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02:09, 17th May 2024 (GMT+0)

RULES AND STUFF.

Posted by The GMFor group 0
The GM
GM, 1 post
Mon 7 Aug 2023
at 18:54
  • msg #1

RULES AND STUFF

Hi! If you've read the Game Info, you'll know that you were heroes in a fantasy world, but an evil tyrant and your own good wizard tried to cast competing Worldwish spells at the same time, and now you live in an office comedy. Goblins, trolls, zombies, and other monsters and NPCs are still around... you just all work for the Kingdom Corporation now.

PART ZERO: SAFETY RULES:

Violence, Safety, and other Issues:
--This game was written with the intention of being a light comedic romp. In fact, since almost all the monsters you meet in this corporate headquarters are sentient, I personally think it might be best for you to not kill anyone-- just leave them bruised, a little singed, and groaning for bandages (or a stiff drink) as you walk away with the golden stapler or the R&D department's accounts ledger from last year or whatever it was you came for. On the other hand, maybe your players are more bloodthirsty and want to really murderize the ogres and dragons in this game since they can't morally (nor legally) do that in their real-life office job. And that's okay, it's just a game-- as long as everyone at the table is okay with that, too.

So you should all talk about what people are going to be comfortable with (and not just in regard to violence) before you start playing.

But that's sometimes not enough. Sometimes the narrative gets a little out of hand and can get a bit darker than originally intended anyway.

So for those times, there's the X Card.

Of all the RPG safety tools out there, the X Card is possibly the most simple, and in some ways, arguably the most foolproof. For in-person play, the GM places a card inscribed with a big X on the center of their table. If a player touches or picks up the X Card during a scene in a roleplaying game sessions, the GM stops or skips over the scene, no questions asked, no discussion needed (at the time, anyway. When the session is over, the GM might or might not ask that player if they want to talk about why they used the X Card, saying for example: "Hey, um, it's okay if you don't, but I invite you to talk about why you used the X Card, like if there's something you want me to try to make sure to avoid or work around in future sessions so you can stay comfortable?" Like that.

For not-in-person play, it'd need to be just someone saying, clearly: "X Card." And then the GM just mooooves things past where they are.

Here's a link with a tiny bit more elaborate system that I like, the play/pause/stop cards: https://rpgclinic.com/safety/


The X card was designed by John Stavropoulos.
http://tinyurl.com/x-card-rpg

You can web-search for "rpg safety tools" and read more about them.



PART ONE: PLAYBOOKS:

Pick a playbook:

Fighter:
--Body: d10
--Mind: d4
--Spirit: d6
--Charm: d8
--makes Physical attacks with sword (Body): d10
--Fighter Ability: All for One: Once per combat, you can add one point to the attack roll of an ally, right after they roll it. (You can do this for yourself IF AND ONLY IF you are attacking without any allies.) NOTE: This works for Physical Attacks AND Office Attacks... but remember, if you use it for an Office Attack, you can't use it if things turn Physical soon after!


Wizard:
--Body: d4
--Mind: d10
--Spirit: d8
--Charm: d6
--makes Physical attacks with spells (Mind): d10
--Wizard Ability: Summon Elemental: Once Physical Combat starts (if it does), in addition to casting spells with Mind to do Physical Damage, the Wizard can, once per Physical Combat, summon an elemental to act as a bodyguard.

Choose one (each time):

--Air elemental: While the Air elemental is present, enemies may not successfully use missile nor ranged attacks (unless they involve magic, like a dragon's fiery breath). (Example: any hobgoblin archers or spear-throwers will find that their attacks do no damage (they will always realize this after they've already wasted at least one attack this way).) Also, all damage done to flying enemies is doubled.

--Fire elemental: Any enemies doing damage to the Wizard also take 1 HP of damage themselves. Also, all damage done to enemies sensitive to heat and/or fire is doubled.

--Earth elemental: Has 3 points of Armor, and can spend them to protect the Wizard or any allies (the Wizard decides who and when). After that, it crumbles into dirt and rubble.

Each summoned elemental (that's still around) disappears at the end of combat.



Priest:
--Body: d6
--Mind: d4
--Spirit: d10
--Charm: d8
--makes Physical attacks with Mace (Body): d6 UNLESS against Undead, in which case Spirit (d10).
--Priest ability: Heal (Spirit): d10.
--Used during Combat:
* Heal result of 5 or higher = 3 HP healed.
* Heal result of 4 = 2 HP healed,
* Heal result of 3 = 1 HP healed,
* Heal result of 2 = No healing done, and this ability can't be tried again until the next time Physical Combat starts...
* Heal result of 1 = No healing done, and this ability can't be tried again until AFTER the end of your next Physical Combat.

Outside of combat, a Priest can attempt to cast Heal ONCE (unless they recently rolled a 1 or a 2 for Healing, as noted above)... except that if they roll a 5 or higher, then they can do it again one more time (until the first time they roll lower than 5).



Thief:
--Body: d6
--Mind: d10
--Spirit: d4
--Charm: d8
--makes Physical attacks with short sword or crossbow (Body): d6
--Thief ability: Hide In Shadows. You normally make Physical Attacks with Body (d6), But you can attempt to Hide in Shadows by rolling Mind (d10). Successfully hiding (3 or better) means you can roll a d12 for your next attack (after which you must hide again to get this benefit again). (Note: This does not work for Office Attacks.)



Bard:
--Body: d6
--Mind: d8
--Spirit: d4
--Charm: d10
--makes Physical attacks with sword or crossbow (Body): d6
--Bard ability: Inspire (Charm): d10. Once per combat, you can attempt to Inspire (d10). Doing so successfully (with a 3 or higher) means all allies use 1 size larger die for the rest of a conflict (this can be done during the Office Attacks stage and will carry over into Physical Combat!)


