About | Rules | Characters


About

Storytelling


Precipitate provides the tools for players to step into another world as another person. It features equal parts conversation, exploring, and fighting. Guides, references, and clear Character goals help players Roleplay as their Character during these sitations. The game is about the game master presenting a situation, the players working together as their Characters to figure out what to do about it, and the game master narrating the results. Through the course of working together to complete common goals, Characters grow and go through their own personal arcs.

For game masters, session prep is intented to be minimal. The game master improvs along side of the players, unsure of what is going to happen next. While daunting, Precipitate provides guides and techniques to help build the confidence for running games with minimal prep time.

Exploring


Given a short description that highlights the most critical parts of a scene, players ask questions to drive detail where it matters. Character interact with the world in a grounded way. Players describe how their Characters lift a matress to look under it, flip through the pages of a diary, or pinch out a candle's light.

The game master forewarns danger and frames it as a choice rather than suprise. The player will know that something is trapped before they trigger it, but the mechanics of how the trap works and how they might disarm a critical mechanism is up to them to discover.

Fighting


Lethality fuels creativity. The table stays alive with discussions and careful deliberations without downtime. The game master describes what the players observe from their opponents and the players work together to come up with a plan for each of their Characters. The results of the Actions taken from both sides are resolved simultaniously based on simple logic ruled by the game master.

Opponents fight according to their own tactics and behaivors that players need to counter with their own tactics and using the narrative of their actions. Anything that can be done outside of combat, can be done while in combat.

If there is a question, a player describes their intent and the game master describes how they would resolve it. The game master is controlling the world to provide a consistent and believable experience for the narrative. While seemingly adversarial, they are working with the players to tell an interesting story.

Modability


The Rules are a raw reference that provides a simple and consistant backbone, regardless of the setting. The Rules of Precipitate should be adapted to fit the story your table wants to tell.

A handful of settings will be provided in the future to combine with the Rules. The intent is for players to only need a setting guide to create a Character, using the Rules as a reference if someone gets curious.

If you want to publish content using Precipitate, please review the Fine Print on the Legal page.

Rules

Attributes


Attributes are abstract to be able to model a variety of different situations.

  • Stone: Strength, endurance, resilience
  • River: Agility, precision, adaptability
  • Flame: Willpower, determination, intensity

Thresholds

Each Attribute has a Threshold, which is the number to meet or beat when rolling for a Challenge. A lower Threshold is better.

Challenges


Logic determines outcomes based on Character actions. The game master may call for a Character to Challenge an Attribute when an outcome is uncertain with clear consequences. and serves as the final arbiter.

A natural number is the unmodified number shown on a rolled die.

Roll d20Result
Natural 20 or 10 over the ThresholdCritical success, which may include additional benefit to the roller
Equal to or greater than the ThresholdSuccess
Less than the ThresholdFailure
Natural 1 or 10 under the ThresholdCritical failure, which may include additonal harm to the roller

Modifiers


The game master may apply a plus or minus Modifier to a Character's Challenge roll to represent the base difficulty of the Challenge.

Base Difficultyd20 roll Modifier
Very Easy+5
Easy+2
Average0
Hard-2
Very Hard-5

The game master may grant advantage or disadvantage on a Challenge to award creative play, tactics, or to adjudicate a Narrative Detail:

  • Advantage: Roll 2 d20s and take the highest result
  • Disadvantage: Roll 2 d20s and take the lowest result

Luck


Characters can have a maximum of 3 Luck. A Character may spend a Luck to:

  • Force a reroll of any single d20
    • If trying to harm another Character, give the Luck to them
    • If helping another Character or rerolling their own die, give the Luck to the game master
  • Add a reasonable Narrative Detail to the scene
    • Give the Luck to the game master or most negatively affected Character
    • Game master chooses what reasonable means on a case-by-case basis
  • Prevent the use of another Character's Luck

Equipment


Characters have the Equipment that would reasonably carry for their situation. Only unique or notable Equipment is tracked. The game master highlights scarcity and encumbrance as a Narrative Detail when relevant.

