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Mistborn Adventure Game PDF

563 Pages·2011·33.92 MB·English
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TM ADVENTURE GAME Based on the Best-Selling Novel Series by BRANDON SANDERSON TM www.crafty-games.com Mistborn Created by Brandon Sanderson Game System Cover & Interior Illustration Alex Flagg Ben McSweeney Product Development Symbols & Cartography Alex Flagg Isaac Stewart Writing Graphic Design Brandon Sanderson Steve Hough Alex Flagg Patrick Kapera Layout & Digital Conversion John Snead Thomas Deeny Thomas Kohler Additional Material Michal Cross Logan Bonner Jeremy Keller Production Filamena Young Erik Yaple Editing Probability Guru Patrick Kapera Kevin “Moose” Boerwinkle Special Thanks Peter Ahlstrom, Joshua Bilmes, Cheryl Corey, Michal Cross, Josh Dalcher, Marcelo Figueroa, Sean Patrick Fannon, Justin Golenbock, Eric Lake, Jennifer Liang, Matt McElroy, Will Raboin, Paul Stevens, Kerry Stuart, Josh Walker, Mi’chelle Walker, Miriam Weinberg, Steve Wieck, and everyone at Dragonsteel Entertainment, Tor / Forge, 17th Shard, and DriveThruRPG Playtesting Brandon Sanderson and his home crew, Robert Blackburn, Chris Brinkley, Tamara Elofson-Brinkley, Jim Ghiloni, Karl Hennon, Carl Morgan, Andrew “Fish” Popowich, Mark Secrest, Jason Tang, Bill Whitmore Translations Ben McSweeney, Jon Andersen, Chris Brinkley, Tamara Brinkley, Andy Craig Davis, John DeBudge, Alan B. Eggert, David Groves, Jerry Ham, Ian Homeyard, Jørgen Sætermo First Printing 2011 Mistborn and all related marks, characters, names, and places are ™ and © 2011 Dragonsteel Entertainment, LLC. “The Eleventh Metal” is copyright © 2011 Dragonsteel Entertainment, LLC. All text herein is copyrighted by Crafty Games. Reproduction of any part of this book without Crafty Games’ written permission is expressly forbidden, except for the purpose of reviews and when permission to photocopy is clearly stated. The Crafty Games logo and distinctive likenesses thereof are © copyright of Crafty Games. All rights reserved. The mention of or reference to any company or product in this book is not a challenge to the trademark or copyright concerned. Printed in the U.S.A. TABLE OF CONTENTS THE ELEVENTH METAL Step 4: Define Your Strengths . . . . . .97 by Brandon Sanderson . . . . . . . . . . 7 Step 5: Fill in the Details . . . . . . . .101 4. Improving Heroes ........... 113 INTRODUCTION . . . . . . . . . . . . . . . 21 How a Hero Advances . . . . . . . . . . . . . . . .114 1. The Final Empire............. 23 Earning Advancements . . . . . . . . .114 The People . . . . . . . . . . . . . . . . . . . . . . . . . . . .24 The Rate and Limits Technology, Trade, and Commerce . . . . .27 of Advancement . . . . . . . . . . . . . . .118 The Land . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .28 Spending Advancements . . . . . . . . .119 Beasts and Monsters . . . . . . . . . . . . . . . . . . .31 5. Game Basics................ 131 Magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .31 Beats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .135 2. The Novels.................. 33 Breathers . . . . . . . . . . . . . . . . . . . .136 3. The Adventure Game.......... 35 When Should I Roll the Dice? . . . . . . . . . .137 If You’re New to Mistborn . . . . . . . . . . . . . .35 Types of Rolls . . . . . . . . . . . . . . . . . . . . . . . . .138 If You’re New to Gaming . . . . . . . . . . . . . . .36 Dice Pools . . . . . . . . . . . . . . . . . . . . . . . . . . . .138 What’s in this Book? . . . . . . . . . . . . . . . . . . .37 Applying Traits . . . . . . . . . . . . . . . .139 What’s Next? . . . . . . . . . . . . . . . . . . . . . . . . . .38 Applying Tools . . . . . . . . . . . . . . . .140 Applying Circumstances . . . . . . . .141 BOOK ONE: THE MISTBORN Pools Above Ten Dice . . . . . . . . . .142 ADVENTURE GAME . . . . . . . . . . . . 41 Pools Below Two Dice . . . . . . . . . .142 1. Getting Started............... 43 Difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . .142 If You’ve Never Played an RPG Before . . .43 Rolling the Dice . . . . . . . . . . . . . . . . . . . . . . .143 If You’re an Experienced Gamer . . . . . . . .44 What’s the Outcome? . . . . . . . . . . . . . . . . .144 What You Need to Play . . . . . . . . . . . . . . . . .45 Describing Outcome . . . . . . . . . . .144 Your First Game . . . . . . . . . . . . . . . . . . . . . . .46 When Not to Use Outcome . . . . . . .149 The Narrator . . . . . . . . . . . . . . . . . .46 Complications . . . . . . . . . . . . . . . . . . . . . . . .149 Everyone Else . . . . . . . . . . . . . . . . . .47 Nudges . