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QuickStart

Written by Eloy Lasanta

Editing by Carol Darnell

Cover Art by Gunship Revolution

Interior art by Shamans Stock Art, Jacob E. Blackmon

ThirdEyeGames.net
The Pip System is Copyright 2017 for Third Eye Games.
All rights reserved.

1
Welcome to the Pip System, a with simple mechanics that dont get
universal rules system you and in the way of players creating char-
your friends can use to play table- acters and expressing themselves
top roleplaying games (RPGs) in through the stories theyd create
any world or setting you want! This together. It is important to note,
book contains the instructions, however, that simple does not mean
ideas, and rules to help you all tell simplistic. The elegance of the Pip
your stories. Take your time to System lies in its ability to scale up to
read over all the chapters to learn whatever complexity the play group
how to bring your stories to life! decides. The system also does not
rely on a specific setting, meaning it

What is the Pip accommodates playing in a spooky


setting, a fantasy setting, a science

System? fiction setting, or whatever type of


world you and your group want. The
system is meant to be accessible to
Have you ever wanted to try out new players of any age.
roleplaying games, but not wanted
to focus on learning a lot of rules or
using complex systems? Or perhaps What You
youve already played and enjoyed
them and wanted to introduce them
to a younger crowd - or perhaps just
Need To Play
those new to roleplaying in general This QuickStart Adventure
- but were worried too many rules Up to 6 Players
would complicate things and frus- 10 white and 10 black six-sided
dice (d6s).
trate them? The Pip System began A desire to tell fun and imagina-
as a way to bring roleplaying games tive stories together!
to younger players. It is designed

2
Playing the Game Listen at a door
Attack a bad guy
The Game Guide and players meet
for an afternoon or evening to have Intimidate a monster
fun telling stories. This meeting is Sing a song
generally referred to as a Session. Tame a wild horse
Each Session is similar to an episode
in a TV show, an act in a movie, or an Discover a secret tunnel
issue of a comic book. Theres no set Run really fast
time frame; most sessions last until Ask a friend for a favor
a good conclusion has been reached
Search for a clue
or as long as everyone is having fun.
Just like in a movie or show, there Repair an object
are scenes where the characters
arent actively chasing down the
villains. They can be making plans,
hanging out with their friends (Ex- Rolling the Dice
tras or other players characters), or
dealing with smaller problems that All rolls are resolved using a
challenge the characters on their pool of white dice, representing
way to meeting their goals. the characters Skills and chances
Remember, just like a TV show, of success, and a number of black
the game isnt just about fighting bad dice, representing the obstacles in
guys. There should be times of rest their way. Once those numbers are
and reflection where the characters determined, the acting player takes
interact and get to know each other all the dice and makes the roll. A
(or Extras) and even others of mys- 4, 5, or 6 on a die is a success and
tery and investigation. whichever dice pool, white or black,
RPGs give numerous options succeeds the most wins the roll.
for your character, only limited by
your imagination and the abilities
youve chosen. In any given Scene, Determining
your character might want to:
White Dice
The number of white dice, the
players positive dice, are deter-
mined by a characters Ranks in a
Skill. So, a character with Athletics
3 rolls three white dice on connect-
ed Tasks. White dice are always de-

3
scribed using the W shorthand, so
three white dice are simply abbre- CR 1 Simple Task
viated as 3W. The player and GG
CR 2 Mid-Range Task
should decide what Skill is usable
CR 3 Tough Task
in each situation, with the GG hav-
ing the final say. CR 4 Amazing Task
If rolling for an Extra, the GG uses CR 5 Legendary Task
a number of dice equal to the Extras
Challenge Rating (CR) to attempt
tasks. This number is used for all
rolls, whether the Extra is friendly Determining the
or hostile, and also represents the
CR when attacking them.
The next step is figuring out if
Outcome
Qualities should be applied. These The player now has black and
include any Skill Qualities, listed in white dice, and its time to roll! All the
parenthesis, any Gear likely to aid dice are rolled at the same time, with
them (i.e. Weapon Rating (WR2) the goal being to get more success-
adds +2W), and any situational mod- es on ones white dice than on the
ifiers that come to bear. A maximum black dice. Dice with a result of 4, 5,
of three different Qualities can be or 6 are counted as successes, with
applied to a roll. Beyond that, any black successes canceling out white
additional bonuses are ignored. successes. For example, if the player
rolls their dice and receives 3 white

Determining successes and 2 black successes,


they have 1 net success.