Wealth

Wealth is narrative and untracked. If something seems expensive, it is, and acquiring it requires specific effort. Characters have enough to stay stocked with some pocket money left over.

Travel


Travel is handled narratively by offering choices with different consequences or other peculiarities. One route might be safe, but be relatively slow and is patrolled by the guards that are looking for the players' Characters. Another might be through the haunted woods and without roads, meaning the players' Characters would need to leave their wagon behind until they return. Of course, the players can come up with any other routes or way to get to where they're going.

Not every destination needs something interesting. When not critical, travel is mundane and often handwaved.

Combat Rules


Narrative Details provide an advantage or disadvantage Modifier and the Character being fought or action being performed may have Modifiers applied. Remember that creative or tactical play might be awarded with an advantage Modifier.

Suprise

Suprised Characters get only 1 Action during their first round of combat.

Zones

The combat area is divided into Zones, and moving between them may require a Challenge. Characters in the same Zone are within melee range, while ranged attacks can target any visible Zone from the attacker’s position.

Actions


Combat is structured into rounds and follows the same Core Loop with simultaneous resolution. Players collaborate, discussing their plans based on the situation and their assumptions about enemy intent.

Each Character gets 2 Actions per round.

  • Move between Zones
  • Make an Attack
  • Use Equipment or a Scroll
  • Use concentrated effort that might require a Challenge
  • Spend 2 Actions to cast a spell (following Magic Rules, but a failure might be resolved as a failed Attack)
  • Spend no Actions to say 1 or more Prayers (it's free and can be done while doing other actions!)
  • Anything possible outside combat remains possible in combat, including leveraging Narrative Details

Attacks


Attacks against a target are resovlved as a Challenge, with only the players rolling. A Modifier may be applied to the Challenge to represent the target's skill level.

On a success, the player decides what Narrative Detail to offer and the target chooses to lose 1 Heart or to accept the Narrative Detail instead.

On failure, the target offers a Narrative Detail to the player and it's up to the player to lose 1 Heart or accept the Narrative Detail instead.

A critical success or failure instead offers the choice between the loss of 2 Hearts or a more impactful, scene-defining, Narrative Detail.

A roll may affect a different Character than the one who rolled.

Interrupts

Melee interrupts ranged, physical Actions interrupt magical ones, and combat Actions interrupt non-combat Actions. Timing matters and should be explicitly mentioned by the game master before the players commit to their Actions to avoid a player losing their turn from a ruling. Interrupts are intended to limit player actions in different situations and to be used to interrupt their enemies.

Judgement


When rolling Judgement, roll in private and do not reveal the result to other players. Another Character in the same Zone may spend one Action to look at the die result and, if the knocked-out Character is still alive, stabilize them.

Each turn while knocked out, the player may optionally recall a memory of their Character to share with the group. A stable but knocked-out Character wakes up after few minutes with 1 Heart.

Roll d20Effect
20Adrenaline rush. The Character stays up instead of being knocked out, but is knocked out at the end of the next round and must re-roll Judgement.
19-18Stable
17-144 rounds to live
13-103 rounds to live
9-62 rounds to live
5-21 round to live
1Soul already departed

Squads


Squads from a group of goblins to the armies of nations can be modeled as a Character. The primary difference being the narration and scaling the actions being performed to represent the group. A Squad of enemies might do 3 Hearts of damage on a normal success to a single Character, do the normal 1 Heart of damage to another Squad, and have no chance of doing anything against an army in a straight-up fight.

A Squad that is losing Hearts can be thought of as actual loses of some of their members or the gradual loss of morale until the Squad breaks up and flees. The game master will narrate it depending on the situation.

Vehicles


Vehicles are modeled as Characters but, like Squads, have a different narration and scaling. They can be anything from a horse, a single-seated fighter jet, to a massive capital ship in space.

Vehicles might have different crew stations that Characters can operate. If using a vehicle with multiple crew stations for an extended period of time, each crew station should have interesting decisions and valuable contributions to make.

