VERACITY

Via Fourscore & Nevermore

TELL THE TRUTH

In Veracity you play as an agent of TRUTH. Each time you shock an NPC by exposing an agent of DECEIT, you Level Up. You can only expose any given scheme once, and each revelation must be more shocking than the last.

CHARACTER SHEET

Learn about Veracity by exploring the interactive character sheet below, click on a section for more info.

NAME

Glubb Blitto

HP

4/4

FACETS

Observant (d6)

Blacksmith (d8)

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OTHER FEATURES

  • Defeated Black Knight ×2 Foes dodge your attacks at +2 Dif.
  • Grand Master Blackmsith Can craft Legendary items.
  • Undercrawl Veteran Always succeed Saves to avoid intoxication.

LIGHT

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Secret our commander is plotting to defect to the orcs

Ruse I'm pretending to be human so I can fight in the war

Stress watched my friend Marcus die in battle

Learning Orcish 2/4 progress

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

SAVE

1

2

3

4

5

6

7

8

9

10

11

12

13

14

15

16

17

18

19

20

FLESH

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Commander's Note signed by him, pledges allegiance to the orc lord

Gold Ring worth 100 days room & board

Wound struck by an orcish arrow

Helmet +4 HP

Sword d6

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

unrealised potential

PEACE

CONVENTION

During social situations, the referee declares any relevant aspects of social Convention. Characters that violate a Convention gain Stress. The Conventions should be displayed in a way that makes them clear to the whole table, and can be modified at any time. i.e. the situation changes, the referee realizes they made an error. If, upon a player declaring an action, the referee realizes that it would violate a previously unspoken Convention. That Convention is added to the list, and the player may cancel the action so it does not occur.

Examples of Convention

Never Swear at this Posh Dinner
(+1)

Never Question The Gods
(+d4)

Always Wear
(+d6, 1/scene)

Don't Cross the Rubicon
(+d12)

INFLUENCING PEOPLE

NPCs suffer Stress just like player characters, and it's possible to inflict it on them without going to blows. Characters at risk of critical Stress will almost always back down.

Common Social Attacks

Trapped By Convention

Effective Threat or Insult

Flee Argument Without
Mutual Agreement
(+1 Stress)

Death of Friend or Family
(+d6 Stress)

Shocked by Reveal of Secret
(+d6 Stress)

Own Secret Revealed
(+max Stress)

WAR

INITIATIVE & SURPRISE

The leader of the player party makes a Light Save. On a success, the players act first. Otherwise, the enemy does.

Characters that are surprised by the start of conflict lose all HP, and skip their first turn.

ON YOUR TURN

You can move up to 20-ft, and spend AP. You start each turn with AP equal to your Flesh. The Referee decides the cost of actions, most cost 4 AP i.e. closing a door, making an attack.

HURTING PEOPLE

The target of an attack is always the one to Save.

Characters start with 0 HP, it is granted by armor and magical items. All HP is regained at the end of each scene. Damage first reduces HP, then inflicts Wounds. HP is bypassed if the target is immobilised or surprised.