Ranger:
--Body: d10
--Mind: d4
--Spirit: d8
--Charm: d6
--makes Physical attacks with sword or bow (Body): d10
--Ranger Ability: Marked: If a Ranger rolls a hit of 5 or better on an attack roll, that target is MARKED. The Ranger and all allies can use a 1-larger die size when rolling to attack that target for the rest of combat. NOTE: This works for Physical Attacks AND Office Attacks!


Paladin:
--Body: d10
--Mind: d4
--Spirit: d8
--Charm: d6
--makes Physical attacks with sword (Body): d10
--Paladin Ability: Armor of Faith: The Paladin starts Physical combat with 1 Armor point. It can be spent at any time to protect the Paladin, or for the Paladin to rush over and protect an ally from 1 Physical damage.


Warlock:
--Body: d6
--Mind: d10
--Spirit: d8
--Charm: d4
--Warlock attacks with spells (Mind, d10).
--Warlock Ability: Hex: Once per combat, pick a target. When Warlock or an ally attacks that target and gets a 1, treat it as a 2. If they get a 2, treat it as a 3. This works NOT just at the start of Physical Combat, but also for Office Attacks, too! Each Hex lasts until the end of combat.



NOTE: You name and gender and specie your characters whatever you want, say they look like whatever you want. Your fighter can be a human male with albinism or a dwarven gal with dark skin or a genderfluid elf or any combination, whatever, it's up to you. Your Priest can be a halfling cleric or a goblin druid for all that it matters, it's totally your call.

Oh, but you'll probably also want a normal 21st-century name alias to go by around the office so the monsters in the Office Mindset don't look at you funny when you introduce yourself as Relgatha Giantbane the Barbarian Queen or whatever.

On the other hand, you can wear whatever you want-- while they're in their Office Mindset they won't notice if you're wearing a suit or business casual or leather armor, and if you break them out of it, they won't care one way or the other.


PART TWO: ROLLING TO DO STUFF:

When you try to do something, roll the appropriate die (a 4-sided, 6-sided, 8-sided, 10-sided, 12-sided, or 20-sided dice), using a suitable stat (Body for physical tasks, mind for problem-solving, spirit for matters of courage/determination, or charming for social interactions):

I rolled a die to attempt a thing! Did I succeed?
--1: NO, and the situation gets way worse. Explain how.
--2: NO, and a new threat or obstacle is revealed. Tell what it is.
--3: YES, but describe a new problem that's on its way.
--4: YES. Tell us how you triumph over the situation.
--5 or better: YES. Your best-case scenario happens. Describe it.

(Credit for this table goes to rpg designer Marc Strocks of the game Robopunks.)

Basically, you want a roll result as far away from 1 as you can get-- so you'll want to try to roll bigger dice when possible. The fewer the sides of the die you're rolling, the more challenging the thing you're attempting is (for you). The general rule is:

The thing I'm attempting is:
--Hardly challenging at all: roll d10.
--Kinda challenging: d8.
--Just plain hard: d6.
--Really extra hard: d4.

From 8 am to 5 pm, you and your allies and all the goblins and trolls and ogres and giants and elementals and stuff work in the huge office headquarters of the Kingdom Corporation. But you're the only ones that usually remember that life used to be different. Mostly, monsters will try to fight you-- at first-- with sarcasm and microagressions and paperwork-- and you can fight them the same way. It's only after that fails that you'll have to get physical. If that happens, the monsters' instincts will kick in, and they'll do the same.

The Kingdom Corporation headquarters is huge, so that giants and dragons can move around with ease. (The elevators are huge, too.)


PART THREE: COMBAT

Your Player Character will start with 6 Stress Points (SP) and 6 Health Points (HP).

Office Attacks are used against SP.

* OFFICE ATTACKS:
--In-Your-Face Intimidation (Body)
--Frustrating Paperwork (Mind)
--Legal Threats (Mind)
--Skewed Reports/Presentations (Mind)
--Quid Pro Quo (Bribery) (Mind)
--Performance Review (Spirit)
--Meeting/Training Anxiety (Spirit)
--Procrastination (Spirit)
--Gossip (Charm)
--Email Etiquette (Charm)
--Rank (Charm)

Roll a 3, and you do 1 stress with an attack like these. Some monsters only have 1 Stress point to lose!

Roll a 4, and you can do 2 stress.

Roll a 5 or higher, and you can do 3 stress.

When an opponent loses all its stress points, it'll either back down and do whatever you say, or it'll get physical.

Physical Attacks work the same as Office Attacks:
--Roll a 3, and you do 1 damage,
--Roll a 4, and you can do 2 damage,
--Roll a 5 or higher, and you can do 3 damage.

Some monsters only have 1 HP to lose!

People nearby who aren't involved in the conflict directly are affected by the magical Office Mindset, and won't notice that it's gotten physical-- the most they'll say might be things like "Oh, grow up, you guys" or "Someone ate their drama cornflakes this morning."

The only exception is if a player makes a roll of 3 or lower and the Bad Thing that happens is if they say a new threat is attacking or getting ready to attack.

EXAMPLE: "I got a 3: I do damage, but seeing us in combat snaps the nearby hobgoblin coming back from the break room out of his Office Mindset, and he comes charging over to attack us...!"



BAD THINGS: If you feel that the Bad Things part is a little vague, that's on purpose-- you can handle it however you want! But if you want some suggestions:

I rolled a die to attempt a thing! Did I succeed?

