Teeth Night of The Hogmen For Players
Teeth Night of The Hogmen For Players
Teeth Night of The Hogmen For Players
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The Characters
These are the possible passengers aboard the carriage. You should
choose which one you want to inhabit, or devise your own—with the
permission of the GM.
Dr Nabeel Uddin
Academic and memoirist
The well-travelled Dr Uddin is fascinated by many subjects, but few
more keenly than the country which now voraciously feeds upon his
own. He’s here to see it for himself. Will it impress? (Unlikely.)
Mr Trode Wickle
Royal Disease Collector
The outbreak of the purple sickness in Gatlock has attracted a number
of academics, but Wickle is the first to be charged by the king to extract
hard evidence. Has he contracted some exotic ailment?
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Madam Blanche Wosenbury
Idealistic governess
Wosenbury left the Carribean to start a new life in the employ of a
noble family in Gatlock. What an adventure! Will she inspire all she
meets with the radical notions of an enlightened age?
Mr Theodore Orlingstet
Anxious tax collector
“Just because the region is cordoned off by King George’s men does not
mean the people within can’t pay tax.” How far will he take his belief in
revenue collection?
Ms Dandridge Sloopville-Jones
Disinherited daughter
Gatlock sounds like a place to start again: a place beyond the suffocating
rules and etiquette of the rest of England. Is that a small animal living
in her waistcoat?
Mr Laconicus Strong
Muscular poet on his own path
A poet who has (probably) been to Tibet and Egypt, and whose muscles
ripple beneath a loose linen shirt. Will he ever be published?
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Rules For Play
Attributes And Their Actions
Attributes define the sort of approach you are going to take in any given
action. Only roll if the action merits a challenge.
For example: Peter wishes to climb a tree to escape being gored by feral
hogs. He uses his Brawn to heave himself into the tree. He has two points
in Brawn. He rolls a 3 and a 5. This means he makes it up the tree,
but there are consequences: he kicks away a rotten branch so that his
companion, Emily, cannot climb the tree! Emily’s Position is worsened.
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For any given dice roll the GM must set Position and Effect.
Position
Effect
If you use an item to perform an action then the GM must decide how
that boosts that action. A knife might increase the effect of an attack
(+1E), for example.
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Guts
Guts are the narrative currency of the game. It takes Guts to:
Team Actions
• You can be a hero and choose to take someone else’s
consequences for them (if it makes sense to the narrative).
• You can lead a group action, where everyone rolls for the
same action. As long as one of your succeeds, the group
succeeds, but the leader of the action takes the cost,
spending 1 Guts for each failed roll.
• You can also spend 1 Guts to assist another player, giving
them increased effect (+1E).
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Injury
Consequences of a failed roll might include physical injury. Fill these
in, going up a tier if both boxes for a tier of injury are already filled.
If you are dead, your ghost may (and should) still whisper to the other
characters, urgently warning of the horrors of being dead.
Hysteria
If you have used up all your Guts, then you fall to hysteria (choose
one). This is an ongoing condition which changes behaviour, and it
might be manic laughter, wild panic, awful savagery, absurd
recklessness, or abject terror.
The condition lasts until the end of the adventure, and the player it
afflicts must act accordingly. You can still use Guts after this point,
but for every subsequent expenditure, you will gain an additional
Hysteria. If, somehow, you survive to gain all the above conditions,
then you can no longer use Guts to resist or push yourself.
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Clocks
Simply draw a circle and divide it into four, six or eight segments.
This is a Clock! These ingenious devices can be used to track overall
tension and progress, but also to describe individual challenges, such as
defeating a tough enemy.
The greater the challenge, the more segments. Add more clocks for peril
or complexity. If the clock represents something the players are trying
to achieve, fill more or fewer segments depending on the Effect of the
players’ actions. Or, if the clock is a bad thing—e.g. alerting a slumbering
monster as you try to sneak into its lair—fill it based on the severity of
failure as determined by the players’ Position.
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Farewell
And Godspeed To You!
Thanks for playing—or at least reading!
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