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .152 Sample Characters . . . . . . . . . . . . . . . . . . . .48 Nudging Success . . . . . . . . . . . . . .152 2. Game Terms................. 65 Nudging Failure . . . . . . . . . . . . . . .153 3. Building Heroes.............. 71 6. Contests ................... 155 What Makes a Character . . . . . . . . . . . . . . .71 Extended Contests . . . . . . . . . . . . . . . . . . . .156 Attributes . . . . . . . . . . . . . . . . . . . . .71 Actions Between Beats . . . . . . . . . .156 Standings . . . . . . . . . . . . . . . . . . . . .72 Other Contest Rules . . . . . . . . . . . . . . . . . . .155 Powers . . . . . . . . . . . . . . . . . . . . . . .73 Contests with Traits . . . . . . . . . . . . . . . . . . . . . . . .74 Multiple Participants . . . . . . . . . . .157 Resiliences . . . . . . . . . . . . . . . . . . . .75 Contests with Props . . . . . . . . . . . . . . . . . . . . . . . .76 Three or More Sides . . . . . . . . . . . .157 Destiny and Tragedy . . . . . . . . . . . .76 Contests and Difficulty . . . . . . . . . .158 Secrets . . . . . . . . . . . . . . . . . . . . . . .77 Describing Contests . . . . . . . . . . . . . . . . . .158 Building Your Hero . . . . . . . . . . . . . . . . . . . . .79 Describing Contests Step 1: Start with the Crew . . . . . . .79 with Three or More Sides . . . . . . . .160 Step 2: Devise a Concept . . . . . . . . .82 Describing Extended Contests . . . .160 Step 3: Answer 10 Splitting the Focus . . . . . . . . . . . . .162 Important Questions . . . . . . . . . . . . .82 Sample Contests . . . . . . . . . . . . . . . . . . . . . .164 TABLE OF CONTENTS 7. Conflicts................... 167 BOOK TWO: Conflicts in Brief . . . . . . . . . . . . . . . . . . . . . .168 THE TREATISE METALLURGIC . .263 Setting Up . . . . . . . . . . . . . . . . . . . . . . . . . . . .168 1. Magic of the Final Empire..... 265 Framing the Scene . . . . . . . . . . . . . . . . . . . .170 2. Allomancy ................. 267 Grouping Extras . . . . . . . . . . . . . . . . . . . . . .171 History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .268 The Conflict Round . . . . . . . . . . . . . . . . . . .172 Allomancy Basics . . . . . . . . . . . . . . . . . . . . .269 Step 1: Declare Actions Gaining & Improving Allomancy . . . . . .269 & Determine Action Dice . . . . . . . .172 Multiple Allomantic Powers . . . . . . . . . . .270 Step 2: Resolve Actions . . . . . . . . .177 Burning . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .270 Damage and Defeat . . . . . . . . . . . . . . . . . .180 Allomantic Stunts . . . . . . . . . . . . . . . . . . . .272 Complications in Conflicts . . . . . . . . . . . .188 Misting Savants . . . . . . . . . . . . . . . . . . . . . .273 Nudges in Conflicts . . . . . . . . . . . . . . . . . . .189 3. Feruchemy ................. 275 Describing a Conflict . . . . . . . . . . . . . . . . . .190 History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .276 8. Physical Conflicts (Combat) ... 193 Feruchemy Basics . . . . . . . . . . . . . . . . . . . . .276 What is Physical Damage? . . . . . . . . . . . .194 Gaining & Improving Feruchemy . . . . . .277 Circumstances in Combat . . . . . . . . . . . .195 Storing in a Metalmind . . . . . . . . . . . . . . .278 Range and Movement . . . . . . . . . . . . . . . .196 Tapping a Metalmind . . . . . . . . . . . . . . . . .280 Weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . .197 4. Hemalurgy ................. 283 Armor and Shields . . . . . . . . . . . . . . . . . . . .198 Hemalurgic Creations . . . . . . . . . . . . . . . .284 Tactics in Combat . . . . . . . . . . . . . . . . . . . .199 History . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .285 Sample Combat . . . . . . . . . . . . . . . . . . . . . .199 Hemalurgy Basics . . . . . . . . . . . . . . . . . . . .286 9. Social Conflicts ............. 209 Gaining & Improving Hemalurgy . . . . . .286 What is Social Damage? . . . . . . . . . . . . . .211 5. The Metals . . . . . . . . . . . . . . . . . 291 Circumstances in a Social Conflict . . . . .212 Metal Categories & Qualities . . . . . . . . . .291 Tactics in a Social Conflict . . . . . . . . . . . . .213 6. Tin ....................... 295 Example of Play . . . . . . . . . . . . . . . . . . . . . .215 7. Pewter .................... 299 10. Mental Conflicts............ 