequence, or from ignoring them for too long.

Procedures

Exploration

Traveling Through Delves

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.

Establishing Connections

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.

Conversion Notes

Resources & Gear

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

Resource Domain

1 2 3–4 5 6 7 8
Cursed Desolate Haven Occult Religion Technology Warren