Black Dice (CR) Success


The CR is indicative of both the If white wins, even if just by 1
level of challenge within the game success, then the character has
itself and the number of black dice succeeded in their Task and the GG
rolled by the player. So, if delivering (or player) should go on to describe
a blow to a CR3 rock golem, then the the success. If trying to harm
acting player adds three black dice to something, the roll deals 1 Hit per
their pool. Black dice are abbreviat- net success.
Epic Success: If white wins by
ed as B, so the shorthand for this is three or more (3+) dice, it is consid-
3B. Taking into context the entire ered very successful and should be
scene, from the character to the en- described as such. Things should go
vironment to the task itself, the GG extra well.
decides upon a proper CR for the ac-
tion using the table below.

4
Failure
If black wins by even just 1 suc- Glossary
cess, then the character has failed,
AR (Armor Rating): The value
or the opposition has overcome
of protection given by your armor.
their efforts. AR value ranges from 1-3 and is rep-
Epic Failure: Just like white resented by additional black dice an
dice, the black dice can succeed by opponent must roll to attack you.
3+ and cause things to go very bad- Archetype: The overall con-
ly, called an Epic Failure. Things go cept for your character; it deter-
extra bad. mines the characters initial Skills,
as well as a Special Ability and Hin-
drance.
Ties Chance Die: A player may roll
With a tie, the character is as- a single die, called a Chance Die, if
sumed to have succeeded, but they have no Ranks in a Skill but want
there is some sort of complication the character to attempt the action
or cost attached. The GG should anyway. The action only succeeds
say, You succeed, but... The de- if the player rolls a 6. A result of 1
means an automatic Epic Failure.
gree of the complication depends Conflict: Character vs. anoth-
on the situation and how much the er character or an Extra. Follows the
GG wants to escalate the Scene. rules for regular actions, but the CR
is determined by the target rather
In short, all rolls happen in than the GG. Stages are 1-Initiative,
three steps: 2-Choose Skills, 3-Determine Out-
Choose Skill to roll come.
Choose CR CR (Challenge Rating): The
Roll and describe results number assigned by either the GG,
or a value possessed by the oppos-
ing Extra (Conflict). It represents the
number of black dice rolled.

Fortune Hindrance: Part of a charac-


ters Archetype that describes their
personality flaws, including a nega-
Fortune, of which every charac- tive mechanical effect in the game.
ter has at least 3, can be spent on Hits: Units of damage resisted
by Health and Armor. Players have
the following effects:
separate Physical and Mental Health
Heal 1 Hit
values to resist Hits. Extras have a
Add +1W before a roll
single pool, referred to only as Hits.
Add +1W after a roll (costs 2)
Initiative: A value used to de-
Casting Spells: Upon reaching
termine who acts first during a con-
the max per day uses for a Spell, spend
flict, calculated as (Athletics + Re-
1 Fortune to replenish one use. sist)/2, rounded down. A single die
roll adds to the Initiative to produce
the final value used.

5
MH (Mental Health): How Special Ability: Part of a char-
much damage a character can sus- acters Archetype that describes an
tain to their mind before they be- extraordinary ability they possess. It
come incapacitated. includes a positive mechanical effect
PH (Physical Health): How in the game.
much damage a character can sus- Status Effects: Usually used
tain to their body before they be- during combat, they are referred to
come incapacitated. in terms of Turns. Each Effect has a
Ranks: A value describing the name and a Consequence. Examples
level of expertise in a Skill or Quali- include Burned, Poisoned, or Frozen.
ty, used to describe the strength, du- WR (Weapon Rating): A
rability, and complexity. Most range classification of weapons in the Pip
from Rank 1 to Rank 5. System, generally from 1 (general/
Skill: What the character can basic) to 3 (extraordinary/complex).
do with some level of expertise, ei- Although some weapons may have a
ther from training or natural talents. rating of 0 (those held together with
Skill Qualities: These Skill duct tape and lots of hope).
specialties add to a Skills pool when
using the skill for that purpose. Skill
Qualities may not be purchased at
a Rank above the related Skills
current Rank. These are marked
in parentheses after individ-
ual Skills.

