Opponents and Threats have only one Descriptor characterizing them. It must clearly indicate how the subject behaves or what skills and knowledge it uses. The Opposition Level of the NPC or Threat changes as follows: Ɂ OL +1 if the effect of a Descriptor is relevant to or affects a Character, NPC, or Threat. To apply this modifier, it must be clear that the Descriptor’s effect focuses on a weakness of the target. Example: the Character tries to push a creature whose Descriptor is "huge and heavy quadruped" to the ground. Ɂ OL -1 if the Character manages to exploit the Descriptor of an NPC or Threat. To apply this modifier, it must be clear that the Character’s actions are relevant to the NPC/Threat’s Descriptor. Example: the Character faces an NPC with the Descriptor, “my body is made of ice and snow.” To target the NPC’s weakness, they light the blade of their weapon on fire. CAN I CHANGE THE OL BY MORE THAN +/-1? No. An OL can only be modified by +/-1, even when other elements (such as the situation of the narrative) would suggest an additional modifier. However, modifiers can cancel each other out. For example, a Descriptor might benefit an opponent by increasing their OL by 1. However, the OL is also lowered because the opponent is in the middle of being ambushed. In that case, the two modifiers cancel each other out, and the OL remains unchanged. 50 Characters and Game World
In some cases, a Descriptor may be temporary: Ɂ A Descriptor can be generated by a Gift. In this case, it is the text of the Gift itself that indicates how and for how long it remains in play. Ɂ A Descriptor can be created from a Wound suffered by the subject (see the Wounds paragraph in the following pages). GIFTS Gifts are special abilities and skills that give characters and NPCs variety and depth. Each Gift must contain a complete description of its effect, which clarifies when and why it can be used in the game. As with Descriptors, NPC Gifts have some differences from Character Gifts. On the Characters’ side, Gifts can affect many different game situations, from obtaining circumstantial bonuses to recovering Soma. NPCs and Threats tend to feature Gifts with simpler effects. Gifts are by far the most "design-heavy" element the Narrator and Players have to create because they are the only elements of the game that must be balanced. Keep in mind that “balanced” is ultimately a subjective assessment. What you’re really after is a fun game and a good story. The Golden Rule for creating a Gift is to start with its effect on the story when it is used. This means setting aside bonuses and mechanical effects and prioritizing storytelling. A well-written Gift thoroughly describes the Gift’s effects. Be sure to include any special requirements before a Gift can be used and what happens when the owner displays it. Characters and Game World 51
At a mechanical level, a Gift is composed of one or more effects and one or more limits to its use. Below are a series of archetypal effects and limits to use as inspiration for creating Gifts. However, in the design phase, there are no limits to the effects we can assign to a Gift. Creating Gifts is, however, the design stage that requires the most experience with the game system. Effects and Archetypal Costs are a good basis from which to start. The Gifts also determine the total Soma value of the Character (as explained on page 73), which can be used as an additional balancing element. For example, a more powerful Gift should always bestow a smaller amount of Soma. BALANCING GIFTS One of the strengths of the Monad Echo system is that everything is based on storytelling. It makes narrative sense that the details of the story impact the usefulness of a Gift. However, it also makes it nearly impossible to perfectly balance Gifts. If you’re playing a Session in which investigation is important, a Gift focused on combat won’t be directly useful. While perfect balance may be a tall order, there are a few guidelines you can follow to ensure the Gifts you create are balanced for a fun game: Ɂ Usage Frequency: A Gift that can be used consistently throughout the Session is typically stronger than one that only offers significant benefits occasionally. Ɂ Modifying the Gifts at each Interlude: The Interlude is not only a time to recap the story so far, but also an opportunity to rebalance Gifts that have proven too strong or too weak. The first balance adjustment is to modify the amount of Soma a Gift gives to the Character. You may not want to adjust the Gift’s Soma, for example, if it’s already at the maximum of 3 or minimum of 1. Instead, consider adding Effects or Archetypal Costs. Ɂ Interesting Gifts vs. Powerful Gifts: It won't take long for everyone at the gaming table to realize that Monad Echo gives the Characters significant freedom of action and, therefore, power. Gifts that can increase the Character's narrative potential are more interesting than mechanically exaggerated Gifts. An effect that gives a Character unique knowledge gives that Player a moment in the spotlight, even more so than a Gift that bestows Advantage when attacking. However, Gifts that give combat Advantages can also add more to the Character’s story if they’re combined with narrative constraints. For example, a Character might summon a primal rage in specific circumstances. The Character may be compelled to act in a certain way as a result. Similarly, a duel has forms that a gentlemanly Character must obey in order to receive duel-related Advantages. 52 Characters and Game World
Archetypal Effects Archetypal Effects are mechanical bonuses that represent what the Gift does when brought into play. Some Gifts include two or more Archetypal Effects added together to arrive at the intended narrative outcome. The most iconic example is magic, which a Character can use to Manipulate Reality, Inflict Wounds, and Create Descriptors. As previously mentioned, the priority is always to create a Gift related to the Character's story, limiting its potential power with the addition of Archetypal Costs. Remember that the number of Gifts determines the Characters' overall Soma pool. The process is explained on page 73, but as a general rule, an average Gift gives 2 Soma to a Character. Modifying this value is another method of keeping the Gifts in balance without going overboard with the Archetypal Effects and Costs. 3 Soma is appropriate for Gifts that are considered weaker than the average, while 1 Soma is appropriate for those that are stronger. 1 ADVANTAGE Effect: Provides +1 Advantage to the Character’s Checks in a specific situation. Keywords: expert / routine action /focused / above average skill. Tips: This is the standard Effect to complete a Gift in the absence of other ideas or to emphasize a particular specialization of the Character. The Archetypal Effects of Gifts can stack, allowing the Advantage granted by this Effect to be combined with benefits from other Gifts. This is an excellent way to reinforce the Gift’s characterization. Characters and Game World 53
2 ADVANTAGES Effect: Provides +2 Advantages to the Character Checks in a specific situation. Keywords: expert / specific training / focused skill / above average. Tips: This Effect is great for highlighting a field of action where the Character excels more than anyone else. Due to its significant benefits, you may wish to tie this Gift to Costs that limit it to specific narrative situations. Another recommended Cost is Check Limit because it binds the Gift to Position or Defense Checks. 3 ADVANTAGES Effect: provides +3 Advantages to a single Character Check. Keywords: master stroke / unleashing power / supremacy / targeted action. Tips: This Effect is great for showcasing a power burst when a Character shouldn’t just succeed, they should do it with style. You may wish to reserve this Effect to Gifts that guarantee a Character’s success when displaying their signature skill. 54 Characters and Game World
