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His Majesty The Worm GM Screen

The document outlines the phases of gameplay including Camp, City, and Challenge phases, detailing actions players can take and the consequences of those actions. It also describes various mechanics such as light sources, ambushes, afflictions, and conditions affecting characters during gameplay. Additionally, it provides rules for recovery and managing wounds, emphasizing the importance of strategy and resource management in the game.

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0% found this document useful (0 votes)
123 views3 pages

His Majesty The Worm GM Screen

The document outlines the phases of gameplay including Camp, City, and Challenge phases, detailing actions players can take and the consequences of those actions. It also describes various mechanics such as light sources, ambushes, afflictions, and conditions affecting characters during gameplay. Additionally, it provides rules for recovery and managing wounds, emphasizing the importance of strategy and resource management in the game.

Uploaded by

themerrymushmen
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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On The Order of Things

Challenge Phase Camp Phase


1. Camp Actions - Set up camp and take one Camp Action each
1. Draw Hand 2. Break Bread - Consume a ration or mark Stressed. On 2+ Camp Phases without
Players draw 4 cards. GM draws 3 cards, then adds: consuming rations, skip steps 4 and 5.
1 for each Enemy type 1 per enemy larger than a human 3. No Rest For the Wicked - Check for Random Camp Events
1 if 2x enemies than adventurers 2 if there’s an elite enemy 4. Recovery - Refill Lore Bids, clear the Staggered condition, and burn Charged
1 if more enemies than adventurers 3 if there’s a dungeon lord Bonds to clear Wounds/Injured/Staggered or regain Resolve.
5. End of Phase - Mark Stressed if you don’t have two of: bedroll, tent, or fire.
Mulligan if hand is mostly Majors.

2. Play Initiative City Phase


Players each play a facedown card as their Initiative. 1. Death and Taxes - Pay 50% of carried gold coins as tax.
GM plays facedown cards for each significant monster or group's Initiative. 2. Noteworthy Deeds - Erase the oldest deed on the guild roster and replace with
Each card can only have one facedown action at a time. one from your latest Crawl (if any).
3. City Events - draw on the City Events table.
3. Take Turns 4. Turn in Contracts - Gain 1XP for each completed contract, and sell any items
GM counts up initiative. Flip your Initiative face up on your turn, or if an action of art and extravagance.
is being taken against you. 5. Upkeep - Pay for a level of upkeep - Destitute(free), Impoverished (25G),
Action Value is card value + Attribute. If multiple enemies attack the same Common (50G) or Luxurious (100G). Refill your pack with gear of the level you
target: 2+ gets favor, 4+ deal Piercing, 8+ deal Critical paid for. Destitute upkeep marks the Stressed condition. Common upkeep allows
The Fool has a value of 0 and must be played alongside another card. The Fool burning charges to for healing, Luxurious heals all wounds and refreshes
allows the action to be played as an Interrupt on any turn. Resolve.
6. City Actions - Players each take one City Action.
4. Minor Actions
Action Value is card value.
The suit of cards played for Minor Actions must match the action.
Morale
Players are limited to one action per turn. Situation MV
Each enemy/group gets up to one minor action per other character’s turn.
Overwhelming Strength 20
5. Repeat Evenly Matched 18
Enemies might scatter or surrender. Check minor arcana discard pile vs MV if Wary 10
applicable. Otherwise facedown actions remain as is and the GM hand is Routed 8
discarded.
On The Hazards of Adventuring
Light Sources Favor and Disfavor
Candles/Torches/Lanterns flicker 2/3/4 times. Favor adds +3 to test value, Disfavor subtracts 3.
Light sources break and go out if they are hit in combat or are used as a weapon. Favor can be gained from relevant motifs, meaningful collaboration, or
When dropped, Candles go out but can be relit; Torches may go out 50%; spending resolve prior to making a test.
Lamps are Destroyed.
Dim light gives disfavor on complex or visual-reliant tasks, unless someone
Pushing Fate
holds up a light for you. Bright light gives no penalties. Hiding requires dim Push fate on a failed test of fate adding an additional card to your total - great
light, and thus not holding a light source. successes are impossible, and failures become great failures.