6
The Crash Site
Setting: The Summary
World After This tale begins late at night while
the characters are settling down next
The World After takes place after to a campfire, likely sharing stories of
the world we know right now has been their exploits over the last few days --
long destroyed by World War III. The the last package Silver delivered, the
people living today are the survivors next lead Res has on her familys tow-
of this terrible event, each using their er, or Kaylyns latest bounty. But just
tools and talents to keep on living. as the story is getting good, the group
Most major cities are long gone, so sees blinking lights in the sky. The
humanity must survive in smaller com- lights are in a V formation, indicating
munities and fight over the remaining lights on an aircraft of some sort.
resources scavenged from the ruins of Then they hear a giant BOOM and a
the World After. fiery explosion in the sky. The planes
Advanced robotics and technolo- are being shot at, and eventually one
gy exist, as does magic (which most of them begins crashing while the oth-
believe to be the thing that sparked ers seem to speed up and leave it be-
WWIII itself). While rare, monsters can hind to get away from the gunfire. The
even pop up here and there, but for group now needs to get to the crash
the most part, humanitys worst ene- site pronto. Not only may it have sup-
my still is humanity itself. plies or a possibly injured pilot in need
of medical aid, but whoever they are,
they have access to planes. And thats
a rarity in the World After.

7
They need to be careful, though. It is 1 Roll They are the first to arrive
obvious that the group will have to deal and they avoid all Traps in the
with others on this trip. Not only the next scene.
ones who shot the plane down, but any 2 Rolls Another group shows up first
other settlements in the area that saw and they must overcome one
the plane crash and who might also be Trap.
after the same supplies. 3 Rolls Two groups are there and
there are two Traps to over-

1. Get to the Crash


come.
4+ Rolls The characters must contend
with all three Traps.
The first task is to get to the crash
site. The group piles into the biggest If Silver is in the group, allow
vehicle they have, Kennys truck, al- his player to make one Sur-
lowing all of them to all ride together. Survival vival roll (CR2), using
Theres even enough room for the pi- his Maps, Maps, Every-
lot if they find they need to bring them where! Tool. For every
somewhere for help. Sadly, there is lit- two successes, this
tle time to pack anything useful, so they knocks 1 success of the
need to just grab whatever is nearby total needed to reach the site,
(on their character sheet) and head out. due to his extensive maps of
The roads in the World After are like a the area.
maze, so there is no time to waste. If Lobo is in the group,
Crafts he can use his Spe-
Guide: Nows where you ask cial Ability to give their
who is driving the group to the Truck a +1W bonus to
crash. The best choice is who- rolls during this crucial
ever is playing as Kenny, since race to the crash site.
it is his truck, as they
Coordination gain +1W for the Truck
being his. Otherwise,
anyone else can make
2. Traps
the rolls. This is an ex- The group arrives at the crash site,
tended Coordination whether first, last, or somewhere
roll (CR2), requiring total of 5 in-between. The site itself is on fire
successes. Each roll covers and there are tons of debris scattered
around 25-30 minutes of trav- everywhere, which could make for
el time to the crash site and good cover if things go badly here. If
has a large bearing on whether the group is setting off traps, the Guide
they make it to the crash site needs to pick the traps they want to
before other groups. use. There is no particular order in
which they must be triggered.