ADDITIONAL ACTION Effect: The Character has the ability to act a second time immediately after their turn in an Exchange, act a second time at any point during the Exchange, or perform secondary actions. Keywords: rush / quick / support / hit and run. Tips: This Effect is used to create moments when a Character is able to perform multiple actions at the same time or improves their position as the result of an action. This Effect adds an extra action, so it’s best suited for Gifts that involve multiple parts, such as a hit-and-run. In story terms, when an Effect adds actions, it’s often related to a self-sacrifice of some kind. Adding a Cost of Soma, Wounds, or Increments is a great way to represent the effort required. ALLIES Effect: One or more NPCs are in the Character's service. Each has a distinctive Descriptor and will do their best to help the Character. The Character can also sacrifice or use an ally for additional effects. Keywords: animal companion / followers / minions / gang. Tips: This Effect encompasses all of the Character's possible connections to other NPCs traveling alongside them. Followers, trusted animals or guardians are all grouped under this Effect. When creating a Gift featuring this Effect, it’s important to consider the Character’s options if their Allies are eliminated or cut out of the action. Otherwise, the Gift could become useless during a Scenario. An excellent Additional Effect can be the possibility for the Ally to absorb a Wound in place of the Character. Characters and Game World 55
AUTOMATIC POSITIVE OUTCOME Effect: A single Check performed by the Character is automatically a positive Outcome of some kind or, alternatively, a Failed Check can turn into a positive Outcome. Keywords: determination / flipping the situation / infallible / aiming at the goal. Tips: This Effect can be very powerful, so it’s important to limit its use by tying it to one or more Costs. A time limit or a specific narrative limit are both good options. In general, it is not very exciting if the Character always succeeds at the right time through the use of a Gift. Instead, a better story can be told if a specific situation, such as anger or pride, drives them to excel at any cost, affecting their choices in the story. CREATE A DESCRIPTOR Effect: The Character can create a Descriptor that allows them to power-up or extend their abilities. The Descriptor created has an effect on the Character and modifies their abilities. Keywords: impose / manipulate / manage / create. Tips: This Effect is one of the most versatile and can be used in any Gift where the Character creates something to use to their advantage. Magic is the simplest example, but other examples include the ability to adapt to the situation or having easy access to resources. The advice is to strongly tie Create a Descriptor to a theme that calls to mind the background and traits of the Character. Otherwise, it can be too versatile an Effect. 56 Characters and Game World
DISGUISE Effect: The Character can alter their appearance in the course of a Scene or make sure that they are not noticed by others when entering or leaving the Scene. No one can prevent them from doing so. Keywords: underestimate / followers / minions / gang Tips: This effect is useful if the Character must have freedom of action and keep a low profile. At the same time, it can also represent individuals who enjoy more freedom on a social level. A good Cost related to this Effect is Reaction to a Specific Event, as it allows you to set a condition (such as a certain behavior or the activation of other Gifts) that reveals the Character's deception. EFFECT TOKEN Effect: The use of the Gift grants the Character 1 or more named Token linked to the Gift itself. The Character can then spend Tokens to create another Archetypal Effect. Keywords: strategy / power charge / accumulation / combination. Tips: This Effect combines a number of different abilities that must be understood in light of the Character's skills. It is a great Effect for creating combinations, allowing the Character to accumulate Tokens that will be useful in the future. Characters and Game World 57
FREEDOM OF MOVEMENT Effect: Allows the Character to move freely, ignoring environmental and enemy threats, such as having to do a Defense Check to avoid interference. Keywords: escape routes / disappear / appear / hunt. Tips: This Effect can allow the Character to avoid Defense Checks while moving or following a target. It is optimal for elusive characters or as an Additional Effect of an Outcome with an Increment. GET XP Effect: The Character receives 1 or 2 XP for achieving a particular type of action related to their story and personal goals. In general terms, performing the action gives the Character inner strength. Keywords: reward / goal / improve / willpower. Tips: Because it offers a long-term benefit for the Character rather than a quick bonus that might upset the balance of the story, this Effect is ideal as a complement to some Gifts. The story of the Character should be taken into consideration, to determine whether there is a valid motivation for them to strive for improvement or to learn from mistakes. 58 Characters and Game World
INFLICTING A WOUND Effect: Allows you to inflict 1 additional Wound on a target or inflict 1 Wound by simply activating the Gift. Keywords: mighty / anger / targeted / specialized Tips: This Effect provides offensive power and makes the Character more dangerous. Given the low number and importance of Wounds, the ability to inflict Additional Wounds should be limited with a dedicated Cost, such as an Outcome with Increment or, even better, a Narrative Limit. The Gift Effect may also indicate a power that the Character manifests, inflicting 1 Wound on potential targets, regardless of the Character's actual intention. INTERRUPTION Effect: Allows you to interrupt an opponent's action to activate a special Effect or act before them. Keywords: lightning fast / feint / foreshadowing / bodyguard Tips: This Effect allows the Character to act outside of its activation and to interrupt what is happening in the fiction. It is an effective way to show off a character's propensity for foreseeing and managing danger by enabling them to put themselves between the danger and another person or object or to set off an Effect that is related to a particular occurrence. Characters and Game World 59
MANIPULATE NPCS Effect: The Character can impose conditions and behaviors on the NPCs they interact with. By default, the Effect is automatic on Minor NPCs and may require a Position Check for Major NPCs. Keywords: charm / fear / charisma / trust. Tips: This Effect represents a Character's innate charm or social abilities. This is a very helpful Effect in social settings, so it is advisable to limit its use with Costs such as Once per Scene. Otherwise, the Character will activate it whenever they can. MANIPULATING REALITY Effect: The Character can decide on an Effect and make it real. The Effect can vary based on context and encompass several other Archetypal Effects, such as Reshaping the Environment or Inflicting a Wound. It is usually good to specify what can be done and what falls within the limits of the Gift, such as if the Gift affects living beings. Keywords: magic / arcane power / supernatural item / supernatural. Tips: Like Create a Descriptor, this Effect allows the Character to apply the Gift directly to the narrative without going through a Position Check. It is advisable to tie it to Costs that require the investment of resources, such as Soma or Wounds. 60 Characters and Game World
