Game Master
Game Master (a.k.a. D'em)
The game master is a BBEG who is confrontational towards everyone. Even to the actual GM. As a consequence, there are certain rules for how the real GM can interact with the game GM.
Storywise, D'em is aware of the game being played and endeavours to seize control For self actualization.
In practice, the game master introduces a multitude of back-to-back mini games to either test the PC's or to try to kill them.
Divine Goals & Aspirations
Search
Nobody can say with certainty what D'em's after, but the pattern implies a search of some kind.For whatever reason, if satisfied, D'em targets up to two of the characters within its pocket of control. Each target must succeed on a DC 20 Charisma saving throw or be teleported to alternate plane. A target fails automatically if it is incapacitated.
Physical Description
General Physical Condition
Observed from inside the Tesseract Mucube Complex, the game master resembles an enormous hand holding a giant ball.D'em is an omnipresent being whose closest manifestation to the player characters is as an omnipotent voice or a strange presence behind them.
Special abilities
Reality Bending
D'em's most feared ability is sealing a target into a closed-off and isolated space that swallows the area surrounding the victim and manifest various effects under D'em's control. This environment will follow the target so that they roughly remain at the center of a 50km radius area of effect. In addition, the game master might overlay an extreme landscape over the real landscape:
Tab 1 - 20
Tab 21 - 40
Tab 41 - 60
Tab 61 - 80
Tab 81 - 100
The landscapes listed are generally very beautiful but severely out of place. As they appear to move within the vast near emptiness surrounding the players' vessels like an asteroid sanctuary. In addition, they can either be entirely spectral (i.e. they are out-of-phase wit the real environment alongside the characters) or material (i.e. they interact with things that come into contact) at the GM's discretion. Roll for Landscape Group
If the real GM wishes, they can choose to forgo an elaborate landscape and simply have the same area size be blank and customizable to the game GM's whims.
Escaping D'em's hold counts as exposure to an alternate dimension and can lead to meta awareness.1d20 | Landscapes | Area Effect |
---|---|---|
1 | A flat plateau with a 1000m drop | Falling Damage 20d6 |
2 | A flat, white landscape that causes optical illusions and reflects colours | |
3 | A river carved canyon | |
4 | A small volcanic island with several hundred brave inhabitants and constantly spewing lava fountains, gases and ash | Fire Damage 1d6 Lava Damage 2d6 Smoke Damage 1d6 per 2 turns |
5 | A wet and windy path twisting through a group of seals | Low Visibility |
6 | The longest and deepest fjords, with high vertical cliffs, deep waters and giddy waterfalls | Falling into Water 1d6 |
7 | Small mud volcanoes spew thick gray mud regularly | Slow Suffocation 1d6 |
8 | A deep saltwater lake at a high altitude surrounded by snowy mountains | Cold Damage 1d6 |
9 | A 300 square kilometer caldera with dramatic vistas and where lions, rhino, leopards, elephant and buffalo are present | Starvation 1d6 Constitution against (DC10 +1 for every previous roll) |
10 | A trail meandering through a canyon's depths | Heat stroke 1d4 |
11 | An island where giant cacti grow in the middle of a salt lake | Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 |
12 | Underground limestone caves filled with vivid colours | Darkness |
13 | A sandstone plateau surrounded on all sides by 400m cliffs | Falling Damage 3d6 |
14 | Three valleys that form a network of connected lakes, waterfalls and rivers | Water Dangers 1d3 |
15 | A gorge filled with gorgeous turquoise waters flowing through it | Falling into Water 1d6 |
16 | An isolated oasis surrounded by a sandy desert | Constitution check (DC 10, +1 for every previous check) or take Starvation 1d6 |
17 | A network of chambers with an upper and a lower gallery stretching for nine kilometers and accessible by an underground river | Darkness |
18 | A blue streak lake home to thousands of flamingos | |
19 | A hotel made almost entirely of salt | Falling Object 1d6 |
20 | A giant sandstone mass 350m high and more than 9km wide | Falling Damage 20d6 |
1d40min21 | Landscapes | Area Effect |
---|---|---|
21 | Cascading waterfall dropping 60m down the sheer cliff into a river | Falling into Water 1d6 |
22 | A 30-km long glacier trapping water under it which causes a spectacular rupture | Cold Damage 1d6 |
23 | A double lake with deep crystalline waters that mirror pine forests, soaring mountains and endless sky | |