8
a net that deals 1 Hit to both
Avoiding All Traps PH and MH.
Even if the group is first on the scene,
They can attempt an Athlet-
this means that the majority of debris
ics roll (CR2) to break free, but
has not yet been cleared enough to get
are otherwise trapped until
too close. Theyll need to clear a path
and get some of the fire down before Athletics they succeed. The rest
of the group should be
they can get close enough to do much.
moving on to the site
while they are trying to
Guide: Ask the players for
escape, as every mo-
Athletics rolls (CR3). This re-
ment counts. Otherwise, they
flects their running through
can also attempt to help by
Athletics hot areas, picking up de- rolling Athletics (CR2), giving
bris and tossing it, and
the trapped character a +1W
clearing a path to the
bonus if successful.
site. A failure inflicts 1
Hit to PH. If Markus or
Silver are in the group,
both are perfect for this sort
Trap #2 - Landmines
The entire cleared path to the crash
of action, due to their high site has been littered with explosives.
Athletics and Advanced Qual-
ities. Guide: Avoiding the mines
Next is tackling the fires is very tricky. Ask for two Ath-
and getting them down so its letics (CR3) or Coordina-
safe to approach. This Athletics tion (CR2) rolls. If play-
Survival requires a Survival
ers want to make two of
roll (CR2) to complete, the same roll or one of
which most of the group each, it is their choice.
should do great with. A
Coordination It amounts to the same
failure here also means action, of avoiding the
they take 1 Hit to PH. mines while not set-
If Lobo is in the group and ting them off. Success
would like to set some of his means they make it past
own traps, he certainly can. the mines without issue. With
an Epic Success, they can take
one other character across
Trap #1 - Nets with them. On a failure, how-
The area has been cleared, but as
ever, the explosives go off and
the group approaches, electric net
cause 2 Hits to PH to the char-
traps spring on them.
acter who triggered it.
If Ren is in the group, she
Guide: Ask all players for a
can use her Temporal Sight
Coordination roll (CR2).
Coordination spell to know exactly where all
Those who succeed
the mines are, thus negating
have avoided this Trap.
this trap entirely.
Those who fail, howev-
er, are now captured in

9
the group, but the entire group is not
Trap #3 - Ambush required to perform all three tasks.
As the group enters the crash site
area, another group of scavengers
jumps from the shadows and they en-
ter combat.
Injured Pilot
Searching around the plane doors,
they are obviously ajar. An easily-found
Guide: Ask everyone to trail brings the characters to the pilot,
roll 1d6 and add their Initia- unconscious and covered by a bush.
tive bonus to that number. All She tried to drag herself to safety but
characters and Extras has lost a lot of blood in the crash. The
now take Turns in order group needs to save her life.
Init from highest roll to low-
est roll. The Scavengers Guide: Ask for a quick Sur-
go on Initiative 4 regard- vival roll (CR1) which
less of what the players roll. Survival gives the characters
There should be one Scaven- and easy trail to follow
ger per player. Use the follow- to the pilot. Once there,
ing writeup for this battle: a Knowledge roll (CR2)

Ambush Scavengers Knowledge is required to adminis-


ter first-aid promptly. A
CR: 2, Hits: 4 success means the pi-
Battle Cry (C): For the next round,
lot is stable and can be
allies gain +1W to physical attack rolls
(up to +3W max). moved to a more secure
Berserk (C): Take 1 Hit to ignore location without worry.
the next Hit youd take. A failure means she is still in
Sharp Weapons (C): Gain +1W critical condition on the jour-
when attacking. If they roll an Epic Suc-
ney back (see Scene 4).
cess, deal +1 Hit.

Once everything is cleared, they can


advance to Scene 3.
Check for Supplies
The plane obviously had something in
it, but itll take time to go through it all.

3. Search the Guide: Ask for a Survival roll

Wreckage (CR2) to scavenge through what


is left on the plane for supplies.
A success means they
Survival
It is now time to check the wreck- find plenty of food, some
age and see if all the danger the group of it fresh fruits and veg-
placed itself in was worth the trouble. gies, as well as a small
There are three possible actions here, amount of medical sup-
and there is plenty of time to complete plies (gives +2W if used
all three before heading to the next to help the injured pilot). Get-
Scene, as long as they are done simul- ting these supplies on to Ken-
taneously. This may involve splitting nys truck requires an Athletics