MULTIPLE BENEFITS Effect: A list of minor benefits (from 2 to 4 Effects) that the Character can use alternatively or all at once. Benefits can be inspired by all the other Archetypal Effects. The use of each must be linked to a specific action. Keywords: resources / versatile / variety / multifunction. Tips: This Effect is especially good for Gifts that do many different things. This makes it possible to incorporate a variety of skills into a single Gift. It is important that all options of the Gift are consistent with its description. MULTIPLE TARGETS Effect: The use of the Gift allows the Character to hit more than one target with their powers. Each target still requires a separate Position Check. Alternatively, the Character can automatically eliminate an NPC with 1 Wound without going through a Check. Keywords: bloodlust / impetuousness / alone against all / aimed shot Tips: This effect makes the Character fearsome against multiple opponents. The most suitable Cost is Increment Expense. In other words, using the Effect requires the success of a Check but is not limited by more dire costs. Against minor enemies with a single Wound, consider using this Effect as a secondary bonus to another action. Characters and Game World 61
OBTAINING INFORMATION Effect: Provides useful information to the Character on one or more specific topics. The Character obtains useful information or suggestions from the Narrator without the need to have a relevant Descriptor. Keywords: wisdom / intuition / clairvoyance / travel. Tips: This Effect represents knowledge a Character would know or have easy access to, allowing the Narrator to pass on information without requiring a Check. The type of information that is gathered should be related to the skills and experience listed in the Character Descriptors. RECOVER SOMA Effect: The Character can recover 1 Soma by achieving a particular goal, such as demonstrating something or making progress towards a personal quest. In general, it is a kind of reward that provides inner strength to the Character. Keywords: determination / goal / inner strength / goal. Tips: Thanks to this effect, the Character can replenish their Soma reserve if they experience fulfillment or satisfaction as the result of one of their actions. Tie this recovery to specific actions that have significance to the Character's background to avoid abuse of this Effect. Avoid creating a loop with Soma Expense. It’s possible to end up in the untenable situation of spending 1 Soma and then immediately recovering it. 62 Characters and Game World
RECOVER WOUNDS Effect: The Character can recover, or help someone recover, 1 or more Wounds over the course of the Scene. This Effect can also represent a regeneration power or immortality. Keywords: healing / regeneration / taking a breather / endurance. Tips: Thanks to this Effect, the Character can heal themselves or others. When thinking about immortality, it is good to limit the use of this Effect so as not to make Wounds management during a Scene superfluous. The Character's recovery may be free and more rapid if the plan is to represent a regeneration power, on the other hand. REPLICATION Effect: The Character can copy a Gift or Descriptor they witnessed in action. Alternatively, they can have access to several Gifts for a limited time. Keywords: adaptation / ace up your sleeve / replicate / imitate. Tips: This Effect gives great versatility to a Character, and for this reason, it must be limited in its use with Costs, such as Soma Expense or Once per Scene. Check that the Gifts accessible to the Character are consistent with their Descriptors. RESHAPING THE ENVIRONMENT Effect: The Character has the power to alter their surroundings, resulting in a specific Descriptor. Normally the Effect lasts a Scene, but it can also be permanent. It is not possible to directly harm someone by reshaping the environment. If that is the only thing that makes sense, request a Position Check from the Character. Characters and Game World 63
Keywords: nature / light / dark / passage. Tips: The substantial difference from the Create a Descriptor Effect is that this Gift does not act on the Character but on the surrounding environment. It’s a good idea to link the related Descriptors to the narrative theme of the Gift, such as altering nature or a specific element. RESOURCES Effect: The Character owns or can easily get the resources they need. This includes special items that can confer 1 Advantage. Keywords: wealth / travel bag / contacts / organized. Tips: As with the Ally Effect, it’s important to consider where the Character draws their Resources from and what they can do to recover them if they are separated from the source by the narrative. SUPPORT Effect: The use of the Gift allows the Character to confer 1 or more Additional Successes on an ally. When applied to an NPC, the Gift allows them to increase the Opposition Level. It is also possible to transfer other benefits such as Soma, Wounds, or temporary Descriptors. The Effect is active for the duration of a Check in the case of Additional Successes, or for a Scene in the case of Descriptors. The Narrator can evaluate the other cases. Keywords: team play / advice / leader / strategist. 64 Characters and Game World
Tips: This Effect is a good way to empower Characters related to teamwork or leadership. The Once per Scene limitation is a good Cost here so as not to limit a Character to a support role. WEAKEN Effect: The Character is able to prevent an enemy from using a Gift for an action or lower the enemy's Opposition Level by 1 or more. Keywords: exterminator / specialized against a threat / hatred / revenge Tips: This Effect allows the Character to weaken enemies and must be linked to some knowledge or to a drive that pushes them against that specific threat. Characters and Game World 65
Archetypal Costs Archetypal Costs represent a series of limits to prevent a Gift from being used excessively during the game. The use of a Gift will be more focused, distinctive, and consistent with the Character's story with the addition of an Archetypal Cost. ACTIVATOR Effect: A predetermined trigger activates a Character’s Gift. The Activator should symbolize the Character’s bond with their power or their method of concealing their power. It’s vital the Activator is appropriate to the Character’s Descriptor. Keywords: secret identity / true self / reveal oneself for what one is in reality. Tips: It’s important to select an Activator that is relevant to the Character and their story. When trying to define an Activator, look for ideas that express the Character’s identity or hint at their dark secret. CHECK DRAWBACK Effect: When the Gift is activated, the Character receives one or more Drawbacks to Position or Defense Checks for either an action or the entire Scene. Keywords: guard down / distraction / obsession / confusion. 66 Characters and Game World
Tips: When applied to the entire Scene, this Cost can be a serious challenge. It’s a good way to balance a very strong Gift. When the Drawback is applicable only to the next action, on the other hand, this Cost allows you to balance a Gift with a minor negative effect. In the narrative, a Drawback can be justified by linking it to the Character's emotional state, such as being frantic or confused by what happens after using the Gift. CHECK LIMIT Effect: The Gift can only be activated during a certain type of Check: either Position or Defense. Keywords: specialty / perfect defense / perfect action / unrivaled. Tips: This Cost is handy for limiting Effects that grant Additional Successes or that might be used too frequently. Tying a Gift to a type of Check is also a good way to add personality to its use. DRAWBACK TOKEN Effect: Using the Gift grants the Character 1 or more named Tokens that are linked to the Gift itself. The Narrator spends the Tokens later on to represent a long-term cost to the Character, such as creating a negative Descriptor, assigning 1 Drawback, or other effects. As a minor Effect, this Cost allows you to remove any Drawback Tokens accumulated during an Interlude. The action that generated them must be linked to the Character's backstory. Keywords: ignore the consequences / insanity / unpredictable / promise. Characters and Game World 67