219 8. Iron....................... 303 What is Mental Damage? . . . . . . . . . . . . .221 9. Steel ...................... 309 Circumstances in 10. Copper ................... 315 a Mental Conflict . . . . . . . . . . . . . . . . . . . . .222 11. Bronze ................... 321 Tactics in a Mental Conflict . . . . . . . . . . .223 12. Zinc ..................... 325 Example of Play . . . . . . . . . . . . . . . . . . . . . .227 13. Brass..................... 331 11. Changing the World......... 231 14. Aluminum ................ 337 How Standing Works . . . . . . . . . . . . . . . . .231 15. Duralumin ................ 341 Resources: The Power of Privilege . . . . .232 16. Chromium ................ 345 Influence: The Power of Connections . .241 17. Nicrosil................... 349 Spirit: The Power of Fate . . . . . . . . . . . . . .247 18. Gold . . . . . . . . . . . . . . . . . . . . . 353 12. Children of the Contract...... 253 19. Electrum.................. 357 Physiology and Forms . . . . . . . . . . . . . . . .253 20. Cadmium ................. 361 The Contract . . . . . . . . . . . . . . . . . . . . . . . . .254 21. Bendalloy................. 365 Playing a Kandra Hero . . . . . . . . . . . . . . . .255 22. Atium . . . . . . . . . . . . . . . . . . . . 369 Kandra Powers . . . . . . . . . . . . . . . . . . . . . . .255 23. Malatium ................. 373 Blessings . . . . . . . . . . . . . . . . . . . . . . . . . . . . .259 24. Larasium ................. 375 TABLE OF CONTENTS BOOK THREE: Fulfilling Destiny & ALWAYS ANOTHER SECRET . . . .379 Overcoming Tragedy . . . . . . . . . . . . . . . . .478 1. Behind the Curtain........... 381 Tying it all Together . . . . . . . . . . . . . . . . . . .479 Playing the Narrator . . . . . . . . . . . . . . . . . .382 8. Heroes of the Your Job . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .382 Mistborn Trilogy .............. 481 Your Rights . . . . . . . . . . . . . . . . . . . . . . . . . . .384 Vin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .481 2. Narrating Stories ............ 387 Kelsier . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .486 Descriptions . . . . . . . . . . . . . . . . . . . . . . . . . .388 Sazed . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .489 The Mistborn Style . . . . . . . . . . . . . . . . . . . .389 Elend Venture . . . . . . . . . . . . . . . . . . . . . . . .492 3. Exploring the Novels......... 393 Zane . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .495 Discovering New Places . . . . . . . . . . . . . . .394 Marsh . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .498 Meeting New People . . . . . . . . . . . . . . . . . .399 Dockson . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .501 Making New Tales from the Old . . . . . . .401 Breeze . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .503 The Importance of What If . . . . . . . . . . . .402 Ham . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .505 4. Creating Your Own Stories .... 405 Clubs . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .506 How to Build a Story . . . . . . . . . . . . . . . . . .406 Spook . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .508 Step 1: Come up with a Scene . . . . . . . . .407 OreSeur . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .511 Step 2: Devise a Plan of Action . . . . . . . .418 TenSoon . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .512 Step 3: Add Twists . . . . . . . . . . . . . . . . . . . . .420 9. Rogues Gallery.............. 515 Step 4: Select Allies and Enemies . . . . . .423 Villains & Extras . . . . . . . . . . . . . . . . . . . . . . .515 Step 5: Add Secrets (Optional) . . . . . . . . .427 What About Allies? . . . . . . . . . . . . . . . . . . .516 Step 6: Choose Turning Points . . . . . . . . .428 Ordinary Folk . . . . . . . . . . . . . . . . . . . . . . . . .517 Your Story’s Ready! . . . . . . . . . . . . . . . . . . .431 The Nobility . . . . . . . . . . . . . . . . . . . . . . . . . .520 5. Running the Game........... 433 Warriors and Rogues . . . . . . . . . . . . . . . . .523 The Most Important Rule: Allomancers and Feruchemists . . . . . . . .527 Have Fun! . . . . . . . . . . . . . . . . . . . . . . . . . . . .434 The Steel Ministry . . . . . . . . . . . . . . . . . . . . .534 The Key to Collaboration: Koloss . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .537 Say Yes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .436 Mistwraiths and Kandra . . . . . . . . . . . . . .540 Creating Heroes . . . . . . . . . . . . . . . . . . . . . .437 Animals . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .544 Helping Heroes Grow . . . . . . . . . . . . . . . . .440 10. Creating Your Own Taking Action . . . . . . . . . . . . . . . . . . . . . . . . .442 Characters ................... 547 6. Secrets .................... 455 Villain & Extra Sheets . . . . . . . . . . . . . . . . .548 Secrets as the Fuel of Play . . . . . . . . . . . . .456 Step 1: Devise a Concept . . . . . . . . . . . . . .548 Dealing with Player Knowledge . . . . . . .457 Step 2: Determine Attributes & Using Secrets . . . . . . . . . . . . . . . . . . . . . . . . .457 Standings . . . . . . . . . . . . . . . . . . . . . . . . . . . .550 The Secrets Sheet . . . . . . . . . . . . . . . . . . . . .460 Step 3: Add Traits . . . . . . . . . . . . . . . . . . . . .551 Secrets of the Novels . . . . . . . . . . . . . . . . . .461 Step 4: Choose Powers . . . . . . . . . . . . . . . .552 7. Destiny & Tragedy........... 465 Step 5: Select Equipment . . . . . . . . . . . . . .553 The Destiny & Tragedy Script . . . . . . . . . .466 Step 6: Resilience, Destiny, & Creating a Hero’s Personal Saga . . . . . . .466 Tragedy (Villains Only) . . . . . . . . . . . . . . . .554 Beginnings, Middles, and Ends . . . . . . . .468 Step 7: Determine Threat . . . . . . . . . . . . .555 Changing Your Mind . . . . . . . . . . . . . . . . . .476 Example Extra: Ashen Hands Goon . . . .555 Rewarding Progress . . . . . . . . . . . . . . . . . .477 Sheets . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .556 THE ELEVENTH METAL Kelsier held the small, fluttering piece of paper pinched between two fingers. The wind whipped and tore at the paper, but he held firm. The picture was wrong. He’d tried at least two dozen times to draw it right, to reproduce the image that she’d always carried. The original had been destroyed, he was certain. He had nothing to remind him of her, nothing to remember her by. So he tried, poorly, to reconstruct the image that she had treasured. A flower. That was what it had been called. A myth, a story. A dream. “You need to stop doing that,” his companion growled. “I should stop you from drawing those.” “Try,” Kelsier said softly, folding the small piece of paper between two fin- gers, then tucking it into his shirt pocket. He would try again later. The petals needed to be more tear-shaped. Kelsier gave Gemmel a calm gaze, then smiled. That smile felt forced. How could he smile in a world without her? Kelsier kept smiling. He’d do so until it felt natural. Until that numbness, tied in a knot within him, started to unravel and he began to feel again. If that was possible. It is . Please let it be . “Drawing those pictures makes you think of the past,” Gemmel snapped. The aging man had a ragged gray beard, and the hair on his head was so unkempt, it actually looked better groomed when it was being whipped around by the wind. “It does,” Kelsier said. “I won’t forget her.” “She betrayed you. Move on.” Gemmel didn’t wait to see if Kelsier continued arguing. He moved away; he often stopped in the middle of arguments. Kelsier didn’t squeeze his eyes shut as he wanted to. He didn’t scream d efiance to the dying day as he wanted to. He shoved aside thoughts of Mare’s betrayal. He should never have spoken his concerns to Gemmel. He had. That was that. Kelsier broadened his smile. It took effort. Gemmel glanced back at him. “You look creepy when you do that.” “That’s because you’ve never had a real smile in your life, you old heap of ash,” Kelsier said, joining Gemmel by the short wall at the edge of the roof. They looked down on the dreary city of Mantiz, nearly drowning in ash. The people here in the far north of the Western Dominance weren’t as good at cleaning it up as they were back in Luthadel. Kelsier had assumed there would be less ash out here — only one of the ash- mounts was nearby, this far out. It did seem that the ash fell a little less frequently. But the fact that nobody organized to clean it up meant that it felt like there was far more. Kelsier curled his hand around the coping of the wall. He’d never liked this part of the Western Dominance. The buildings out here felt... melted. No, that was the wrong term. They felt too rounded, with no corners, and they were rarely sym- metrical — one side of the building would be higher, or more lumpy. Still, the ash was familiar. It covered the building here just the same as e verywhere, giving everything a