10
roll (CR2), but there is Knowledge its forehead. A Knowl-
Athletics
only room for two of the edge roll (CR2) lets the
following three things: group know this plane
food supplies, medical belongs to the Blood
supplies, or the pilot. Cross, known for hoard-
Choose wisely. ing medical supplies and even
raiding other settlements to
steal more.
Investigate for Clues
Some characters may be interested
in more than supplies or a pilot, and
want instead to figure out where this
4. The Escape
plane came from. Once the group is done checking out
the area and making the hard choic-
Guide: Ask for an Investi- es, they return to their truck and start
gation roll (CR2) for the char- to head out. Just as they get moving,
Investigation acters to check for the however, there are bright headlights
plane for clues. A suc- behind them... three pair of them.
cess means they gain Someone is chasing them, and they
two of the following enter into a moving battle.
three pieces of info (an
Epic Success means they get Guide: Ask everyone to roll
all three): 1d6 and add their Initiative bo-
- Coordinates: Checking nus to that number. The Scav-
the planes maps, the charac- engers go on Initiative 4
ters discover it was headed regardless of what the
for an old airfield previously
thought abandoned. Nothing Init players roll. There are
three cars, each with a
to do about this tonight, but driver who doesnt get to
its useful info to have if they act (they are concentrating on
want to explore that later. the road) and one gunner. All
- Manifest: The plane man- characters and Extras now take
ifest says the pilots name was Turns in order from highest roll
Octavia Burke (having her name to lowest roll. Use the following
gives a +1W bonus to either be- stats for this battle:
friending or interrogating her
at the Conclusion). She was
Scavenger Gunners
transporting not only medical
CR: 2, Hits: 5
supplies and food rations, but Battle Cry (C): For the next round,
there is also a hidden package allies gain +1W to physical attack rolls
under the pilots seat. The man- (up to +3W max).
ifest does not indicate what is in Cover (C): Attackers roll +1B if at-
it and it is sealed tight. tacking with Aim. Strike does not suffer
this penalty.
- Markings: The insignia on Lots of Bullets (C): Gain +1W
the plane and supply boxes is when attacking. If they roll an Epic Suc-
of a skull with a red cross on cess, deal +1 Hit.

11
The driving character
Coordination
(most likely Kenny) can
make Coordination roll
5. Conclusion
(CR2) to reposition the Once inside the hideout, the group
truck next to, or away is safe. Even if the scavengers hunker
from, certain trucks on their down outside and continue to take pot
Turn. shots at the hideout, theyll eventual-
Kaylyn and Lobo both have ly run out of ammo and arent brave
firearms, so they are most enough to take the place in a full-fron-
effective during this fight tal assault. So, they just leave, knowing
(Kaylyn is even better, gaining theyll have to ambush the group later.
+1W while moving due to her Now to divvy up the spoils. The food
Aim rifles Tracking Quality), supplies are enough to last for a cou-
Strike but close-range fighters ple weeks without having to scavenge
like Markus or Silver for much. the medical supplies are
can jump onto the oth-
VS er trucks and fight the
great for helping the injured pilot or
just anyone else who was hurt along
gunners if Kenny moves the way (about 5 good medical doses).
in. Ren has few options in such If the pilot was recovered and sur-
a fight but could use Heart- vived, the group has a few
Charm
strings to get the scavengers options. They can try to be-
on the groups side instead of friend her (Charm roll (CR3)),
against them with enough suc- leading to a possible alliance
cesses. Note: The scavengers with the Blood Cross (which
begin at Dislike on the emotion Coerce they may or may not actual-
scale. ly want) or they can interro-
gate her (Coerce roll (CR2))
After 5 Turns, whether the scaven- in hopes of getting more in-
gers are defeated or not, the group formation on her group and maybe the
returns to their hideout. If Kaylyn is locations of a few other supply stash-
in the group, it is her special Hideout es. The latter choice, however, could
which has an access for the truck to possibly make the Blood Cross a new
make it inside without stopping and is enemy for the group.
pretty much impregnable. No matter their choices, the charac-
If it is just a regular hideout, then the ters have survived yet another crazy
group needs to get to their entrance adventure and can breathe a sigh of
Athletics under gunfire, which can be relief.
difficult while also carrying
supplies and/or an injured
pilot. This requires Athlet-
ics rolls (CR2) to avoid being
struck and taking 1 Hit from the gun-
fire. Players whose characters are car-
rying something/one roll against CR3
instead.