Tips: This Cost represents a mix between spending resources and creating long-term consequences for the Scenario. The Character gains an immediate edge in exchange for a deferred disadvantage that the Narrator will impose at a later time. Use this Cost to represent special powers that aren't fully under the Character's control. INCREMENT EXPENSE Effect: The Gift can be activated by spending an Increment. Keywords: mastery / superiority / show / combination. Tips: This Cost is particularly suitable for Gifts related to combat or fast actions. The frequency of use is limited by the number of Checks performed by the Character. NARRATIVE LIMIT Effect: A specific circumstance that occurs in the story, such as a one-onone challenge or the presence of a particular object, must occur in order for the Gift to be activated. Alternatively, the Gift must generate a special Descriptor representing the Gift’s limits. Keywords: basic rules / tools / situation / routine Tips: Tying a Gift's use to a narrative element allows this Cost to be one of the most adaptable and distinctive available. Using a Narrative Limit can provide a way to steer the story in the direction you want by requiring the Character to fulfill specific requirements. A mechanical Narrative Limit is frequently suggested in the Gift's description. 68 Characters and Game World
NEGATIVE DESCRIPTOR Effect: Activating the Gift allows the Narrator to create a related Descriptor that highlights a defect or loss of control. The Descriptor remains active throughout the Scene. Keywords: loss of control / unexpected problem / attracting attention / flaw. Tips: This Cost is great for providing narrative hooks that the Narrator can exploit to re-energize the story. The Character avoids immediate direct Costs in exchange for a potential external complication. ONCE UNTIL THE NEXT INTERLUDE Effect: After being used, the Gift cannot be reused until after an Interlude. Keywords: recharge / rest / preparation / limited Tips: This Cost is a significant limit to the use of a Gift and is usually only applied to one of the two Archetypal Effects. In this way, a very powerful Effect can be limited without completely impeding the use of a Gift. ONCE PER SCENARIO Effect: The Gift can be used once per Scenario. Keywords: twist / turn the tables / great power / undisputed protagonist of the moment Characters and Game World 69
Tips: This cost should be reserved only for Gifts that have a powerful impact on the narrative or that, when used, allow the Character to perform incredible feats. If the idea behind the Gift is truly potent, such as resurrecting or permanently altering a Minor NPC, the limit of Once per Scenario gives the Gift the proper emphasis while also adding a twist to the story. This Cost is a significant limit to the use of a Gift and is usually only applied to one of the two Archetypal Effects. In this way, a very powerful Effect can be limited without completely impeding the use of a Gift. ONCE PER SCENE Effect: The Gift can be used once per Scene. Keywords: distinctive action / moment under the spotlight / marked / regular feature. Tips: This is by far the most versatile Cost because it provides a moment in the spotlight for the Character's Gift in each Scene. RANDOM EFFECT Effect: The activation of the Gift is linked to a die roll. When certain numbers are rolled, something will go wrong. The Gift will either not work at all or will work but with a significant flaw. Alternatively, you can create a list of six random minor Effects that accompany the Gift's use. Keywords: random / malfunction / try your luck / bet. Tips: This Cost can be a good substitute for set Costs such as Soma or Wounds, but should be used sparingly. Be aware that a Gift can, with certain rolls of the dice, either always activate for free or always have a Cost, which can be frustrating for the player over time. 70 Characters and Game World
REACTION TO A SPECIFIC EVENT Effect: The Gift automatically activates or stops when a specific event occurs. Keywords: defense / reaction / contrast / preparation. Tips: This Cost is great for encouraging the Character to avoid certain actions that effectively put an end to the Gift's use. This is a variant of Narrative Limit that relies on external circumstances rather than on the Player’s actions. SACRIFICE Effect: Activating the Gift requires a special focus or the sacrifice of an expensive resource. This could be necessary at each use or just once, depending on other Effects and Costs, at the discretion of the Narrator. Keywords: essential components / ritual / pledge / specific equipment. Tips: Gifts related to magic or that generally require a focus to manifest may have a Sacrifice as a Cost. Consider as part of this Cost that the sacrifice won’t always be readily available to the Character or that the Character must come up with a creative way to use the focus. Characters and Game World 71
SOMA EXPENSE Effect: Using the Gift requires the investment of 1 or more Soma. Keywords: energy expense / limited resources / commitment / manifesting power. Tips: This is the best Cost for limiting Gifts that can be used multiple times in a Scene. They give the Character a lot of leeway in managing the Gift while imposing a limit. WOUND EXPENSE Effect: Activating the Gift inflicts 1 or more Wounds to the Character. Keywords: effort / uncovering the flank / adrenaline / punishment. Tips: Paying 1 Wound is a very heavy cost. As a result, it is appropriate for Gifts that are extremely flexible or that have a significant impact on the story. 72 Characters and Game World
SOMA Soma quantifies the ability of a Character to draw on its own inner strength. It is a resource exclusive to the Characters and is determined in the creation phase. A Player can spend Soma to increase their Character's chances of success in an action. Each Soma point spent means an Additional Success in a Position or Defense Check. The Player must explain how one of their Character's Descriptors helps them steer the story in the direction they want in order to use Soma on a Check. Soma points can also be spent to activate the effect of some Gifts. The entire Soma pool is regenerated during an Interlude. Calculate the Character's Soma Pool The total of the points conferred by each Gift determines a Character's Soma pool. A Monad Echo character typically has five Gifts, giving them a total Soma between five and fifteen, with twelve being the average. An average Gift should confer 2 Soma, a weaker one 3, and a strong Gift should only provide 1 Soma. Characters and Game World 73
WOUNDS All creatures in the game world have a reserve of Wounds, which, in terms of gameplay, determines how long a subject can be in action before being rendered inactive or, worse, killed. Wounds are an indicator of a creature's capacity to withstand injuries and traumas. Every time a Character or NPC receives a Wound, the Narrator creates a temporary Descriptor to describe its effects in accordance with the narrative that caused it. This Descriptor is used to manage the effects of the Wound on the Character, including any limitations they may incur. Wounds frequently represent physical injuries, but can also illustrate psychological traumas such as fear and confusion, or afflictions such as hunger and fatigue. The outcome of a Position or Defense Check may also result in a Wound. For this reason, the Wound’s Descriptor needs to take the context of the ongoing story into account. The Descriptor of a Wound is always negative. It is an impediment to the activities of the sufferer and is never marked for XP. However, a Character might occasionally be able to use the Descriptor to their advantage. If they can demonstrate how the condition benefits them in the story, the Character can use Soma just like they would with a regular Descriptor. Example: The Character has a broken hand as a result of a Wound. In a negotiation, they use their wounded condition to appeal to the tender heart of some NPCs, so they can justify spending Soma to take advantage of the Wound's Descriptor. 74 Characters and Game World