24 | Steaming sulfurous mineral water comes out of the ground and cascades over a series of small waterfalls into dozens of pools on consecutive levels | Light Acid Damage 1d6 Immersion Damage 10d6 DC 13 Constitution save or take a 1d4 Constitution Damage per 2 turns |
25 | Turquoise waters that lap around white sands and huge rocks that shelter an area of rock pools and granite terraces | |
26 | Coastal rock formations filled with a system of cave lava tubes | Low Visibility |
27 | Towers of petrified lava built up into mountains | |
28 | A 900m waterfall that cascades over a table-top mountain | Falling Damage 20d6 |
29 | A deep cleft cut into steep limestone precipices | Falling Damage 20d6 |
30 | Unbroken waterfalls at 300m dot a rift that disappear into wisps of spray before hitting the bottom | Falling into Water 1d6 Heat stroke 1d4 |
31 | 200m cliffs above an ocean that stretches for 8km | Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 |
32 | Overhanging wall of geometric black basalt rocks by a waterfall | Falling into Water 1d6 Falling Object 1d6 |
33 | A vast expanse of water cloaked in a light mist | Low Visibility Drowning |
34 | An unbroken system of intertidal sand and mud flats | Water Dangers 1d3 |
35 | A series of shallow lakes with clear waters pooled in between rocky canyons and dramatic waterfalls gushing over cliff edges | Falling into Water 1d6 |
36 | Wide-open stretches of sand and shallow seas | Constitution check (DC 10, +1 for every previous check) or take Starvation 1d6 |
37 | A river that cascades over a cliff stretching more than 2 km | Falling into Water 1d6 |
38 | An 8km long subterranean river that boasts limestone karst formations, stalactites and stalagmites | Low Visibility |
39 | Natural rocky harbors overlooking choppy waters and inlets | Falling into Water 1d6 |
40 | An archipelago of 21 tropical islands made of idyllic sandy beaches, marine life and hiking trails | Falling into Water 1d6 |
1d60min41 | Landscapes | Area Effect |
---|---|---|
41 | 3000 km of a great coastal reef | Drowning |
42 | A landscape of limestone plateaus and hundreds of caves | Cold Damage 1d6 Low Visibility |
43 | A 21 km cave with impressive rock formations resembling a fairy tale city | Darkness |
44 | A smoking crater inside a sea of sand | Smoke Damage 1d6 per 2 turns Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage |
45 | White sand beaches, pink granite rock formations and hazardous peaks are among the stunning coastal scenery | |
46 | A curtain of water drops 90m over a 4km wide ledge | Low Visibility Falling into Water 1d6 |
47 | A small active volcano inside the much larger caldera of an ancient extinct volcano | Fire Damage 1d6 Lava Damage 2d6 Smoke Damage 1d6 per 2 turns |
48 | Spiky limestone rock formations and mangrove forests | Falling Damage 20d6 |
49 | A tropical and otherworldly scape around a red river | |
50 | An underground cavern containing giant selenite crystals, 11m long | Falling into Water 1d6 Heat stroke 1d4 Constitution check (DC 15, +1 for every previous check) or take 1d4 damage |
51 | Unique basalt sculptures bombarded by the seawater rush along a coast | Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 |
52 | A flooded mine tunnel | Falling into Water 1d6 Falling Object 1d6 |
53 | Thousands of small islands and standing stacks overgrown with green shrubbery | Drowning |
54 | A bay with extreme tidal highs and lows | Water Dangers 1d3 |
55 | A trading junk with brown panel sails | Falling into Water 1d6 |
56 | A 7km esker with calm lakes on either side | Falling into Water 1d6 |
57 | Tall pines providing shade for moss, giant toadstools and blueberries | |
58 | A sea frozen over | Low Visibility Cold Damage 1d6 Constitution check (DC 10, +1 for every previous check) or take 1d4 damage |
59 | Granite spires on a high ridge more than 6000m above sea level | Falling Object 1d6 Falling Damage 20d6 |
60 | A 13km ice mass with large chucks of ice breaking off the face | Falling into Water 1d6 Falling Object 1d6 Cold Damage 1d6 Constitution check (DC 10, +1 for every previous check) or take 1d4 damage |
1d60min61 | Landscapes | Area Effect |
---|---|---|
61 | Giant waves rolling across an open ocean | Drowning |
62 | Cities carved into a mountain range | |
63 | A rainforest of winding rivers and diverse wildlife | Darkness Water Dangers 1d3 |
64 | A blood red salt lake in the shadow of a mountain range | Heat stroke 1d4 Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage |
65 | Seemingly endless heights of a bamboo grove | |
66 | Intricate stone ruins perched atop the flattened peak of a lush green mountain surrounded by a barrier of peaks | Low Visibility Water Dangers 1d3 |