--1: NO, and the situation gets way worse. Explain how.

* Maybe you take 2 damage.

* Maybe a new monster nearby breaks out of its Office Mindset and comes to attack

* Or maybe Security just comes to do its job and stop the fight-- by beating on you first

* Or maybe you accidentally injure a bystander, and make a new enemy in a Department!

* Or maybe your weapon breaks! (Use a smaller-size die for the rest of this fight-- unless you can grab a weapon from a fallen foe or something?)

* Or if there's magic (besides healing) involved, maybe a spell misfires and does something weird! Maybe something explodes! (That'll bring Security with fire extinguishers-- eventually, but for now, you might be on fire! Or hit with acid! Or tear gas! Be creative! Any distractions will probably mean everyone using a smaller-size die until that problem is fixed!)


--2: NO, and a new threat or obstacle is revealed. Tell what it is.

* Maybe you take 1 damage.

* Maybe a new monster nearby breaks out of its Office Mindset and comes to attack-- not a BIG monster, just a new annoying monster that you don't need right now.

* Or maybe Security just comes to do its job and stop the fight-- by beating on both you and your opponents equally

* Or maybe a monster picks up a chair and uses it as a temporary shield, giving it 1 armor point...?

* Or if there's magic (besides healing) involved, maybe a spell misfires and does something weird! Maybe something explodes! (That'll bring Security with fire extinguishers-- eventually, but for now, you might be on fire! Or hit with acid! Or tear gas! Be creative! Any distractions will probably mean everyone using a smaller-size die until that problem is fixed!)


--3: YES, but describe a new problem that's on its way.

* Maybe you see a spellcaster in the back of the fight start casting a spell! Somebody stop 'em, quick!

* Or maybe you see an ogre in the back of the fight pull out a big crossbow from under their desk, and take careful aim... stop 'em, quick!

* Or maybe you see someone in the back of the fight stop and rummage through their desk drawers... and pull out a magic wand or something! Stop 'em, quick!

* Or maybe you hear an alarm go off! Finish this fight quick, before Security gets here!

* OR maybe no new attackers are on their way... maybe one of the guys you're fighting says "you won't be so tough when Bill Brasskey gets through with you!" (Who is Bill Brasskey? Is he in Legal or something? Maybe you should make a mental note to look into that after this fight!)

Get the idea?




Fleeing:

If Office Combat or Physical Combat goes badly, you can always try to flee: someone rolls 1d4 for the party (or 1d6 if Inspire has been activated) to attempt to flee. On a 3, a FLEEING roll often means you leave something valuable behind...



After combat is over, all PCs get half their SP back.


Remember: after combat is over a Priest can attempt to cast Heal ONCE... unless they roll a 5 or higher, then they can try again, too.




END OF WORKDAY:
--The end of the workday happens whenever the party decides they need to stop adventuring and heal up-- because at the end of the workday, everyone goes home and recovers 4 SP, and 1 HP (if they aren't already full up anyway).

SO. The party can declare to the GM that they officially WISH it was quitting time for the day at any time... at which time GM will roll 1d6:

* 3 or lower: Admin won't let you leave for the day until you do one more mission.
* 4: You're free to just procrastinate the rest of the day until quitting time-- no one will catch you.
 * 5 or higher: Same as 4 BUT the party hears about an optional mission that has to be done before quitting time that has extra-tempting rewards if successful.

BUT this roll has the following modifiers:
--Party is at full health (including SP): -1 to roll.
--Party is slightly damaged (this may include SP): +1 to roll.
--Partly is very damaged (this may include SP): +2 to roll.

* If the party has to do the one-more-thing mission that Admin assigns them, they'll be free to go home after that (presuming any of them survive it).

* If the party rolls high and gets the juicy optional mission-- they don't have to do it! They could just sit at their desks and look busy until quitting time if they think it sounds a little too risky.


"WHAT IF MY PC DIES?"

Make a new one... but you get to start with 1 new magic item. (If the GM suspects that you died JUST to get a new magic item, though, kobolds might steal your magic item the next time your back is turned.)




WINNING COMBAT: Winning a particular combat, whether it gets physical or not, means a reward: Treasure, Faction points, or a Magic Item. (See FACTIONS below). The GM determines the reward for each combat.


PART FOUR: LEVELING UP


Treasure: Treasure can be put in the bank outside of work hours. When the party has amassed 15 Treasure points + your level, the party can cash it in and Level Up (you start at Level 1).


Level Up: Each time the Party Levels up...

* Level 1: You start here.

* Levels 2-4: Each player picks one of the following:
- one favor owed by a Department Peon
- one piece of magical Office/Adventuring equipment
- receive one answered query from a Department (any department)

NOTE: You can't pick the same thing twice in a row-- if you pick a magic item at level 2, you have to pick something else at level 3.

* Level 5: Each Party member gets 1 extra max HP OR SP, AND gets to increase one of their 4 stats by 1 die size (you choose, but d10 is the max, so if the one you wish you could increase is already d10, sorry, you have to pick a different stat).

* Levels 6-9: Each player picks one of the following:
- one favor owed by a Department Grunt
- one piece of specialized magical Office/Adventuring equipment
- receive one information file/packet from a Department (any department)

* Level 10: Each Party member gets 1 extra max HP OR SP, AND gets to increase one of their 4 stats by 1 die size (you choose, but d10 is the max, so if the one you wish you could increase is already d10, sorry, you have to pick a different stat).