Each Character typically has three Wound slots available, but certain Gifts can increase that number. The Wounds available to NPCs are determined according to their type. When a target fills the last available Wound slot, it is the Narrator who decides their fate in accordance with the events of the story up to that moment. A Character almost never dies or becomes permanently disabled after receiving their final Wound. However, they won't be able to act anymore, at least until the following Interlude. Wounds are a resource. They allow you to collect damage and stay in the game, but also activate the effect of various Gifts. It is common for a Character to sustain Wounds, but it is just as easy to recover them. If it is narratively appropriate, a Character may recover 1 Wound at the end of a Scene, though not after the one in which the Wound was received. For this purpose, it is crucial that a Wound's description be sufficiently detailed to make it clear to everyone what needs to be done to recover from it. Never allow a Wound to become wholly incapacitating. Instead, treat it as a potential source of story complications that need to be resolved by the Characters. However, for everything that is not a Character, the Narrator determines whether the subject has had the chance to heal from the harm they have sustained from one Scene to the next and, if so, restores one or more of their Wounds. Characters and Game World 75
DEATH OF THE CHARACTERS The Wound rules always leave an open door for a wounded Character to come back, because they don’t specify that suffering the last Wound is equivalent to certain death. If it is absolutely necessary to the tone of the setting and the desired experience, you can add this specification to your game (as in the Broken Tales Village mode, for example). The possibility of permanently losing a Character is a very strong drive for ALL the actions that a Player makes, especially when the Character is down to a single Wound. This is important to remember when designing games, especially if we envision epic tales with protagonists who bravely engage in every fight. So the Characters are immortal? No, but you can implement some measures to make sure that Players reach the "point of no return" of their Character with more awareness, exploiting Wounds as a resource. Different types of mortality can be created by developing a Special Rule. Ɂ By specifying Descriptors that symbolize the Character's descent into the dark part of their soul, Valraven's Road to Perdition enables the Characters to avoid Wounds. The Character can avoid up to 3 Wounds with this system, but they will be converted into Descriptors which will have a negative impact on their attitude. It is the Player who creates every step down the Road to Perdition, and this also allows them to decide (at the completion of the fourth step) how their mercenary will leave the world for good. Ɂ Scars in Dead Air: Seasons are permanent Descriptors representing injuries or problems that a Character develops after surviving the last Wound suffered. Scars convey the feeling of a harsh and deadly environment but leave room for acts of courage and final sacrifice, allowing a Player to decide whether to risk everything during a Scene, with the knowledge that in case of Failure, the Character will forever be marked by the experience. EQUIPMENT In Monad Echo, everything a Character needs and can be justified by their Descriptors will be in their possession. As a general rule, possessing something simply expands the Character's narrative possibilities, allowing them to declare different kinds of actions. When the narrative is broken down into rules, the Character's equipment becomes a useful indicator to understand if what they are doing succeeds, requires a Check, or cannot be performed. 76 Characters and Game World
Example: The Astonishing Pied Piper without a Name always has his trusty, trained mouse named Hamelin with him. The Pied Piper can employ his little friend for various tasks, even complex ones, such as exploiting a crack in the wall to retrieve the key to the cell in which the Hunters were locked up. Weapons and armor Weapons and armor have no damage modifiers or protective scores. However, that doesn’t make them any less effective or important to the Characters. The true value of a good weapon is represented by the narrative opportunities that it will give to its owner. In gameplay terms, the Narrator will evaluate each of these opportunities whenever a Check is required. Whenever possible, it is important to include details such as the weapons and armor of an NPC in their Descriptor. Alternatively, you can focus on the NPCs’ combat role, as it’s usually possible to reason out their equipment from their duties. Let's consider some examples: Ɂ Having a bow allows a Character to make a Position Check against an NPC that's too far away to hit with a blade. Ɂ A warrior in a duel can ably defend themself with just a sword, but in a melee, armor becomes much more important to their defense. Ɂ A huge monster may have thick skin that can't be pierced by any spear, but a Character with fast hands might throw a vial of poison down its throat. Weapons and armor may not directly affect an NPC or Threat's OL. However, they do have meaning in that they allow Characters to address narrative obstacles in clever ways. Additionally, always keep in mind the circumstances that gave rise to the Position or Defense Check. Charging an enemy with a dagger will result in a Defense Check long before the Character requires a Position Check to see if their attack lands. Characters and Game World 77
Wealth and possessions There is no real need to track treasures or anything else, aside from the potential narrative impact they may have, because Monad Echo does not explicitly specify the values of every piece of equipment. When a Character prepares to obtain or seek some material good, the Narrator must analyze two elements: Does the Character’s Descriptors justify owning that specific piece of equipment or allow for the Character to obtain it? Example: For Garou the Old Wolf, obtaining horses and supplies for a long journey could be really complicated. All his Descriptors point to a wild wolf who, even when transformed into a human, does not possess any wealth. Regina the Thief of Hearts, on the other hand, will only need to make her requests known to a few "friends" in the city to quickly get what she wants, thanks to her extensive network of connections and favors. The second assessment to be made is: is the object of the Character's desires easily available, or is it a rare and valuable commodity? In the second case, the Narrator should find a way to pass that information to the Character, who will have to decide whether to actively go find and obtain the equipment. 78 Characters and Game World