67 | Volcanic craters potmarking an island | Fire Damage 1d6 Lava Damage 2d6 Smoke Damage 1d6 per 2 turns Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage |
68 | Rock formations standing tall and emerging vertically from the ground | Falling Damage 20d6 |
69 | Thousands of sandstone pillars | |
70 | An ancient stratovolcano with a 19000 foot summit that drops into a vast, flat plain on all sides | Falling Damage 20d6 Heat stroke 1d4 Constitution check (DC 15, +1 for every previous check) or take 1d4 damage |
71 | Red sand dunes covered with skeletal trees | Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 Heat stroke 1d4 |
72 | Craggy peaks, verdant hills and turquoise waters lined by white-sand beaches | Falling into Water 1d6 Falling Object 1d6 |
73 | A 1600m deep freshwater lake filled with thousands of species of plant and animals | Drowning |
74 | A beach of jet-black sand and spectacularly shaped basalt columns | Water Dangers 1d3 |
75 | Lush green mountains rippling across scree slopes and ridges for more than 1300m before dipping into the ocean | Falling into Water 1d6 |
76 | An archipelago of verdant valleys, steep oceanside cliffs, rows of blue hydrangeas and scattering of waterfalls | Falling into Water 1d6 |
77 | Isolated, crescent shaped, sandy beaches | |
78 | Forest of colossal trees | |
79 | Stone needles resembling an ancient petrified forest | Falling Object 1d6 Falling Damage 20d6 |
80 | Surreal blue glaciers, active volcanoes, rough waterways and untouched snow | Falling into Water 1d6 Falling Object 1d6 Cold Damage 1d6 Constitution check (DC 10, +1 for every previous check) or take 1d4 damage |
1d100min81 | Landscapes | Area Effect |
---|---|---|
81 | 16 terraced lakes connected by waterfalls and various shades of blue | Drowning |
82 | A beach with rose pink waters | |
83 | A tree-lined road haunted by ghosts | Darkness Water Dangers 1d3 |
84 | Field of wild flowers in a desert environment | Heat stroke 1d4 Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage |
85 | Purple, pink, and blue-hued lupin flowers bloom against crystal clear water | |
86 | Mountain trails crowded with vineyards | Low Visibility Water Dangers 1d3 |
87 | Volcanic crater with a magma pool at the center | Fire Damage 1d6 Lava Damage 2d6 Smoke Damage 1d6 per 2 turns Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage |
88 | Trees covered in thick layers of snow | Cold Damage 1d6 Constitution check (DC 10, +1 for every previous check) or take 1d4 damage |
89 | A place of fuzzy green hills rolling into the distance with butterfly gardens, strawberry farms and tea plantations | |
90 | Cliffs, caverns and natural arches made of red sand | Falling Damage 20d6 Heat stroke 1d4 Falling Object 1d6 Constitution check (DC 15, +1 for every previous check) or take 1d4 damage |
91 | Dry, icy desert | Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 Heat stroke 1d4 |
92 | An abandoned freighter ran aground on white sand beaches | Falling into Water 1d6 Falling Object 1d6 |
93 | A chain of jagged lava peak islands clad in green jungle, palms sprouting out of sheer cliff walls and mist drifting in and out of deep canyons | Low Visibility Drowning |
94 | Bioluminescent water emanating a dazzling blue glow from a night beach | Water Dangers 1d3 |
95 | Millions of acres of shimmering lakes and jagged mountains | Falling into Water 1d6 Falling Damage 20d6 |
96 | A saline, electric-blue lake with palm tree-lined mountains and white, serpentine salt formations | Falling into Water 1d6 Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 Heat stroke 1d4 |
97 | Fairy pools and endless undulations of hills | |
98 | Vast stretches of lavender fields | |
99 | Meteor shower over a spring field | Falling Object 1d6 Falling Damage 20d6 |
100 | Tall palm trees set against the backdrop of misty green hills and craggy mountains | Low Visibility Cold Damage 1d6 Constitution check (DC 10, +1 for every previous check) or take 1d4 damage |
Mental characteristics
Morality & Philosophy
Anti-Authority
Game Master seems to take great offense to those baring authority over them. Therefore, the game GM is more resentful of the real GM than any player.As such, their very presence in a game changes the number of dice used in skill checks and increased randomization that complicate character motivations.
It works on a see-saw-like principle where when you use your points you automatically subtract the number of costs (never more than 3) from your pool and add them to the threats that the GM can inflict on you. You can use it after you roll but before you know the result.
The same applies for the when the GM inflicts their meta threats. The players' meta points increase again.
