Connected

Rules

1. Unless your character has an ability anything that he does happens.
2. If your character has an ability and you use it, you roll the dice.
3. Your character has a name, two primary abilities and three secondary abilities. The primary abilities can be used without help. The secondary abilities require one of the other character’s to use his primary ability before you can use your’s.
4. You character knows the other characters. Tell us how. 1d6 1-5 They like each other. 6 They don’t.
5. When you win, you gain a level. Once all the characters have the same or greater level move to the next level.
6. The game is over when all characters get to level ten.
7. A character helps another only if he likes him. If not roll 1d6: 1-3 No help 4-6 Help

Primary Ability Rolls 1d6

1-2 Fail – No secondary abilities work
3-4 Some success — Other player’s secondary ability is powered up.
5-6 Overwhelming success +1 to secondary ability of other player.

and

1-4 Player picks: my character safe or my character takes it. GM says what happens.
5-6 Player says what happens.

Secondary Ability Rolls 2d6

<= 1 Total Total Fail -3 Levels 2 Total Fail -2 Levels 3-7 Fail -1 Level 7-8 Some success 8-9 Success 9-10 Overwhelming success +1 Level 11 Success gains new advantage +2 Levels 12-13 Game changer +3 Levels Levels for the Dungeon-style Game

1 – Bar
2 – Battle
3 – Travel
4 – Find
5 – Enter
6 – Riddle
7 – Battle
8 – Treasure
9 – Boss
10 – Escape

Rules for the GM

1. You make something happen on each level.
2. When a roll fails you cause: injury, death, something evil to move closer, remove a level, make the current level have two items, divide the party, make the next roll -2
3. When a character takes it, he loses an ability. When safe, one other character doesn’t like him.


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