THE VALUE OF THE EQUIPMENT In many games, it’s important for Characters to maximize their bonuses by spending time obtaining the best equipment. Because, let's face it, if there is a chance to increase their chances of success, why shouldn't the Players take it? However, in order to tell a good story, it’s much more important for the equipment to have narrative value than for it to have good stats. As a result, Monad Echo seeks to avoid putting such a heavy emphasis on gear, instead focusing on the Characters’ Descriptors and Gifts. Rather than improving stats, equipment can give a Character additional options or improve their odds of success. It’s possible to give greater emphasis to the quality of a piece of equipment if it’s important for the setting and style of your game. Making a Character's special equipment into a Gift is the best way to emphasize its role because you can then establish mechanical effects that represent the equipment’s potential uses. Following is a list of additional suggestions for making equipment relevant: Ɂ Apply Advantage once per Scene: With this straightforward Special Rule (used in Evolution Pulse Rebirth and Dead Air: Seasons), you can highlight unique items and fine craftsmanship. Once per Scene, these items will be highlighted and grant 1 Advantage to the Character who displays them. The limit of Once per Scene limits the use of the Advantage and, at the same time, highlights the quality of the equipment when it is invoked in the narrative. Ɂ Equipment Slots: This Special Rule gives a number of "slots" that the Player can fill with the equipment that’s important to their Character. The Player can mark a slot to gain an Advantage given by that specific item when it’s appropriate to the story. This system is great for highlighting settings where equipment is an active and important part of the narrative. Ɂ Rank: with this Special Rule (used in Valraven: The Chronicles of Blood and Iron), each Character has a Rank that identifies their importance in the hierarchy of the mercenary company. The higher the Rank, the more resources the Character can access. Characters and Game World 79
THREATS Threats are characteristics of the game world, like unique locations, environmental dangers, and any other circumstances where the Characters may face danger, but that danger is not an actual NPC. The drawbridge of a haunted castle or an illusion cast by a powerful witch are both excellent examples of Threats. To create a Threat, the Narrator must establish three things: Ɂ Create a Descriptor that indicates the characteristics of the Threat. Ɂ Establish a Threat Opposition Level Ɂ Optional: Give a Gift to the Threat to represent a special ability. Threats are nothing more than a way to prepare potential Position or Defense Checks. They are also a good way for the Narrator to keep track of what may happen during the Session. Often, a Threat will be created on the fly as a direct result of a Character's action and will not require additional work for the Narrator other than assigning an OL and Descriptor. Example: Sun Wukong the Amazing Monkey is chasing a mysterious killer that his companions caught red-handed. The mysterious, cloaked figure leaps quickly from one rooftop to the next, almost as if flying. Sun Wukong springs to the chase, following the figure from roof to roof. It is raining on a dark night, so the Narrator decides that Wukong must pass a Defense Check or lose sight of his target. 80 Characters and Game World
However, it is a good habit to establish a Descriptor for each Threat, as it provides a reference for the Threat’s trigger and effects. The Gifts of Threats are simpler than those of the Characters, as they serve to represent a particular effect that is activated when the Character interacts with the Threat. In order to create a Gift for a Threat, start by describing what happens in the story when the Character is subjected to the Threat's effects. Below you'll find a list of generic Gifts to use as a base for creating Threats on the fly. Ɂ Threat Gifts must always state their activating condition. Ɂ Unless there are valid narrative justifications, there is no reason why a Threat Gift should not affect NPCs as well. Clock: The Threat accumulates Tokens of a certain type in relation to the actions of the Characters or as time passes. Once a predetermined number of Tokens is reached, a special event described in the Gift activates. This is a useful way to emphasize the importance of time passing or gathering resources while conducting an exploration. Create Effect: When the Threat is activated, it creates a Descriptor that represents how the situation changes and is affected by the Threat. Damage: When the Threat triggers, it inflicts 1 Wound tied to the specifics of the Threat. This Wound comes in addition to any Wound that a Character might have already received from a failed Check. Disturbance: The proximity of the Threat weakens a certain capacity, such as magic being weakened in a place of strong religious faith. Those who remain in close proximity to the Threat receive 1 Drawback (or -1 to Characters and Game World 81
the Opposition Level of NPCs) when using abilities that are affected by the Threat's power. Fulcrum: The proximity of the Threat enhances a certain capacity, such as magic in a place full of arcane energy. Those who remain in close proximity to the Threat receive 1 Advantage (or +1 to the Opposition Level of NPCs) when using abilities that are affected by the Threat's power. Hostile: The Threat consumes those who approach. A Character loses 1 Soma at the beginning of each Scene, while an NPC lowers the Opposition Level of their first action by 1. NPCs Monad Echo allows you to manage NPCs very quickly, defining only a few of their features so that the Narrator can easily create one on the fly during a Session. The following "standard" guidelines will help you create an NPC. The Narrator is always free to change details to better fit their idea. For instance, even though the rules state that a Main NPC should typically have an Opposition Level of 4 or higher, there is nothing to prevent assigning a low Opposition Level to an important NPC in the story to represent someone who is socially influential but completely incapable of handling other situations. 82 Characters and Game World
Main NPCs The true antagonists of the story. Even when they aren’t opposing the Characters, NPCs have an Agenda that will have a significant impact on events. Main NPCs must have the ability to influence events and provide an interesting challenge for the Characters. Minor NPCs All of the people surrounding the Main NPCs or tied to them are Minor NPCs. A Lesser NPC will almost never be much of a challenge for a Character, but rather a method to connect the situations of the story to the Main NPCs. Given their situational importance, a Minor NPC may also not have an Agenda. Their actions should either be in support of or reaction to the Main NPCs and Characters. It goes without saying that there are a lot of Minor NPCs who could end up being a problem for the Characters. NPC Gifts are simpler than those of the Characters, as they confer bonus effects in very specific areas and almost never have activation costs. The best way to create the Gift for an NPC is to describe what happens in the narrative when the NPC shows off their Gift. Example: An NPC with ties to the vampire myth may possess the Immortal Gift, making them impossible to kill unless using one of the Gift's specific methods. Your concept of immortality in the story determines how it manifests itself. Will the vampire collapse into a cloud of smoke under the Character’s blows, or will they choose to disregard any harm unless the Characters find a way to target a weakness? Does their body instantly regenerate before the incredulous eyes of those present? It is simple to detail each of the Gift’s effects by describing what we envision will occur in the story. Characters and Game World 83