* Levels 11-14: Each player picks one of the following:
- one favor owed by a Department Miniboss
- one piece of exotic magical Office/Adventuring equipment
- receive one meeting invite from a Department (any department)

* Level 15: Each Party member gets 1 extra max HP OR SP, AND gets to increase one of their 4 stats by 1 die size (you choose, but d10 is the max, so if the one you wish you could increase is already d10, sorry, you have to pick a different stat).

Levels 16-19: Each player picks one of the following:
- one favor owed by a Department Manager
- one piece of personalized magical Office/Adventuring equipment (permanent!)
- receive one function/event invite (including a plus-one) from a Department (any department)

* Level 20: Each Party member gets to gets 1 extra max HP AND SP, AND gets to increase one of their 4 stats by 1 die size (you choose... there is no longer a maximum... you can now increase a d10 stat to d12 if you want (and yes, that means that effects like Inspire can raise rolls to d20)).




Magic Items:

Magic items usually have a limited number of uses before their "charge" runs out.

This is represented by a starting die... When that item is used, its Charge die is rolled. (This is a totally separate roll from your attack roll.) If the roll result is 1 or 2, then the usage die is downgraded to the next-lower die in the following chain: d20 > d12 > d10 > d8 > d6 > d4

When you roll a 1 or 2 on a d4, the item is expended, and it can't be used anymore... unless, perhaps, you go on a special mission to get it recharged...

Note: buffs such as a Bard's Inspire ability don't apply to Item Charge Rolls...

ALSO Note: magic items you get as a result of Levelling Up are more likely to start with more charge//be permanent...



SAMPLE MAGIC ITEMS:

--Griffin Shield: This shield, gold with a white griffin head in a black circle, starts with a d8 charge. It gives 1 Armor point each combat (stacks with Paladin ability).

--Wand of Chain Lightning: This magic wand starts with a d6 charge. It creates a bolt of lightning that can let you do the same damage to not one but two enemies. On an attack roll of 1 or 2, though, the bolt may go wild and rebound and hit you or another ally...

--Sword of Honor: This sword starts with a d10 charge. It gives the wielder +1 to all Physical Attack rolls IF the opponents started Physical attacks first-- but it gives the wielder -1 to all Physical Attack rolls if the PCs make the first Physical Attack, AND the wielder will take double damage from Physical Monster attacks if that's the case, too.

--Wand of Hold Monster: Usable only after Physical Combat starts, use of this wand will immobilize a single target of 4 HP or less for one round per use. Starts with only a d4 charge, though...



SAMPLE NON-CHARGING MAGIC ITEMS:

--Crossbow of Shadowy Deadlines: When used after Hiding In Shadows, roll 1d12. On a 3 or higher, a magical dart hits the target and reminds them that they don't have time for this-- they have to turn in a report they've been neglecting before 5 o'clock today. Target will immediately stop physical combat and go to their desk and furiously get to work. Stealing treasure from them will break this spell, though.

--Scroll of Texting: Once per day, roll 1d12. On a 3 or higher, a Manager (often a demigod or dragon or fire giant) will show up in two rounds and will be in the mood to take your side in whatever you tell them about (like how the ogre you're in conflict with won't let you borrow the golden stapler).



SPECIAL ITEMS: PASSCARDS:

PASSCARDS are special security devices that allow you access to areas of the office building that you normally can't reach. You might find them as a result of a mission... more likely, you might get one as a result of Leveling Up...


For more about Passcards and other stuff about Magic Items, see PART SIX below, where it says: PART SIX: GM STUFF. Unless you're going to be a player, and not a GM, in which case maybe don't?




PART FIVE: MONSTERS AND FACTIONS:

Sample monsters:

--Goblin: 1 SP, 1 HP.
Special: nothing

--Pixie Swarm: 1 SP, 2 HP.
Special: Flying. They ignore your armor points... (not because they're flying, more because their attacks are magical)

--Customer Service Department Telephone Zombie:  1 SP, 2 HP
Special:  Zombie droning can be VERY distracting, -1 to all rolls for every 5 zombies present. Devoid of individuality, these rotting script-reading 'people' can be encountered almost anywhere, because they have a tendency to wander off.

--IT Department: Morlock Meanie:  3 SP, 2 HP
Special:  These guys can ruin people's day with a denial of service... imposing -2 on any rolls that involve using electronics for the rest of the work day. Unwashed, smelly, socially deformed, these workers like to hang out in mostly-darkened rooms, occasionally emerging with a work order to go and annoy/aid other people.

--QA Department: Cackling QA Witch:  4 SP, 4 HP
Special:  These witches can sling some nasty spells, dealing 1 extra shadow damage those who roll 3s or less... in addition to the usual problems.

--Harpy: 2 SP, 2 HP.
Special: Flying (therefore vulnerable to Air elementals). Once combat starts, can sing a song that enchants any PCs with 2 SP or less, immobilizing them. (Note: that's SP, not HP.)

--Ogre: 2 SP, 4 HP.
Special: Will always target the most-hurt party member. Because deep down, he wants to eat you.

--HR Department: Long-Suffering Specter:  2 SP, 4 HP
Special:  Immune to melee damage (although not Office Attacks nor magical damage), feared for its Withering Writeup power (failing rolls by 3 or less saps 2 SP and goes on that Hero's file). Cursed to forever clean up company messes, these spirits really hate the living.

--Goblin Cave-Bat-Rider: 2 SP, 4 HP.
Special: Flying (therefore vulnerable to Air elementals).

--Goblin Marketing Horde: 3 SP, 5 HP.
Special: They're immune to Mind-based Office Attacks...

--Medusa: 5 SP, 1 HP
Special: If you roll a 1 against her, you'll be a statue until 8 am tomorrow morning...