uniform cast of black and gray. A layer of it coated streets, clung to the ridges of buildings, made heaps in alleys. Ashmount ash was sootlike, much darker than the ash from a common fire. “Which one?” Kelsier asked, rotating his gaze among the four massive keeps that broke the city skyline. Mantiz was a large city for this dominance, though — of course — it was nothing like Luthadel. There weren’t any other cities like Luthadel. Still, this one was respectable. “Keep Shezler,” Gemmel said, pointing toward a tall, slender building near the center of the city. Kelsier nodded. “Shezler. I can get in the door easily. I’ll need a costume — fine clothing, some jewelry. We need to find a place I can fence a bead of atium — and a tailor who can keep his mouth shut.” Gemmel snorted. “I’ve got a Luthadel accent,” Kelsier said. “From what I heard on the street earlier, Lord Shezler is absolutely infatuated with the Luthadel nobility. He’ll fawn over someone who presents himself right; he wants connections to society closer to the capital. I—” “You aren’t thinking like an Allomancer,” Gemmel cut him off, his voice gruff. “I’ll use emotional Allomancy,” Kelsier said. “Turn him to my—” Gemmel suddenly roared, spinning on Kelsier, moving too quickly. The r agged man snagged Kelsier by the front of his shirt and shoved him to the ground, looming over him, rattling the roof tiles. “You’re Mistborn, not some street Soother working for clips! You want to be taken again? Snatched up by his minions, sent back to where you belong? Do you?” 8 MISTBORN ADVENTURE GAME Kelsier glared back at Gemmel as the mists began to grow in the air around them. Sometimes Gemmel seemed more beast than man. He began muttering to himself, speaking as if to a friend Kelsier couldn’t see or hear. Gemmel leaned closer, still muttering, his breath pungent and sharp, his eyes wide and frenzied. This man wasn’t completely sane. No. That was a gross under- statement. This man had only a fringe of sanity left to him, and even that fringe was beginning to fray. But he was the only Mistborn who Kelsier knew, and damn it, Kelsier was going to learn from the man. It was either that or start taking lessons from some nobleman. “Now you listen,” Gemmel said, almost pleading. “Listen for once. I’m here to teach you how to fight. Not how to talk. You already do that. We didn’t come here so you could saunter in playing nobleman, like you did in the old days. I won’t let you talk through this, I won’t. You’re Mistborn. You fight.” “I will use whatever tool I have to.” “You’ll fight! Do you want to be weak again, let them take you again?” Kelsier was silent. “You want vengeance on them? Don’t you?” “Yes,” Kelsier growled. Something massive and dark shifted within him, a beast awakened by Gemmel’s prodding. It cut through even the numbness. “You want to kill, don’t you? For what they did to you and yours? For taking her from you? Well, boy?” “Yes!” Kelsier barked, flaring his metals, shoving Gemmel back. Memories. A dark hole lined by crystals sharp as razors. Her sobs as she died. His sobs as they broke him. Crumpled him. Ripped him apart. His screams as he remade himself. “Yes,” he said, coming up onto his feet, pewter burning within him. He forced himself to smile. “Yes, I’ll have vengeance, Gemmel. But I’ll have it my way.” “And what way is that?” Kelsier faltered. It was an unfamiliar experience for him. He’d always had a plan, before. Plans upon plans. Now, without her, without anything... The spark was snuffed out, the spark that had always driven him to reach beyond what others thought possible. It had led him from plan to plan, heist to heist, riches to riches. It was gone now, replaced by that knot of numbness. The only thing he could feel these days was rage, and that rage couldn’t guide him. He didn’t know what to do. He hated that. He’d always known what to do. But now... Gemmel snorted. “When I’m done with you, you’ll be able to kill a hundred men with a single coin. You’ll be able to Pull a man’s own sword from his fingers and strike him down with it. You’ll be able to crush men within their armor, and you’ll be able to cut the air like the mists themselves. You will be a god. Waste your time with emotional Allomancy when I’m finished. For now, you kill.” The bearded man loped back to the wall and glared at the keep. Kelsier slowl y reined in his anger, rubbing his chest where he’d been forced to the ground. THE ELEVENTH METAL 9

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