12
Kaylyn the Huntress
Since the fall of civilization, Kaylyn has made a good living as a hunter,
feeding local settlements and defending what is hers. Shes also become
a bounty hunter who is always in demand; few can escape her once she
has her sights on them.

Archetype: Hunter, PH: 5, MH: 5, Initiative: +2, Fortune: 3


Skills: Aim 3, Athletics 2, Charm 0, Coerce 2, Coordination 2, Crafts 3,
Investigation 2, Knowledge 0, Magic 0, Perform 0, Resist 2, Sneak 2 (Hiding
Place 2), Strike 0, Survival 3 (Tracker 1)
Special Ability - Companion: Kaylyn begins with a trusted hunting dog
for free.
Hindrance - This Aint the Country: She
tends to feel out of place in cities and has a hard
time relating to people, suffering a -1W penalty
in these situations.
Advanced Qualities: Hideout: While in
your Hideout gain +1W to rolls. Invaders
suffer -2W penalty, due to heightened
security and defense measures.
Gear: Sniper Rifle (Ranged, WR2,
Tracking, Scoped), Rufus (Compan-
ion, CR2, Bite 2, Awareness (Smell) 2,
Scary 2, Hits: 4)
Features/Items: VR Simu-
lator, Tracking Darts

13
Kenny
Kenny is a warrior of sorts, driving around from town to town looking
for people to help. He kept in shape just in case the world ever crumbled,
and its a good thing he did. He does deeds in exchange for candy, as hes
collecting them to celebrate the day he finds a place to call home.

Archetype: Warrior, PH: 7, MH: 3, Initiative: +2, Fortune: 3


Skills: Aim 1, Athletics 2, Charm 1 (Empathetic 1), Coerce 0, Coordina-
tion 3 (Trucks 2), Crafts 0, Investigation 2, Knowledge 3 (Historian 1), Magic
0, Perform 0, Resist 2, Sneak 2, Strike 3, Survival 2
Special Ability - A New Challenger: During a fight against an enemy
type they are facing for the first time, all 6s rolled for Strike against the
new enemy count as 2 successes.
Hindrance - Guardian: War-
riors are very protective of their
friends, almost to a fault. If a com-
rade is within Close or Near Range,
the Warrior reduces the physical
Hits their friend would have taken
by 1 but takes that Hit themselves.
Advanced Qualities: None.
Gear: Big Truck (Vehicle, AR2,
Hits 6, Crash-tested, Powerful), Bin-
oculars (Tool, +2W to Investigation
(Sight))
Features/Items: Bag of Candy,
Knows an Animal Trainer

14
Lobo
He was ready when the world crumbled; Lobo had his bunker ready to
go and all the supplies he needed to survive... except for other people.
Hes spent a lot of time alone, but hopes hell be able to find and build a
new community where survivors can live together in peace.

Archetype: Tinkerer, PH: 5, MH: 5, Initiative: +2, Fortune: 3


Skills: Aim 2 (Pistols 1), Athletics 2, Charm 0, Coerce 0, Coordination 2,
Crafts 2 (Mechanics 1), Investigation 1, Knowledge 1, Magic 0, Perform 0,
Resist 2 (Cunning 1), Sneak 3, Strike 2, Survival 3 (Scavenging 1)
Special Ability - Instant Gadget: Once per Session, make a Crafts roll
(CR2). If successful, apply one Gear Quality to a temporary Weapon, Item,
or Vehicle.
Hindrance - Pack-
rat: Not only are
they slightly disorga-
nized, but they are
also weighed down
by what they carry.
Suffer -1W to move
quickly and must
make an Investiga-
tion roll (CR2) to find
specific items in their
gadget lab.
Advanced Quali-
ties: None
Gear: Hello Trap
(Trap, CR2, Alarm,
Explosive), Gas Mask
(Tool, +1W to Resist
airborne toxins), Pis-
tol (WR1, Piercing)
Features/Items:
CCG Deck, Short
beard

15
Markus
Listening to the world fall outside your walls while locked behind bars is
both safe and disturbing. When it was all over, Markus just walked out of
his cell and into the wild, no guards to stop him. Why he was jailed doesnt
matter anymore; now its all about surviving.

