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Trenchcoat/TRENCHCOAT.md
Jack Eden Oliver fddcdc7ba0 2nd pass at rules
2025-11-23 15:46:41 +00:00

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You are criminal woodland critters. Experts in disguising yourselves as one NORMAL HUMAN. You are part of a daring and competent heist wherein you will bicker amongst yourselves in a CONVINCING DISGUISE to infiltrate your target and make off with the goods.
At the start of the game you will create your unique woodland critter with your own backstory, goals, items, and abilities, then during the course of the game your whole team will gain access to group skills used to complete actions disguised as a NORMAL HUMAN.
## RULES
In the game players will attempt to do mundane and/or insane things where the outcome is uncertain so to resolve what happens players will attempt to pass a SKILL TEST. In a Skill Test a player will roll one or more dice and aim to get a 3 or higher on at least one of them to pass. See SKILL TESTS for more.
The game is broken into rounds called CAPERS each made up of three NORMAN ACTIONS and a varying amount of MISCHIEF. The LEADER will plan the Caper, naming a GOAL and up to three Actions to achieve it and which players will perform each action. If a goal needs fewer than three actions to complete the remaining actions are filled with "Patience" actions, see below.
The Actions must be planned at the start, in the order the team will attempt them, before any Skill Tests are done. Once a Caper is planned the team is committed to the Actions til the end, even if earlier parts of the plan fail, though the Goal may change mid-Caper.
NORMAN ACTIONS are anything your group wants to accomplish while disguised as Norman, such as standing up, walking, scaling a building, holding or manipulating an object, lying about being a human, disarming a bomb, arranging a hot date, opening a door, eating delicious spaghetti, etc. Anything you want to do as Normal needs to be expressed as up-to three NORMAN ACTIONS.
At the start of the game you have access to four Norman Actions:
- HEAD 1, "HUMAN DIALOG": Any attempt at human noises.
- ARM 1, "I HAVE THUMBS": Any attempt to do anything with hands or arms.
- LEGS 1, "NORMAL WALK": Any attempt to do anything with legs.
- TRENCHCOAT 1, "PATIENCE": Attempt to do nothing (failing players perform a free MISCHIEF action).
Norman actions have 4 parts, the TYPE (Head, Arm, Legs, or Trenchcoat), the LEVEL (1, 2, or 3), the name (e.g. "HUMAN DIALOG"), and a short description of what the action does (e.g. "Any attempt at human noises").
The Type determines who in the team needs to roll dice to attempt the Action:
- HEAD actions requires 3 players to make 1 Skill Test each.
- ARM actions requires 1 player to make 3 Skill Tests on their own.
- LEGS actions requires 2 players to make 3 Skill Tests between them, one player taking one Test and the other player taking the remaining two.
- TRENCHCOAT actions are special actions that require ALL players to make 1 Skill Check each rolling a 2 or higher on ALL dice.
The Level determines the number of dice in the dice pool for this Action before any more are added, a Level 1 Action gives the players a dice pool of 1 die, a Level 2 Action gives 2 dice, and a Level 3 Action gives 3 dice. The more dice in the dice pool the easier it is to pass the Skill Test for the Action.
A Caper is made up of a Goal and up-to three Norman Actions. A Caper is a success if the Goal is achieved by the end (regardless of whether everything went to plan). If the Caper was a success the Leader at the end of the Caper remains in charge, and the team gain a new Norman Action based on the Caper. The Action Type is determined by the game master, the Level is 1 higher than the lowest Level used in the Caper, and the Name and Description are taken from the Goal and what happened in the Caper itself.
Here's a couple of examples of successful Capers:
- GOAL: Cross the Room and Open the Door
ACTIONS: Legs 1 Normal Walk (stand up), Legs 1 Normal Walk (cross the room), Arms 1 I have Thumbs (Grab the door handle and pull).
NEW ACTION: Legs 2 "CLEVER GIRL": Cross a room and open a door.
- GOAL: Scare Larry
ACTIONS: Trenchcoat 1 Patience (Stay quietly in the closet), Legs 2 Clever Girl (Burst out of the closet when we hear Larry), Head 1 Human Dialog (Pretend to be a ghost)
NEW ACTION: Trenchcoat 2 "BOO": Hide somewhere, then jump out and scare someone.
A Caper can succeed if the Goal is met, even if some of the Skill Tests were failed, for example if while scaring Larry the Human Dialog Test was failed, another player may have used some Mischief to scare Larry another way.
Sometimes though failed Skill Tests will be too much to recover from and the Caper will fail, even if the Caper is failing the team is still committed to it, so you still keep going even if an earlier Test failed. Here's a couple of examples:
- GOAL: Cross the Room and Open the Door
ACTIONS: Legs 1 Normal Walk (stand up) FAILED, Legs 1 Normal Walk (cross the room), Arms 1 I have Thumbs (Grab the door handle and pull).
WHAT HAPPENS: The players making the Legs Test fail and Norman falls over, but the Caper keeps going, the next Legs test now sees Norman sliding on his face across the room, and the Arms test sees Norman punch his hand into a waste paper bin.
If a Skill Test for an Action fails, after the failed action is resolved ("Norman falls over") any player who hasn't made a Skill Test yet this Caper may say "Hang on a minute, I have a great idea" to become the Leader. The new Leader must keep the planned Actions for this Caper but can change the goal, ask a mischief player to help, or put a new spin on the situation to to still see the Caper pulled off. This process can happen multiple times after any failed Skill Test is resolved.
In the example above, the new Leader might have the last player throw the paper bin at the door handle to try and knock it open, and if successful might gain a new Action like 'Arm 2 "This Is Doors" Throw an item to open something'.
String together enough Successful Capers and eventually the Heist is sure to be a success.
Any players not required to make a Skill Test during a Caper may instead get up to MISCHIEF.
MISCHIEF lets you use any of your Mischief skills at any point during a Caper.