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#just when you thought tumblr user sisterdivinium couldn't get nerdier...
sisterdivinium · 1 year
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@halobearerhavoc By this tag, you signed up for what I am posting here now (I couldn't help myself, even if it's not a digital game!) Based on John Harper's excellent Lasers & Feelings, this is:
Warrior & Nun
You are members of the ORDER OF THE CRUCIFORM SWORD. Your mission is to protect humankind from demons, preserve your dignity while serving in the Church and finding your own faiths. The HALO BEARER has been sucked by an interdimensional portal, leaving you to fend for yourselves while on leave on The Other Side.
PLAYERS: CREATE CHARACTERS
Choose a weapon for your character: Sword, Staff, Shotguns, Crossbow, Pure martial arts, or Gadgets.
Choose a trait for your character: Proud, Discreet, Outspoken, Eager, Bubbly, or Sombre.
Choose your number, from 2 to 5. A high number means you're better at WARRIOR (fighting, strategising, athletics, strength, passion, etc). A low number means you're better at NUN (diplomacy, academics, social abilities, rituals, calm, etc).
Give your character a cool saint name or something like it.
You have: a regular habit, armour, means of communication with other OCS members, a Mother Superion.
Player goal: get your character involved in crazy demon-hunting and women-kissing adventures and try to make the best of them.
Character goal: choose one or create your own: Prove yourself to your shitty family, Become next in line as halo bearer, Find yourself a new family with your sisters, Forgive yourself for your own sins, Be loved, or Keep Being Awesome (you have nothing to prove).
PLAYERS: CREATE YOUR OCS CHAPTER
As a group, pick two strengths for your convent: Handy connection to a rich, brilliant scientist woman; Ties with a powerful cardinal, Highly competent sisters, Gadgets galore, Large library on demonology, Easy access to vehicles.
Also, pick one problem: Most of the sisters are aggressive, undisciplined and possibly sociopathic; The press is on to you, The Vatican is unwilling to spend another penny on you, Mother Superion is always having a bad day, You only have ammo and fuel for another week, Your house priest might or might not have been compromised by a being from another dimension and is secretly working against you...
ROLLING THE DICE
When you do something risky, roll 1d6 to find out how it goes. Roll +1d if you’re prepared and +1d if you’re an expert. (The GM tells you how many dice to roll, based on your character and the situation.) Roll your dice and compare each die result to your number.
⬇️ If you're using WARRIOR, you want to roll under your number.
⬆️ If you're using NUN, you want to roll over your number.
0 - if none of your dice succeed, it goes wrong. The GM says how things get worse somehow.
1 - if one die succeeds, you barely manage it. The GM inflicts a complication, harm, or cost.
2 - if two dice succeed, you do it well. Good job!
3 - if three dice succeed, you get a critical success! The GM tells you some extra effect you get.
!! - if you roll your number exactly, you gain a moment of REVELATION. You get a special insight into what's going on. Ask the GM a question and they'll answer you honestly. Some good questions: what are they really feeling? Who's behind this? How could I get them to _____? What should I be on the lookout for? What's the best way to _____? What's really going on here?
With your Revelation, you can change your action if you want to, then roll again.
HELPING: If you want to help someone else who's rolling, say how you try to help and make a roll. If you succeed, give them +1d.
GM: CREATE AN UNHOLY ADVENTURE
Roll or choose on the tables below.
A threat...
A possessed cardinal
A demon-worshipping cult
An eurotrash would-be prophet
A Vatican ex-archivist
A mad scientist
A renegade sister warrior
Wants to...
Destroy/corrupt
Steal/capture
Bond with
Protect/empower
Build
Occupy
The...
Pope
Divinium
Vatican
Quantum tunnel
Tarask/wight demon
Holy artefacts
Which will...
Destroy the halo
Brainwash the masses with a new dangerous religion
Enslave humanity
Start a war/invasion
Rip a hole in reality
Fix everything
GM: RUN THE GAME
Play to find out how they defeat the threat. Introduce the threat by showing evidence of its recent badness. Before a threat does something to the characters, show signs that it's about to happen, then ask them what they do. "The Firstborn Children guards run toward you, what do you do?" "Your undercover tactical nun partner pours you a glass of lemon drop and slips her arm around your waist, what do you do?"
Call for a roll when the situation is uncertain. Don't pre-plan outcomes — let the chips fall where they may. Use failures to push the action forward. The situation always changes after a roll, for good or ill. Ask questions and build on the answers. "Have any of you encountered a nun who to all intents and purposes was dead but is now alive and kicking whilst in the process of becoming some sort of demon hybrid before? Where? What happened?"
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