--Accounting Department: Dark Elf Auditors:  5 SP, 4 HP
Special:  Office attacks upon Dark Elf Auditors resolve at lower effectiveness (1 die smaller). Twisted, malicious, and corrupt... these elves are NOT your friends.

--R&D Department: Frazzled Ifrit:  1 SP, 7 HP
Special:  Flying, Fire-breathing (dealing 1 extra fire damage to any unlucky person who rolls less than a 3 in combat).
Known to fly off the handle really fast, these overworked fire-plane employees are quick to visit physical pain on others.

--Security:  Room Guardian:  4 SP, 6 HP
Special:  Rolling less than a 3 in any Office or Physical attack ends with that Hero being restrained for the rest of combat.  After combat is over, any restrained individuals are 'perp walked' back to their proper areas. These are ancient spirits from the Shadow Plane inhabiting dark coats that take NO crap from anybody.

--Vampire: 7 SP, 7 HP.
Special: Takes double damage from Priests and Paladins (it'll try to attack them last if it can). On a 1, it steals an HP from you instead of taking damage.

--Frost Giant: 3 SP, 8 HP.
Special: Just big and strong. Vulnerable to fire elementals, though.

--Admin Department:  Archaic Mummy:   7 SP,  9 HP
Special:  Any attack (Office or Physical) of 3 or lower results (on top of the usual problems caused) in its terrible curse... -1 to all rolls for the duration of the workday, in addition to the usual calamities. These bandage-wrapped cadavers wear finely-tailored suits and earn the big bucks.


--Executive Frost Giant: 5 SP, 12 HP. Physical Attacks against it earn you 1 cold damage per hit, even if you hit. Vulnerable to fire elementals, though.

--Legal Department: By-The-Book Beholder:  6 SP, 10 HP
Special:  On a roll of 3 or lower, its (many) evil eyes inflict 1d6 damage (SP during Office combat, HP during physical attacks)... split across all of its foes. This is on TOP of anything else bad that might normally happen. These floating eye monsters are known for alien thinking and blunt comments.

--College Intern Dragon: 6 SP, 14 HP. Are you sure you want to start a fight with even a college intern dragon? Maybe you should get one more magic item first...

--Executive Dragon from Admin: 8 SP, 25 HP. This guy can actually demote you. Also, he can eat you.



FACTIONS:

To defeat the CEO, you'll have to work your way up the corporate ladder.

There are 12 Factions to start with:

--Janitorial: Bottom of the ladder, but they have access to a lot of information if they snoop. And they do snoop.
--Customer Service//Public Relations: Second-to-last on the ladder. No one really cares what the customers think as long as sales are good. But the two are somewhat linked, so...
--QA: Quality Assurance. No one really cares if the products sold are good as long as they sell, but QA is somewhat tied to that... QA is also in charge of planned obsolescence, so that's important.
--IT: Information Technology. All the higher-ups hate how necessary these nerds are.
--Marketing: Vaguely important-- it's how we trick the customers into thinking they want the our stuff.
--R&D: Research and Development. Important because they develop new products (or products that seem just new enough).
--Sales: Actually kind of important for making money, so they're somewhat high up.
--Security: Important because they're in charge of throwing people out of the building when they get fired. Not more important because they're just a bunch of muscleheads (or so Admin thinks).
--HR: The dreaded Hireling Resources. Admin hates them, but HR has so much power (they're half-way allied with Legal), they can't get pushed around. Everyone's least-favorite department to have a meeting (or anything else) with.
--Accounting: Responsible for making sure Admin keep making money. Darn important.
--Legal: Second only to Admin.
--Admin: Administration. The biggest of the big. This is the faction that you'll have to take down in order to get to the CEO.

A secret additional Faction is possible: the Union. There's not one yet... You should probably start one. Secretly. It'll be easiest to start with Janitorial...

Each PC starts in a department (roll 1d8):

1. Janitorial
2. Customer Service//Public Relations
3. QA (Quality Assurance)
4. IT (Information Technology)
5. Marketing
6. R&D (Research and Development)
7. Sales
8. Roll again

If you get the same department as another PC, just roll again until you get something else.

Each PC gets a one-size-bigger die advantage when attempting to do Office Attacks (but not Physical Attacks) when dealing with people from a department that that PC works in.

The head of each department is an impressive monster-- they get more impressive as you go up. Admin is wall-to-wall tough monsters...

Always remember, when you attempt to do something, things pretty much always either get worse or better. Factions can be a part of that.

EXAMPLES:

You try to do something:

I rolled a die to attempt a thing! Did I succeed?

--1: NO, and you get HR mad at you. The HR department may cause problems for you soon.
--2: NO, and here comes a security officer to give you a hard time about it.
--3: YES, but you accidentally smashed a computer. Someone in the IT department will be irritated with you.
--4: YES. This is the only one where there's no unexpected change in the overall situation.
--5 or better: YES. Your best-case scenario happens-- you've not only succeeded in making your opponents back down with your clever Frustrating Paperwork attack, but you've also clearly impressed Debbie from Accounting who paused to watch/listen on her way back from lunch. She'll be sure to listen seriously the next time you ask her for a favor...



Allies and Missions:

Keep track of all Factions that are pleased with you, and all Allies. Keep in mind that an Ally is ONE individual. Often, an Ally will have an enemy (or more than one) in their own department... Allies may also turn against you if you let them down...

Factions (okay, departments) have three good and three bad statuses:

+3: This whole department wants to help you out.
+2: This whole department is on your side if they don't have to risk their neck at all.
+1: This whole department owes you one favor (maybe grudgingly, though).
 0: This department is neutral toward you in general.
-1: This whole department has it in for you a bit.
-2: This whole department would love to see you get hurt (if they wouldn't get in trouble themselves).
-3: This whole department really hates you.



