Contingency RPG


Early Playtest

Taking Harm


Early Playtest

Taking A Mark

Marks represent taking light damage, a temporary hindrance to an attribute. When rolling that attribute, add +1p per mark to your roll and clear one of those marks.

If you are required to take a mark on an attribute that already has two marks, then you take harm instead.

At the start of a scene, you may clear all marks.

Taking Harm

When you take harm, choose to roll either your Endurance or Morale dice pools (which ever best fits the narrative), removing any dice that result in a 6, 7 or 8.

If either your Endurance or Morale dice pools become depleted then your character is downed.

Anytime you are required to roll an empty Endurance or Morale dice pool, instead roll 2d8 and take the result of the lower dice value. On a 1 through 5 your character has come to the end of their adventuring career and must perform one of the Character Retirement options.

At the start of a scene, you may regain one Endurance and one Morale dice. If there has been a significant amount of time between scenes (ie days/weeks) then regain all Endurance and Morale dice.

Downed, but not out.

When downed, you must either Take a Mark to push yourself in performing an action (add +1d to your roll), or have someone Provide Assistance to you.

Conditions and Status Effect.

Conditions and Status Effects are hindrances that apply to your character under various narrative situations.

Based upon the size of the condition's dice pool you may need to:

In order to clear a condition, you must perform an action within the narrative with the intention of removing the condition. On a success, roll the condition's dice pool. On a critical success drop a die from the condition and then roll the remaining dice (if any). When the pool is depleted your character is no longer burdened by that condition.

As an example...

Your character gains the Bleeding Out condition with a pool size of 2. Any time your character has a complication from physically exerting themselves, you may be required to roll 2 of your Endurance dice.

Additionally, the Game Moderator may choose to spend their Tension Token of activating all or part of a condition's dice pool.