In a large enough vehicle, Characters may move around and perform Actions like they normally would inside of or on the vehicle itself.

Casting Magic


Anyone can use magic.

To cast, reflect on 3 questions:

  1. What emotion am I feeling?
    • Positive emotions fuel constructive effects
    • Negative emotions bring out destructive or chaotic effects
    • The specific emotion shapes the spell, and stronger emotions are harder to control
  2. What's nearby?
    • Magic manipulates the elements and harmony of the surroundings
    • Spells can only use what is present, better or more materials create stronger effects
    • An area's atmosphere and the emotions of others can be harnessed like any other element
  3. What is my intent?
    • Intent gives purpose, the same energy takes different forms
    • Spells can harm, protect, transform, or influence based on the caster's goal
    • Magic follows the caster's purpose, clarity makes it stronger

Everyone has a unique magical signature, a personal flair that influences the manifestation of their magic.

Resolving Magic


Casting spells Challenges the flame Attribute, but some may Challenge stone or river depending on the caster's intent. The Challenge might include a Modifier based on the power of the spell and the situation the caster is in.

Challenge ResultSpell Effect
Critical SuccessSpell is cast with intended effect, but more powerful
SuccessSpell is cast with intended effect
FailureSpell is cast with a related, minor, and unintended effect
Critical FailureSpell is cast with more power, but the caster loses control and the effect is unintended. The caster gains a permanent, undesirable, and interesting quirk related to the spell.

The same spell might produce different results each time it is cast.

Spellcraft


Spellbooks

A caster’s personal notes record past spells and their effects. These are real player notes on paper, treated as notable Equipment.

Scrolls

To create a Scroll, a caster must cast a spell as normal and store the intent and result. This only succeeds if the Challenge result is a critical success or success. On a failure or critical failure, the Scroll is destroyed in the process, no magical effect is produced, and the caster gains a permanent, undesirable, and interesting quirk related to the spell they attempted to store.

Scrolls are used without rolling, treating the user as if they had cast the original spell. Once used, the Scroll is destroyed.

Linked Casting

Spells can target other spells, allowing them to combine effects or negate aspects of each other.

Rituals

Rituals are a powerful, slow, and open form of magic that require clear intent. The more elaborate, detailed, and involved the Ritual, the more powerful and specific the effect.

Prayers


Prayers are freeform, delayed, and fueled by the Favor of a higher patron. To say a Prayer, set a clear intent and give 1 to 3 Favor dice to the game master based on the magnitude of the plea. At a future time, the game master rolls the Favor dice together and takes the highest result against a Threshold of 10 to determine if and how the Prayer is answered. A Prayer may have a Modifier, and either side may propose additional bargains beyond Favor.

Favor

A Character can hold up to 3 Favor dice, which are 20-sided die. Favor is earned by acting in alignment with a patron and can be lost through negative actions. If a Character loses too much Favor, their patron may begin ignoring future Prayers.

Patrons

Patrons have different likes and dislikes for their followers to respect. They grant Prayers relevant to their cause and goals. Patrons require the complete devotion of a Character to answer their Prayers.

Player Guide

TODO Keep the guides to a short set of themes and ideas kinda like the agile manifesto
  • The details players add to the world and their character are how their character preceives the world. The details the game master adds are cannon.
  • Players are encouraged to include details about the parts of the world their character would know about.

Game Master Guide

- Focus on narrative. Use cinematic style scenes, not a pure simulation unless that level of detail is interesting for the scene being played. - Break campaigns up into 5 or 7 session adventures. Take a break, then kick off a new adventure. Characters can roleplay between adventures and do small things on the side to help them grow. - Storytelling and character growth are most important. - Character death can be an emotional high in the right place in a story, but otherwise isn't interesting. Raised stakes and the resulting character growth is more interesting. - The story the table is telling is connected by scenes that are played out by the table. Connect the summaries of these scenes with either "therefore" or "but". - It’s okay to tell the table you need a minute to yourself to figure something out. improvise over prep. - prep should be characters, locations, and threads, and only what they are very likely to encounter during the next session - Encourage character-to-character roleplay for mundane events. Also gives GM time to figure out what to do next (encourage only prepping the next session and adapting to what the players choose to do and engage with). - Game master describes the important details and leaves the rest of the scene open for players to contribute their own details or for them to explore though questions.