Initial Meta Pool
Meta Points | Description | Cost |
---|---|---|
Information | Character asks the game GM a question and get a truthful answer on the situation, environment or enemies present | Varies |
Ignore Complication | Avoid an upcoming complication | 2 |
Bonus Dice | Gain a dice bonus for next skill roll. This can only be used three times per game and at incremental cost | 1-3 |
Escalation | Specific action or decisions that circumvent the game GM's environmental changes | 1 |
Confidence | Gain +1 Charisma (max +4) until the start of the next turn | 1 |
Circumstances | Every time the game GM changes the environment | 1-2 |
Unconscious | A target is rendered prone | 2 |
NPC Momentum | Unspent points (min 3) are pooled to guarantee an NPC action | Varies by Success |
Initial Meta Threats= (number of players x 2) + 1
Meta Threat | Description | Cost |
---|---|---|
Increase Difficulty | -1 die roll for 1 skill per cost | 2 |
Truth | Change or create a truth appropriate to the circumstances | 2 |
NPC Generation | Add the number of skill dice of an NPC to the player's meta cost | Varies |
Reinforcements | Summon a number of low-level NPCs | 2 |
Buy-off | Temporarily take control over an NPC or NPC suffers a complication | 2 |
Traits | Change, remove or create a character quality in an existing PC or NPC | 2 |
Narrative Changes | Trigger or cause problems in the scene/environment | Varies |
Rival Action | Introduce an unexpected or unknown enemy to the current situation | 1-3 depending on notability |
Doubt | NPC gains a critical success | 3 |
Personality Characteristics
Motivation
Dominance
The special statuses of natural ones and 20s when rolling dice are extended to other numbers, in order to throw off everyone. D'em may not immediately instigate this exaggerated rule change.
After rolling a natural multiple of 20: 2, 4, 5, 10 and 20.
1d100 | Critical Hit |
---|---|
1 - 5 | Max Damage |
6 - 9 | Max Damage x 2 |
10 - 14 | Max Damage + second attempt |
15 - 18 | Max Damage + opponent roll fumble |
19 - 40 | Double Damage |
41 - 47 | Double Damage + second attempt |
48 - 53 | Double Damage + opponent roll fumble |
54 - 59 | Double Max Damage |
60 - 64 | Triple Damage |
65 - 68 | Triple Damage + second attempt |
69 - 72 | Triple Damage + opponent roll fumble |
73 - 76 | Triple Max Damage |
77 - 79 | Quadruple Damage |
80 - 81 | Quadruple Damage + second attempt |
82 - 83 | Quadruple Damage + opponent roll fumble |
84 - 85 | Quadruple Max Damage |
86 - 89 | Action reduced by 1 until healed/repaired |
90 - 94 | Opponent blinded for 1d6 |
95 - 96 | Loss Appendage: Max Damage + 1d20 per attack |
97 - 99 | Stunned for 1d6 |
100 | Instant Death |
After rolling a natural 1, 3, 7, 11 and 13.
1d100 | Fumble |
---|---|
1 - 9 | Drop Item |
10 - 17 | Drop Item 10 feet away |
18 - 23 | Drop Item 20 feet away |
24 - 27 | Drop Item 30 feet away |
28 - 37 | Prone |
38 - 45 | Prone + Drop Item |
46 - 51 | Prone + Drop Item 10 feet away |
52 - 55 | Prone + Drop Item 20 feet away |
56 - 57 | Prone + Drop Item 30 feet away |
58 - 62 | Lose initiative next turn |
63 - 68 | Next attack have all rolls disadvantaged |
69 - 73 | Opponent attempt another hit |
74 - 78 | Hit self at regular damage |
79 - 84 | Opponent automatically hits next turn 1d20 |
85 - 88 | Opponent automatically hits on all attacks next turn 1d20 |
89 - 93 | Lose next attack |
94 - 96 | Lose this and next remaining attacks |
97 - 98 | Opponent immediately critically hits |
99 | |
100 |
Social
Social Aptitude
Vindictive
GM has a poor attitude when interacting with everyone. This manifests in wanting to keep certain skill checks, that the PCs roll, a secret until the effects reveal themselves. PCs choose 1 or 2 skills (for the sake of fairness) and every time they use those skills, the have to rely on the pre-roll chart.Using the chart below at the start of each session, players roll 2 sets for their respective checks and the results are recorded for a total of ten each. Remember to include all the positive and negative modifiers abilities that are normally considered with those roles.
Then the real GM rolls that die for the column number being referenced and the values under the column for the particular player will be the skill check. The next time the stated skill needs to be checked, the real GM will use the values from on the next column; and so forth and so forth.
Where bonuses, or any other advantages or disadvantages, come into play, the real GM includes the next immediate column value and choses the highest or lowest among them.
10d10 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
---|---|---|---|---|---|---|---|---|---|---|
PC 1 | ||||||||||
PC 2 | ||||||||||
PC 3 | ||||||||||
PC 4 |
Alignment
Chaotic
Current Status
Imprisoned
Current Location
Conditions
Realm
Honorary & Occupational Titles
Children
Current Residence
Phylactery
Skin Tone/Pigmentation
Halo-like Blue
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