238 MISTBORN ADVENTURE GAME CHANGING THE WORLD Example Koel hits the streets

238 mistborn adventure game changing the world

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238 MISTBORN ADVENTURE GAME CHANGING THE WORLD Example: Koel hits the streets before the Keep Hasting raid, looking for a bead of atium. This has a very high Difficulty (5), but this is why Becky invested so heavily in her Resources score (also 5). She spends and rolls, but fails with two 6’s, one 3, and two 2’s — a Result of 2 with two Nudges. She spends and rolls again, this time with only 4 dice, and gets two 5’s, one 4, and one 2 — a Result of 5 with no Nudges. It’s enough, and her Resources score settles in at 3. The deal was steep and she paid too much, but Koel has what she needs. If she doesn’t use it during the raid, she can sell it back (explaining its loss at the next Long Breather). SECURING SERVICES Heroes can’t be everywhere at once, nor can they do everything themselves, but they can often find someone to do a job for the right price. A character may attempt a Resources Challenge to secure a service, or individuals to conduct a service. The Difficulty depends on the scope or rarity of the service, and any service secured lasts until completed or for 1 week, plus one additional week per Nudge spent (whichever comes first). WHERE’S THE MONEY? You may have noticed the Mistborn Adventure Game doesn’t include descriptions of coin or prices, even though “boxings” and “copper clips” are mentioned in the novels. The rules fold money as Resources dice for a variety of reasons, chiefly because the stars of the Mistborn trilogy never use or worry about it (except to fire at their enemies or fuel Steeljumps, and we’ve covered those uses elsewhere). Also, as a true fantasy epic the series’ viewpoint is positioned above such petty details. Money is here as it appears in the books — it’s something some characters have, and many pursue, but it’s ultimately less of a goal or statistic than a driving force in the narrative. Like their literary cousins, the Heroes of your saga are concerned with what they’re doing and the fate of the world around them, not the number of coins in their pockets or how much loot they’ve stashed back at their hideout. This doesn’t mean money doesn’t exist in our Final Empire — quite the contrary — but the rules keep the details light and focused on the plot, as it should be. When you need to represent characters having extra money, an extra Resources die or two is a good replacement for counting coins. Keep it simple: one die for a minor boon and two for a major windfall (and never more lest money start to dominate and ultimately render rolling irrelevant). The Narrator should also keep expenditures in mind, as any coin in hand will eventually be spent, reducing or eliminating these bonus Resources dice.
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BOOK ONE 239 CHANGING THE WORLD Individuals employed to conduct a service work only on the task they’re hired for, and refuse to make unrelated rolls or provide additional help unless duly compensated.
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