Archetype: Brute, PH: 6, MH: 4, Initiative: +4, Fortune: 3


Skills: Aim 0, Athletics 4 (Sprinter 1), Charm 1, Coerce 3, Coordination 1,
Crafts 0, Investigation 0, Knowledge 0, Magic 0, Perform 2 (Actor 1), Resist
4 (Fearless 2), Sneak 0, Strike 3 (Boxing 2), Survival 3
Special Ability - Crash-
ing Down: Brutes use their
strength to take down ob-
stacles of any kind. Always
deal +1 Hit to a non-living
target.
Hindrance - Bad Repu-
tation: Brutes suffer a -2W
penalty to Charm rolls the
first time they meet some-
one. If reduced to only a
Chance die, their demean-
or is just too much to over-
come.
Advanced Qualities:
Thick-Skinned: Ignore 1 Hit
from any physical attack.
Gear: Knuckles (Melee,
WR2, Worn)
Features/Items: CCG
Deck, Book of Ghost Stories

16
Ren
When the world collapsed, she found her familys book of magic and set
out to find a magical site called The Resting Tower. When she does, she
may be able to heal the world. Ren is pleasant and adorable, and protect-
ed by her mothers magic cloak.

Archetype: Noble, PH: 4, MH: 6, Initiative: +2, Fortune: 3


Skills: Aim 0, Athletics 2, Charm 3 (Attractive 2), Coerce 1, Coordination 2
(Balance 1), Crafts 0, Investigation 2, Knowledge 2 (Medical 1), Magic 3 (Lore
1), Perform 2 (Singing 1), Resist 2, Sneak 1, Strike 1, Survival 0
Special Ability - The Name: Gain +1W whenever using their family
name can influence an events outcome.
Hindrance - To Be the Best: Vanity and pride go hand in hand with
Nobles. If defeated or one-upped
(even by another players character),
they immediately suffer 1 Mental Hit.
Advanced Qualities: None.
Gear: Magic Cloak (Armor, AR1,
Channeling), Spellbook
Features/Items: Grappling Hook,
Unidentified Gemstone
Spells: Temporal Sight (CR3, Inves-
tigation, 1/day): Can look at a scene
up to 3 days in the past. Summon
Wisp (CR2, Charm, 1/day): Leads the
way to a destination and lights (5ft x
successes) radius. Heartstrings (CR3,
Perform, 1/day): Move target one
place on scale per success - Hate >
Dislike > Neutral > Like > Love.

17
Silver
Whats more important to the new world than knowing how to move
around in it? Nothing! This is where Silver is the best, knowing the right
paths to take and people to avoid. He works as a messenger between
communities, always happy to go someplace new.

Archetype: Adventurer, PH: 5, MH: 5, Initiative: +3, Fortune: 3


Skills: Aim 0, Athletics 4 (Sprinter 3, Sporty 3), Charm 0, Coerce 0, Co-
ordination 4, Crafts 0, Investigation 1, Knowledge 1, Magic 2, Perform 1,
Resist 2, Sneak 3, Strike 2, Survival 1
Special Ability - The Next Goal: The Adventurer always has a goal
in mind. Once per Session, they can state their next goal and gain +1W
to any rolls to accomplish it. There must always be a hint of risk in their
goals, however.
Hindrance - Seeker of Thrills: Must make a Resist
roll (CR1) to try to take the safe route. Failure means
they give in to their thrill-seeking ways. This
CR raises by +1 every time they try
to take the safe route until they
just cant help themselves.
Advanced Qualities:
Triathlete: Gain +2W
to use Athletics in
unconventional ways.
May spend 1 Fortune
to ignore exhaustion
for the Scene.
Gear: Maps, Maps
Everywhere! (Tool,
+2W to Survival)
Features/Items: Eve-
ning Wear, Thiefs Outfit

18
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