Monsters


  • Monsters may have special conditions like skeletons being immune to piercing -- and skeletons needing to be smashed to bits to break their magic binds or something to stop them from re-animating them. monsters should be more than just some numbers on a page, each has unique world interactions and ways of working to encourage players to interact with them on a deeper and more interesting level and to help players start to work outside of the box.
  • fighting straight up engagements is reckless, but being prepared and creative tool use should trivialize encounters monsters should have counters, like beeswax in ears to ignore a siren’s call

Characters

Character Creation


Before you begin, come up with a Character concept. Draw inspiration from anywhere, including other games. Work with the game master to shape the key aspects of your Character while ensuring they fit within the world the group wants to play in.

  1. Assign 12, 13, and 14 to the Thresholds of the stone, river, & flame Attributes (lower is better)
  2. Distribute 3 points between choice of Luck & Favor to set their starting values
  3. Start with 5 Hearts
  4. Write 1 sentence that explains why the Character is an adventurer
  5. Write a core belief the Character holds true
  6. Write the first trait a stranger would notice during their first interaction with the Character
  7. Write the Character's greatest fear or vulnerability
  8. Come up with a signature quirk or habit
  9. Create a secret wish that would change how someone perceives you if they knew it
  10. Choose or create a patron to answer your Prayers if the Character has one and record their likes & dislikes
  11. Design a unique magical signature (see Casting Magic)
  12. Come up with a name & description of what someone would note if they looked at the Character for a few seconds
  13. Choose or create a Destiny (future update)

Character Sheet Usage


Data is auto-saved locally to your browser as you type.

  • Your data is not uploaded and others cannot read it. See Legal.
  • Export your data to back it up between sessions and import it as needed
  • Use export/import to maintain multiple characters
  • Use ctrl+z to undo changes in an input field

Example Characters

Coming soon.

Character Sheet Controls


Input character name to confirm deletion or deletion & import

Import a character

Character Sheet


Character Image

Character Name (pronouns)

Character Description

AspectDescription
Backstory
Core Belief
Dominant Trait
Fear/Vulnerability
Quirk/Habit
Secret Wish
Magical Signature

Notebook


Notes are personal. This is one of many ways to get started with taking notes if you don't know where to start.

  • Start by only using the scratch section
  • Use the other sections if they become helpful
  • Find what works for you, including other digital tools or a physical notebook instead of using this
SectionContent
Scratch
General
People
Locations
Threads
Bestiary
Journal

PV2 Character Sheet

Data is auto-saved locally to your browser as you type.

Tips

Example characters to import



Importing a character deletes the existing character. Export the current character first.


Input Character Name to confirm deletion



Notes

Characteristics


Character Name (pronouns)

Character Image

Description

Backstory

Core Belief
Dominant Trait
Fear/Vulnerability
Quirk/Habit
Hidden Desire

Stats


Stat Current Reserve Max XP Next
Luck -
Armor 0 3
Stamina -
Strength -
Agility -
Willpower -

Critical Injuries

Character Inventory


Coins Max Coins
1000
Used Slots Max Slots
0 10
# Item Equip
1
2
3
4
5
6
7
8
9
10

Horse Inventory


Horse Name

Stat Current Reserve Max
Armor 0 3
Stamina
Coins Max Coins
1000
Used Slots Max Slots
- 10
# Item Equip
1
2
3
4
5
6
7
8
9
10

Wagon Inventory


Coins Max Coins
10000
Used Slots Max Slots
- 40
# Item
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
# Item
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40

Stored Items


Use this area as free text to organize and store coins & items at other locations

20_ON_D20
12_ON_D12
10_ON_D10
8_ON_D8
6_ON_D6
4_ON_D4
2_ON_D2