PLAYBOOK: GRAVE DIGGERS.   Posted by The Guide.Group: 0
The Guide
 GM, 5 posts
Tue 16 Jul 2019
at 18:27
PLAYBOOK: GRAVE DIGGERS
GRAVE DIGGERS

Distribute these scores:

+2, +1, +1, 0, -1
+2, +1, +1, 0, -1

STATS (for first Grave Digger):

TRICK:      (MANIPULATE, TRICK, BRIBE) (Neither Gravedigger can start w/higher than +1 here)

BACKBONE:   (SURVIVE or give AID) (Neither Gravedigger can have lower than 0 here)

SMOOTH:     (INVESTIGATE and ASSESS)

BRAWN:      (ATTACK and SHIELD) (Neither Gravedigger can have lower than 0 here)

CREEP:      (CONJURE)


STATS (for second Grave Digger):

TRICK:      (MANIPULATE, TRICK, BRIBE) (Neither Gravedigger can start w/higher than +1 here)

BACKBONE:   (SURVIVE or give AID) (Neither Gravedigger can have lower than 0 here)

SMOOTH:     (INVESTIGATE and ASSESS)

BRAWN:      (ATTACK and SHIELD) (Neither Gravedigger can have lower than 0 here)

CREEP:      (CONJURE)

You are twins, who work very well together as a team.

PUT ‘EM DOWN - They belong in the earth. Land a strike with your weapons and don’t stop until they’re ready for the worms. Roll once to attack, but on a 10 or better, you each do damage. On a 13 or better, one of you does double damage (you pick which of you).

The two of you each have the following:
--SHOVEL: 3 hurt 3 hand, messy
--KNIFE: 2 hurt - hand, quiet
--WATER CANTEEN: holds 3 days' worth of water (9 drinks)
--GOLD - 40
--POUND OF FLESH: consume it to get +3 vitality. Try not to think about what it used to be. Or who it used to be.
--GRAVE DIRT X2 ...add the grave dirt to a successful attack to do +3 Harm.
--BLOOD FROM A STONE: give this up for +2 vitality, and +2 to your next CREEP roll... OR use it to get +2 drinks of blood, if drinking blood is a thing you do...


You must take 3 drinks per day in order to survive. You may also trade a drink of water to change a roll to 12 or avoid harm.

Take four or more harm and you’re unstable (slowly dying).

Wherever you go, you go together. Only the two of you know how the bones crunch beneath your feet, the way the flesh feels beneath a shovel. They will always need someone to bury the bodies.

You might be ghastly, but the two of you can still scratch, bite, and reason with the rest of them. You get all the standard actions, but the question remains: what type of creeps are you, exactly?

Choose one of these to start with...

ASPECTS:

1 A REVENANT AMONGST US
They were your only constant, the only person you cared about, the only one who
understood. But their body was put to rest 6 feet down in a black pine box...until you
made a dark bargain to bring them back. They need a canteen full of blood per day,
and you’ll be the one to supply it.
One of your diggers does not rot or get sick, and whenever they get hit, they suffer
-1 VITALITY LESS. However, if they don’t get a full canteen of blood each day, you
both become unstable. ADD AN EXTRA CANTEEN TO YOUR ITEMS.

2 PSYCHIC BOND
You’ve been together since you were torn out of your mother. There is no bond like
your bond - you share everything. Emotion, pain, and voice.
The two of you speak in one voice - it’s unnerving. When dealing with outsiders you get an extra -1 to TRICK. However, you are able to split vitality and water throughout gameplay.

3 GRAVE ROBBERS
The dead can’t take it with them, so why shouldn’t you have it? The two of you have
been snatching whatever goes in the ground since you were young, and have amassed
quite the collection.
You’re rich (add +50 gold to your satchel) but at what cost? No one trusts you -1
TRICK. However, you have anything anyone could ever want. +2 when you want to BRIBE.

4 GHOULS
Grave digging was the natural choice for you once you realized that dead flesh doesn’t
fight back and tastes just as good.
If you eat flesh from a fallen foe or ally, you regain health. Roll +BACKBONE. On a 10+
you regain 2 Vitality, 7-9 you heal 1 Vitality... however, on a miss, your condition worsens 1 hit.

5 NECROMANCERS
You’ve spent so much time around the dead that you can hear their call even when
you’re out of the dirt.
The dead whisper their secrets to you - and you can use those secrets to your advantage. You may roll +CREEP OR +TRICK when you want to manipulate someone or something.

6 SERIAL KILLERS
You’ve taken many lives, and with each one you put screaming into the ground, you
took a little something, binding their angry spirits to you.
Roll +CREEP. On a 10+ the restless spirit tied to you aides you in investigation or
distraction, on a 7-9 they cause a distraction, on a miss - they’ll take their vengeance -
causing you to -1 Vitality.

This message was last edited by the GM at 18:59, Tue 16 July 2019.