Let's look at some examples of asking for favors:

Someone in the party rolls Charming and asks someone in the IT department for a favor of some kind.
* Roll result:
--1: They won't do it and you've insulted them. They'll tell the rest of their department what jerks you are. Your status with the whole department could go down.
--2: They won't do it, but at least they'll keep their resentment to themselves.
--3: They'll do it, but it'll cost you-- up front. Possibly they'll want you to go do a mission for them first.
--4: They'll do it, but you might owe them one afterward.
--5 or higher: They'll do it...

BUT if the person is not an Ally already but they're in a Department with positive status toward you: Treat a 1 like a 2.

If the person is already an Ally that you've previously gotten on your side: treat a 1 like a 2, and a 2 like a 3.

If the person is already an Ally that you've previously gotten on your side AND they're in a Department with positive status toward you: Treat 1s and 2s like a 3.



In general, three successful favors (in a row-- that is, 3 successes doesn't count if you fail one or two favors in the middle) will usually be enough to improve your status with a department.




Example Missions:
--Bring me the golden stapler that Rick the ogre in Marketing borrowed last week.
--Go bring me proof that Eugene the Mind Flayer in R&D is padding his quarterly budgets and skimming off the top.
--Go bring me gossip about whether that one goth troll in Sales is having a secret office romance with that bugbear who works in Quality Assurance.


Ambushes: When you're at -3 with a Faction, you might be just on your way somewhere in the corporate headquarters when you get ambushed... by a squad of magic-wand testers from R&D, or a squad of giants from Security, or a bunch of dark elf mercenary sword-testers from Quality Assurance. Defeating the ambush might improve your status with the department that sent them... although if you barely squeak by, it might just encourage them to try again in a few days...



PART SIX: GM STUFF:

ABOUT PASSKEYS:


--Copper:

* access special areas in the lower 1/4th of the building and equipment like "the good printers" and "the good copiers" and so on. Making a special trip to use these can improve certain Office Attacks (especially Skewed Reports/Presentations (Mind)). A trip to "the good printers and copiers" should increase the likelihood of monsters backing down and giving the PCs what they want without things even getting physical at all.

* Also, there are some storage rooms where hardly anyone ever goes... might be good places to have secret Union meetings...


--Silver:

* gain access to special areas in the whole bottom half of the building-- PCs can now use the company gym... Adds 1 point to successful Clerical Healing done (not to the roll, but to the amount of HP one gets)... Also the party might find 1 Healing Potion in there (instantly heals 1 HP during battle)

* There's a Black Market in a seldom-used storage room... An enterprising old goblin will sell you magic stuff at half price...


--Gold: gain even more access, to special areas in the whole bottom 3/4ths of the building...

* lab access (easier to recharge magic items),

* private bar (taking a bottle from the private bar (once a day) helps with the Quid Pro Quo (Bribe) Office Attack)...


--Platinum: gain full Building access (except CEO office/penthouse)

* use the spa facilities... heals 4 SP and 2 HP


(More about recharging magic items: Make them work to get a favor from the folks in R&D. Then have one of them roll Mind to use the recharging equipment. Wizards get a one-die-size bonus at it.
--5 or higher: its Charge Die becomes d8.
--4: its Charge Die becomes d6.
--3: its Charge Die becomes d4 but it can never be recharged again.
--2: You broke it-- it can never be recharged again.
--1: You broke it-- it can never be recharged again AND some weird magical effect happens to you, GM discretion.)





GM Tips On Making New Magic Items:
Players love loot... loot is fun... designing new magic items can also be fun... but don't go overboard. The system can break down with overpowered magic. But if you want to make something new, here's a few tips:
--feel free to reskin an existing magic item and just add/substitute a bonus/effect.
--anything that looks very potent should have a recharge dice, d4s or d6s. The more powerful it is, the smaller the charge die it should start with
--try to restrict bonuses to +1s or +2s or make them situational to specific attacks/situations... maybe high-damage items should only trigger for a certain type of monster/situation


Here's some more magic item possibilities:

Enchanted Weapons: GM picks or rolls 1d6 to determine weapon type (dagger, sword, axe, ranged weapon, polearm, staff).  GM picks or rolls another 1d6 to determine the weapon enchantment and then assigns a Charge die (I suggest d6, except for the Plane of Mud sword, which would be d4).
1- Azure Flames: On a successful roll of 4 or better, this enchantment does 1 extra fire damage.
2- Freezing Mist: On a successful roll of 4 or better, this enchantment does 1 extra frost damage.
3- Clinging Shadows: On a successful roll of 4 or better, this enchantment does its damage to the target, and also does 1 shadow damage to another nearby foe (if available).
4- Evergreen Flourish: On a successful roll of 4 or better, this enchantment this enchantment does its damage to the target, and also does 1 extra poison damage to another nearby foe (if available).
5- Glowing Holiness: On a successful roll of 4 or better, this enchantment replenishes the wielder's SP by 1.
6- Plane of Mud: On a successful roll of 4+ this enchantment covers the target with thick gloppy mud. Add 1 point to the next roll result against this target.


Enchanted Armor:  GM picks or rolls 1d6 to determine armor type (helm, chest-piece, bracer, shield, cloak, amulet).  GM picks or rolls another 1d6 to determine the weapon enchantment and then assigns a Charge die (I suggest d6, except for the Evergreen Flourish armor, which should be at least d8).
1- Azure Flames: This enchantment reduces all fire damage by 1.
2- Freezing Mist: This enchantment reduces all frost damage by 1.
3- Clinging Shadows: This enchantment grants +1 to stealth-based rolls (Body).
4- Evergreen Flourish: This enchantment raises the wearer's HP by 1 while they wear the armor.
5- Glowing Holiness: This enchantment reduces damage caused by failed rolls by 1.
6- Plane of Smoke: This enchantment deals 1 Smoke damage to those who physically strike the wearer (ignore if the monster is undead or otherwise doesn't breathe).