Below you'll find a list of generic Gifts to use as a base for creating NPC on the fly. You can also create them with the system suggested for Characters and adapt what you need for NPCs. Often, however, a Gift designed for a Character will require a minimum of adaptation. Ɂ NPCs do not have Soma, so Gifts that require a Soma cost to be activated must change so that their use is limited to one or more times per Scene. Ɂ NPCs do not gain Advantages or Drawbacks. These effects must be converted into the modifier equivalent (+1/-1) to the Opposition Level assigned to the action against the NPC. Ɂ Many NPCs have few Wounds, so paying a Wound to activate a Gift can be a difficult cost to bear. The best course of action in these situations is to make the Gift's initial activation free in each Scene where the NPC uses it. This list of Gifts represents generic characteristics, adaptable to every type of NPC and creature. Ally/Servant: The NPC has a follower, a companion animal, or some kind of servant ready to give their life for them. The Ally is an additional NPC that will act to the best of their ability to help those who possess this Gift and, in case of danger, may defend its patron by suffering 1 Wound in their place. Armored/Thick-skinned: The NPC can sustain 1 Additional Wound or ignore a certain type of Wound, such as being immune to fire. Band/Pack: NPCs with this Gift increase their Opposition Level by 1 when they act against a target and have the support of one or more teammates. 84 Characters and Game World
Destiny/Duty-bound: The will of the NPC cannot be easily broken. Once per Scene, the NPC can ignore or disrupt the effect of a Gift being used against them. Determined/Devoted: Religious beliefs or iron determination means the NPC never loses their temper or their focus. Any attempt to convince or manipulate the NPC through words or a supernatural power receives 2 Drawbacks. Expert/Skillful: Increase the Opposition Level of an NPC by 1 when a Check relates to their area of skill or knowledge. The specialization must be indicated in the Gift description. Intuition/Storyteller: The NPC has a good sense of who is in front of them. When talking with someone, they can intuit or deduce one of their Descriptors. A Character can perform a Defense Check to avoid revealing something about themselves. Playing Dirty/Poison: A lethal poison increases the danger of Wounds. The Wounds affected can only be healed by using an appropriate antidote or at the conclusion of a story. Unlike standard Wounds, they cannot be healed at the end of the Scene. Sworn Enemy/Master of Arms: The NPC is a dangerous opponent in combat and, once per Scene, can inflict 1 Additional Wound when they hit. Versatile/Resources: The NPC has a second Descriptor that stands for a very valuable personal resource, such as enormous wealth or unique combat skill. When an NPC displays their secret weapon for the first time in a Scene, it causes 1 Drawback to any potential Defense Check a Character might face. Characters and Game World 85
Agenda Every Main NPC must have an Agenda that outlines how they will behave. The Agenda is a vital aid for the Narrator, as it provides a guide for the NPC’s actions during the game. When an NPC has achieved all parts of their Agenda, the Narrator must evaluate whether to write a new one. Agendas are crucial because they quickly and effectively give the NPCs purpose and depth, indicating how they will behave in the Scenario in relation to the actions of the Characters. The Agenda must be written using the Descriptors template, which calls for just one brief narrative sentence outlining the goal and purpose of the NPC. A good way to determine an Agenda is to imagine what that NPC’s goals are in relation to their options. Keep in mind that some Agendas are more plausible than others. A good objective should not be within the NPC's immediate reach and should require them to enter into circumstances and Scenes that involve the Characters. NPC Archetypes Main NPC This archetype is helpful for defining significant NPCs and the main antagonists opposing the Characters. Descriptor: Needs to represent their abilities, merits, and any flaws. 86 Characters and Game World
Agenda: If this NPC’s goals are achieved, it should considerably change or even resolve the Scenario. Wounds: From 1 to 6, in relation to the NPC importance. 3 Wounds are considered the average for most Main NPCs. Opposition Level: 3 to 7. Gifts: 1 or 2. Gifts are great for providing additional prowess or powers to areas in which the Main NPC is skilled. Minor NPC This archetype is the foundation for creating all the secondary NPCs, thugs, and servants of the Main NPCs. This archetype allows you to easily manage a large number of NPCs in the Scene. Descriptor: Needs to represent their abilities, merits, and any flaws. Agenda: Not required. If they have one, it is linked to a Main NPC. Wounds: 1, with 2 or 3 as exceptions. As a rule, most Minor NPCs should have 1 single Wound. Opposition Level: 3 to 5. Gifts: 1 or no Gifts. Given the nature of "extras," most Minor NPCs should not possess a Gift. Characters and Game World 87
Special NPC This category includes every NPC that is not directly tied to an adventure's plot. NPCs used to add personality to a setting, serve as part of an overarching plot, or possess great power fall into this category. Descriptor: Representing its abilities and its link with the setting. Agenda: Representing the essence of the NPC in the game world. Wounds: From 1 to 6, in relation to the NPC importance. 3 Wounds are considered the average for most creatures, but 4, 5, or even 6 Wounds can characterize gigantic monsters and legendary heroes. Opposition Level: 5 to 9. Gifts: 1 or 2, to better characterize the ability and power of the NPC. SIMPLICITY OF NPC CREATION VS CHARACTERIZATION A key component of Monad Echo is keeping the creation of NPCs and Threats simple. The Narrator is the player with the most responsibility, so making it easier for them to manage game components helps them concentrate on what really matters and keep the Session moving. It can help to focus on just a few distinctive qualities possessed by the most important or charismatic opponents. Ɂ Opposition Level: A high OL is difficult for Characters to overcome through Checks, but in itself does not add anything to the narrative. A high OL enables you to anticipate the players' intentions, forcing them to build various advantages by exploiting the NPC Descriptor and attempting to lower their Opposition Level. Ɂ Wounds: On average, a tenacious opponent should have 3 Wounds. 3 is not a random number, but an average we have reached through long-term playtests. An NPC with 3 wounds is able to "resist" the actions of the Characters for one or two exchanges, which should allow enough time for meaningful additions to the story while preventing the fight from becoming repetitive. It’s possible to spread confrontations over more than one Scene. However, that is a situation that should emerge from the demands of the story, not simply because the Characters need more time to chip away at a powerful NPC. Each Wound beyond the third significantly increases the power of the NPC. What if a Character has a Gift to inflict Additional Wounds? This will upset the balanced "average" of three Wounds. However, that’s not really a problem. If a Player chooses to use one of their Character’s Gifts to deal more damage, it has to make sense and be described as part of the story, rather than just applying a general 88 Characters and Game World
