DIE: The Roleplaying Game
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How to play DIE: The Roleplaying Game
Each stat ranges from a score of 0 (completely hopeless) to 4 (better than anyone on Earth). For the main mechanic of the game, players roll a number of d6s equal to the required stat, treating any roll of 4+ as a success. As long as you have more successes than the DC, you succeed!
Paragons
Dictator
You read a sad story. You cry. Do you think that’s sinister, as if someone has artificially taken over your emotions? Of course not. That’s just what art is. Anyone who’s ever met a Dictator would disagree. By performing, they alter other people’s emotional states. Dictators play people like a musician plays a harp. They can pluck the strings. They can snap them. They’re like bards, if everyone was petrified of bards.
Emotion Knight
These orders of knights are the world’s greatest warriors, each devoted to one of the eight sacred emotions. Whether it be joy, hate, or fear: if they feel it, they can use it to fuel the power of their sentient, arcane weapons. When consumed by their sacred sensation, they’re incomparable warriors, capable of miraculous feats. Nothing can stand against their blades—armies, mountains, not even ideas. They can defeat anything. Except the passion which drives them.
Fool
Always look on the bright side of life, as the song goes. It’s true. If a Fool’s laughing, you’ll get out of this hell alive. If you get a laugh, your enemies won’t be laughing for much longer. Don’t take things too seriously, and it won’t get too serious. At least, for the Fool. The Fool’s the swashbuckler, a romantic rogue, the life and soul of the adventuring party. The rest think they’re irresponsible, but the Fool’s abilities mean the only responsible thing to do is be irresponsible so, screw everyone else if they can’t take a joke. Fools rush in... and their friends have to deal with the consequences.
Godbinder
You don’t believe in gods. They exist, obviously. You owe the Fire God for that time he burned that fortress, and you’ve got that favour from the God of the Wild when you saved her rainforest. But believe? That’s a strong word. You don’t believe in gods. You believe in tools. Useful tools. Because if you think about it, the difference between “cleric” and “demonologist” is the same as the one between “freedom fighter” and “terrorist.”
Neo
Adventurers love gold. With their propensity for taking anything that isn’t nailed down makes them all thieves… which makes the classical fantasy prejudice against rogues a little odd. They all at it. Why do rogues get the glances? But anyone who’s ever met one knows why people are suspicious about the Neo… There’s a special kind of gold, and the Neo’s magical technology needs to be activated by this every day. If they can’t find enough then all their gifts mean nothing. They can’t skip between shadows, dance through the sky or punch a hole through a Fallen’s head from half a mile away. Adventurers all want gold but no-one needs it like a Neo.
Häufig gestellte Fragen
What is the difference between DIE the comic book, and DIE the TTRPG?
Do I need to have read the DIE books to understand how the game works?
What supplies do I need to play DIE: The Roleplaying Game?
What if I'm not comfortable with certain themes or content in DIE: The Roleplaying Game?
What Dice do you need for DIE: The Roleplaying Game?
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