Office-based Magic Items:
* Cello-tape of Recovery:  Repairs damaged equipment for one more use (d8 Charge).
* Blessed Ink (or Blessed Toner):  Adds +1 to writing-based Office Attacks (d4 Charge).
* Vorpal Paper:  If used in a writting-based Office Attack, this paper also cuts the target for 1 HP (without triggering Physical Combat)... (d6 Charge).
* Magnet of Mayhem:  Sabotages electronic equipment (from a distance) with a successful Mind roll (d8 Charge).
* Merlin's Munchies:  A packet of deliciously-enchanted potato chips that can function as a magically-effective bribe or a distraction (one use).
* Slingshot of Annoyance:  This weapon sparks office conflicts between monsters with a successful Body roll... and (if successful) its first use does not reveal who fired the projectile (d4 Charge).
* Stress-Ball of Relief:  This adds +1 temporary SP to the party for the next Office Combat (d8 Charge)
* Pager of Interruption:  This shrill device raises a failed Office Attack roll from 1 result to a 2 result (d4 Charge).
* Handbook of HR Horror:  Brandishing this tome will double the SP damage inflicted by the party for one turn (d4 Charge)
* Screensaver of Scrying:  Allows a Mind roll to locate a person/object with information gleaned based on the success of the roll (d6 Charge).




A Conversation With Madkeeper:

Madkeeper on the website RPol.net helped me a lot with the details of this game! Here is a conversation we had near the end of it:

Madkeeper: In regard to the Treasure that heroes need to gather (to level up)... What were you thinking about in terms of looks, examples, value, etc.?

Me: Oh, y'know, just gold and silver coins, gemstones, stuff like that.

Madkeeper:  If a rogue pickpocketed a pouch of gold would that count for leveling?  If the heroes sold some gear to a goblin, would the profit count?

Me: Oh wow-- the answer is yes, but the GM should ABSOLUTELY discourage them from trying that often. The first time they roll to do that and get a 3 or lower, it should absolutely start a big fight. Even if they win the fight, word will get around and the PCs should all be viewed with suspicion for AT LEAST a week and totally unable to even attempt that again. It should also negatively affect them with at least one faction, too.

Madkeeper:  If the heroes sold some gear to a goblin, would the profit count?

Me: Like a magic item or two? Oh sure, that totally counts-- but he should give them a terrible deal for it/them...

Madkeeper: How many missions and factions would you need to reach the CEO?  If you were able to calculate a base number, it'd help a GM eyeball the length of the game... and what needs to happen (beside general RP fun & player shenanigans).

Me: Ugh. Okay, let's see...

Let's say that you need to go on about 7 missions to level up. That might be conservative, but I'm doing worst-case scenario-- I would expect that 7 missions would AT LEAST be enough to let the party level up. I mean, if you're staying late at the office on some of those extra-juicy missions, it might be 5! or even 4?!? Especially if you start trading magic items for treasure to the guys in R&D? But I'm saying on average, even playing it safe, you shouldn't need more than 7 each time probably.

So I was imagining that the party wouldn't get the platinum passkey until AT LEAST level 16 or so. SUPER not before then... and not get access to the Executive Elevator until 20.

So that's 7 times 20. So that's something like 140 missions...

Madkeeper: The estimated game length is probably worth a mention in the book/doc intro... so GMs can budget their time.  A RL group meeting once a week might need to tackle 3-4 missions to complete the campaign within a year.  If a group wants a quicker game than that, maybe offer tips?

ME: That's easy-- you just lower how much Treasure they have to cash in each time to level up. Cashing in FOUR treasure per Party Level will make things pretty darn quick, for example. (Alternatively, you could just reward them with more treasure per mission, but lowering the Treasure-To-Party-Level-Up ratio seems WAY more simple to me.)

Madkeeper: You can also look at factions and how many you'd need to win over (perhaps some can be skipped).  You could encounter a situation where all/most factions are friendly but the party is significantly under-leveled to confront the CEO.

Me: Mm, I'd imagined winning over all or most of them... But... I'd also imagined the GM just... not giving them the Executive Elevator Pass until they seem ready for it.

BUT... if we WANTED to bend that... You could, for example, say that if you can get... at least 9 departments (probably including the theoretical Workers' Union) on your side, they'll all super come and HELP you attack the CEO.


Madkeeper: Okay so let's see-- were you going to write something about spellcasting?


Me: Uh no, wasn't going to...

I see it as just... all narrative. You cast a spell and do two points of damage to the ogre? Awesome, buddy, describe it however you want (as long as you don't say "I cast fireball on the frost giant so it does extra damage" or anything like that that would give you a sudden mechanical advantage numberwise)...


Madkeeper: Oh hey also: what if a player wants a promotion or a transfer to a different Department?  It's possible that a player may want to become the next CEO :)  I think people getting really invested in the company is a possibility.

Hmm, I hadn't anticipated that-- the game's viewpoint is that CEOs are evil... if this thing continues after defeating the CEO, it should be a Worker-Owned Co-Op or something. Buuuuuut to answer your question, I think the answer to

"I want to transfer to another department"

is

"Sure, okay you've been doing good work... Just get Cheryl in HR to sign off on this form. Heh heh heh..."