Candles do not give dim light to the rest of the guild. You can tie your lantern to Pulling the Fool is an automatic great failure.
your belt. If you suffer a Wound with it on your belt, your lantern is also
Destroyed, covering you in oil. Group Tests
The most qualified and least qualified player both make a test of fate.
Watches
Great Failure subtracts 1 hit, Success adds 1 hit, Great Success adds 2 hits.
Draw on the Meatgrinder whenever a watch passes. A watch passes:
2 hits: success for the group 0 hits: failure for the group
• Each time the party moves to a new room
• Whenever the party spends a long time on a task 1 hit: group is put in a tight spot <0 hits: disaster for the group
• Each Camp and Challenge Phase
Falling
Moving Carefully Falling deals 1 Piercing Wound per 10’ fallen.
If the guild is proceeding very slowly or methodically, pull again on the Test Pentacles to treat fall as 10’ shorter;
Meatgrinder after resolving potential encounters.
Treat as 20’ shorter on great success;
If the second draw is Torches Gutter, keep the result. Otherwise, nothing
happens. Take damage as normal and Destroy all fragile items on person on great failure.

Ambushes Chases
Players ambushing: Play as a Vigilance action that automatically succeeds if the Superior mobility resolves chase without tests.
stated trigger occurs. Otherwise, group Pentacles test; clever tricks grant favor to one or both testing
Monsters ambushing: Closest adventurer in marching order tests Cups. On fail, adventurers.
the monster has an auto-successful action with which it tries to create an
On 2+ hits: A clean getaway.
environmental or situational advantage; if it cannot, it resorts to a cheap 1
Wound sucker punch. On 1 hit: The GM should introduce a complication.

After ambush, Challenge phase begins as normal. On 0 or fewer hits: Cornered with no path of escape.
On Maladies and Recovery
Afflictions Effects
Draw a progress clock with a section for each stage - mark progressed sections with Blind: can’t see; disfavor to Challenge actions/tests of fate, if they can even be
hatch marks and cured sections in black - and immediately gain Stage 1. made; no missile attacks at all. All harmful actions against Blind creatures gain
Automatically progress one stage at the end of each Camp Phase unless the next favor.
stage has been cured.
Control: Obey the order given. Effect ends if order is completed or if it cannot be
Rest and Recover during the Camp Phase and burn charges to cure a stage, starting completed. In combat, Controlled creatures perform the given order, using the
with the last stage and moving counter-clockwise. Affliction regresses if current value used to Control them.
stage is cured, and is healed completely when all stages are cured.
Deafen: Cannot hear; also, disfavor on Speak Incantation.

Displace: Displaced creatures are moved as per initiating effect.


Wounds
When a player takes a wound, choose one of: Destroy: Destroyed items are unusable.

Notch a piece of armor Wound a talent (max 2) Disarm: Drop one held item. Picking up weapons is a Recover action.
Mark the Staggered condition Mark the Injured condition Exhaust: Exhausted creatures have disfavor to all tests and Challenge actions.
Mark the Death's Door condition
Heal: Remove a Wound from a condition.
Once a piece of armor has 0 Notches, it’s Destroyed.
Inspire: Inspired creatures must immediately role-play one of the seven
When a creature is wounded first reduce their Defense. When there’s no Defense
Dispositions to the best of their ability
left reduce Health. When Health is 0, they’re at Death's Door.
Grow/Shrink: Double or halve in size. Gain favor when this is advantageous and
Piercing damage cannot be absorbed by armor/shield/helm and bypasses enemy
disfavor when disadvantageous.
Defense.
Notch: When an item suffers harm, it is Notched. After some amount of Notches,
Critical damage inflicts Injured on players. If already Injured, they’re on Death's
the item is Destroyed. Most things are Destroyed after one Notch. Durable items/
Door. If already at Death’s Door, they die. Creatures taking Critical damage reduce
gear after two. Tempered steel gear after three Notches. Notches can be restored
their Health to 0, and are on Death's Door. with a Tinker’s Kit or during the City Phase.

Root: Immediately disengage, and cannot move (Move, Avoid, Dash, Dodge)
Conditions
Shroud: Impossible to see without magic or special senses. Can only be targeted if
Injured: The next Wound inflicts Death’s Door. Can’t heal Wounded Talents.
moving or interacting with the world, though with disfavor. Shrouded creatures
Staggered: No immediate effects, healed automatically during camp phase unless have favor on harmful actions against anyone who doesn’t see them.
Stressed.
Silence:Mute, thus cannot Speak Incantations.
Stressed: Can’t heal other Conditions.
Stun: In a Challenge, immediately choose and discard a card from your hand. Does
Death's Door: Unconscious and will rise as a zombie/wraith after 1 watch unless not require being Recovered from.
Healed. and in a quasi-state of death. You will linger there for a single watch
Trip: Immediately disengage and fall prone. Prone creatures cannot Move, Avoid
afterwards. Mark Stressed if Healed.
or Dash. Melee against prone targets has favor, missiles have disfavor.

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