And then Cheryl turns out to be a cranky Medusa or a lich or something.

But if you defeat her, yeah, you get a transfer.

Madkeeper: You’ll definitely need to stat up the CEO and if he faces the party alone, he’ll need special rules to survive being outnumbered.

Me: Hm, I guess you're right.


THE CEO: Tharvod The Devourer
SP: 3   HP: 100
Specials:

1. Three times, Tharvod will summon another monster to come help him: He'll do it when he's first injured, again when he falls below 50 HP, again when he falls below 25 HP. Roll 1d6 on this table:
--6 or 5: Ogre
--4: Vampire
--3: Frost Giant
--2: Executive Frost Giant
--1: College Intern Dragon

--On a roll of 3 or lower, Tharvod uses his shouty attack "I'm the BOSS!" which causes any one company NPC ally to run away from the combat in fear. (Stop using if/when there are no more NPC allies.)

--Otherwise, on a PC roll of 3 or lower, roll for one of these (or rolls a D4 to pick one randomly):
* How DARE you!:  a spell attack that stuns a PC for one round
* Hah, what pitiful trinkets:  a spell attack that depowers all PC magic items for d4 turns. (REROLL if you roll this and it's already still in effect from a previous roll)
* Blast: A spell attack that hits the PC that just rolled for full damage and which also does 1 damage to all others who're attacking Tharvod
* Uses a magic item: Tharvod uses some magic item-- something annoying for a 3, painful for a 2, seriously damaging for a 1


I imagine Tharvod as an archmage, maybe a lich too, but if you players ever want to play this game again after beating it once, change Tharvod next time-- a huge dragon, a fire giant (each can roar "you're fired" and then breathe fire//hammer/stomp the PCs)!


So you've beaten Tharvod The Devourer... There's a few ways to continue or replay the game (if that's what people prefer).  Here's three options...

1)  It's not over yet:  Perhaps the company is but one part of a larger corporation?  The Heroes move to a different company within the Corporation... to take down another CEO, starting at the bottom (but retaining abilities and items).  The Dragon or Giant CEO becomes the new evil Boss.

2)  New Heroes, new CEOs:  The players create new heroes and the GM picks either the Dragon or Giant CEO as their nemesis.  A great way to try out different classes.

3)  Under New Management: This game is absolutely "late-stage capitalism is evil, all CEOs are evil, but let's say that after defeating Tharvod, the corporation becomes a worker-owned Co-Op, and that they beg the PCs to help by managing things from the top. The Heroes work to try to supervise the vast array of monsters and keep them working efficiently and effectively, but through self-interested cooperation instead of fear (Tharvod used fear).  But things start threatening to fall apart... they have to keep the Union happy, AND Middle Management, AND settle Department Wars, AND keep inspiring faith in the customer base... Maybe rival corporation starts sending in spies and moles to undermine the Co-Op to make it ripe for a hostile takeover?



ALTERNATIVE CEO: Kalanthraxus, Ancient Red Dragon
SP: 3   HP: 100
Specials:

1. Three times, Kalanthraxus will summon another monster to come help him: He'll do it when he's first injured, again when he falls below 50 HP, again when he falls below 25 HP. Roll 1d4 on this table:
--4: Take Your Hatchlings To Work Day: Young Blue Dragon-- does double damage to paladins and fighters
--3: Take Your Hatchlings To Work Day: Young Red Dragon-- immune to fire attacks
--2: Take Your Hatchlings To Work Day: Young Green Dragon-- does double damage to bards and thieves
--1: Take Your Hatchlings To Work Day: Young Purple Dragon-- immune to magical damage (although not to the effects of magic items that do things other than damage).

All Hatchlings start with 10 HP and 1 Armor point.

--On a PC roll of 3 or lower, pick one of these (or rolls a D4 to pick one randomly):
* Kalanthraxus uses a tail sweep-- the PC that rolled it is knocked down, unable to attack or anything else next round.
* Roar: All PCs and their allies roll 1 die smaller next round
* Fly: Kalanthraxus takes to the air for one round, and gets 2 Armor points.
* Blast: Kalanthraxus breathes fire: all PCs and allies take 1 fire damage.



ALTERNATIVE CEO: Elldridr, Huge Fire Giant
SP: 3   HP: 100
Specials:

1. Three times, Elldridr will summon another giant to come help him: He'll do it when he's first injured, again when he falls below 50 HP, again when he falls below 25 HP. Roll 1d4 on this table:
--4: --Ettin: 6 HP, but on a 3 or lower he can attack twice. (i.e. You attempt to attack the ettin. You roll a 2. The ettin does damage to you. ...And then it immediately either does it AGAIN, or else it does it to one of your ALLIES...)
--3: --Frost Giant: 8 HP. Vulnerable to fire elementals, though.
--2: --Executive Frost Giant: 12 HP. Physical Attacks against it earn you 1 cold damage per hit, even if you hit. Vulnerable to fire elementals, though.
--1: --Fire Giant Bodyguard: 15 HP, 4 Armor points it can use for itself or anyone


--On a PC roll of 3 or lower, GM picks one of these (or GM rolls a D4 to pick one randomly):
* Stomp: Elldridr shakes the ground: the PC that rolled takes 1 damage, ALL PCs and their allies are knocked down, and they all roll 1 die smaller next round
* Curse You!: All PCs and their allies roll 1 die smaller next round
* Defend: Elldridr plays it cagey and uses his shield and armor-- he gets 1 Armor point.
* Fire Aura: Elldridr breathes fire: all PCs and allies take 1 fire damage.
This message was last edited by the GM at 18:39, Sun 27 Aug 2023.
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