modifier. Similarly, giving Minor NPCs more than 1 Wound drastically changes the challenge they represent in a Scene. If you imagine a fight scene from a movie or a book, you’d probably see the protagonists defeating minor opponents with a single blow. Giving 1 Wound to Minor NPCs is a simple way to mechanically represent their relative importance to the story. Minor NPCs are better used in groups, with a single Wound, as opposed to having just a few with two or more Wounds. Otherwise, the ability of a single, unimportant NPC to slow down the story shouldn’t be underestimated. Additionally, when the Players have grown accustomed to encountering hordes of NPCs with a single wound, you can throw a twist into things by introducing a captain of the guards or squad of elite soldiers with two Wounds. Ɂ Situation and environment: The placement of NPCs in the narrative is critical to their effectiveness and survivability. If one enemy NPC is placed in the center of a group of Characters, they probably won’t last very long. By design, they’re no match for the Characters. However, when used well, NPCs and Threats can create a constantly changing environment around the Main NPC, one which the Characters have to put effort into controlling. While framing and placement don’t have a numerical value on paper, they can turn even a Minor NPC into a genuine challenge for Players. Ɂ Gifts: Gifts allow the Narrator to grant NPCs powerful mechanical effects, which can be used to highlight the concepts underlying the NPC. NPC Gifts can have any effect, in contrast to Character Gifts, which instead must strike a balance between the options in order to prevent a disparity in utility and power levels. NPC Gifts only need to be consistent with the description and idea of the NPC. If an NPC is the best swordsman in the known universe, it makes perfect sense for them to have a Gift that makes them extremely dangerous in a duel, such as +2 to OL, 1 Additional Wound per blow, or impairing the use of a Character's Gift after witnessing its effects for the first time. Those are three very powerful effects, but completely justified for that type of NPC. Ɂ Descriptor: The Descriptor helps to determine whether a Character’s action generates a Check or not. For example, if a monster has a rock-hard shell that exposes its belly, a Character will need to describe how they get under the beast (likely requiring a Defense Check to pass). Otherwise, the NPC’s descriptor (rock-hard shell) prevents any attack from succeeding, so the Character’s attack would automatically fail without requiring a Check . You might be wondering how to start creating NPCs. It’s simple. The best starting point is how they act in a Scene and how that affects the story. Characters and Game World 89
BONDS Bonds create connections between the Characters and NPCs, an important cog in the engine of many stories. Bonds are, therefore, feelings and situations that relate a Character to another Character or to an NPC. A Bond is a Descriptor that details the connection a Character has with another person. Negative emotions such as hatred, jealousy, or others can also move the story toward an intriguing twist. A bond does not necessarily have to be a positive connection. Bonds can: Ɂ Help Players portray relationships with other Characters and inhabitants of the world. Ɂ Incentivize the accumulation of XP. Ɂ Create a pool of ideas and connections useful when setting up the first Game Session. As a rule of thumb, during the Character creation, you can define 2 Bonds with other Characters and 2 with NPCs. However, there’s no reason those numbers cannot be modified or adjusted. It makes perfect sense for the Characters in a team of teenage superheroes to have a Bond with every member of their team without worrying about balanced Character and NPC relationships.. BONDS BETWEEN TWO CHARACTERS Some Bonds are developed between Characters so that the Players can explore those relationships and have fun playing them out. It is, therefore, largely the responsibility of the Players to act out Bonds between Characters. 90 Characters and Game World
Character Bonds can be created using the following formula: I am/have/feel/etc. feeling, from/to Character name because reason, and I seek/want objective towards the Bond. Example: I trust Varyssa because she has risked her life for me on more than one occasion, and I want a sincere friendship to arise between us. BONDS BETWEEN CHARACTERS AND NPCs Bonds with NPCs are a convenient way to add depth to the Character’s story and connect them to the setting. The Narrator can use NPC Bonds as a springboard to bring the setting to life and develop narrative hooks that connect a Character to the events of their adventures. Each Player is required to outline a few NPCs that relate to their Character and place them in the game's world. To create an NPC Bond, use the following formula: I know/am bound by name of the Bond, by reason for the Bond, the characteristic of the Bond unites us. Example: I know Marcus because he has been my guide to the world of mercenary companies and a strong attraction to each other unites us. Characters and Game World 91
Create New Bonds The maximum number of Bonds of each type per Character should be 4, in order to avoid giving the Player so many options that they will unavoidably neglect some. A Character must use the formulas previously presented when creating new Bonds during the game, then record them on their sheet. THE IMPORTANCE OF CREATING CONNECTIONS Bonds are a crucial rule because, with the exception of a game with just 2 Players (the Narrator and another Player), role-playing games typically involve a cast of Characters who go on adventures throughout the setting's world. It’s a good idea for Players to develop connections between Characters and NPCs before the game begins. Doing so allows Players to focus right away and enjoy the Session, without feeling pressured to set up impromptu interactions so they can build relationships with others. NPC Bonds will also serve as a solid foundation for the first Sessions because they concisely convey the idea that the Characters are not just an incidental component of the setting, but rather an essential one. But then, why aren't Bonds a Basic Rule? Because they might not be necessary in every setting. Characters from Broken Tales have strikingly distinctive characteristics as well as wildly dissimilar backstories and personalities. The group known as the Order serves as a unifying force among Characters in the setting, practically compelling them to form a group with the others. Because of this, Bonds are not required in Broken Tales, or if they are, they are only reserved for a select group of Characters as a result of their Gifts. Understanding the medium of role-playing It’s important to be aware of the differences between various types of media when developing your game, which may be inspired by manga or your favorite TV show. In many types of stories, the focus is on a single protagonist, whether it be a book, comic book, or movie. Additionally, the protagonist almost always remains the focus of each scene, only shifting if it’s important for the overall plot. On the other hand, role play is a medium that is based on having a cast of characters that are all equally important. This radically changes how you set up the game in comparison to the work that inspired it. Bonds provide a mechanic that can help spread the focus among the Players, but they are insufficient on their own. As you design your game, think about how Characters will act, if they act in a group, and what happens to each of them in a Scene. By doing so, you'll be sure that the stories at your table are about a group and not a single protagonist. 92 Characters and Game World
EXPERIENCE Experience Points (XP) are a tally of the knowledge and maturity the Character has attained during the events of the story. A game that is intended for lengthy play over several Sessions should include this mechanic, as it helps to simulate a Character's growth in strength and ability. There are a number of ways to help you earn XP. At the end of each Scene Each Player considers whether at least one of their Descriptor's Downsides has adversely impacted the events of the last Scene or placed the Character in a dangerous situation. If the answer is yes, you can check the box next to the Descriptor on the Character's sheet. The best time to assess whether Character Bonds have been explored throughout the game and developed (either positively or negatively) during a Scene is at the end of the Scene. If a relationship with a Bond has developed, the relevant Bond may be marked, just as you would mark a Descriptor. Characters and Game World 93
As a reward You can designate a base amount of XP that will be given out at the conclusion of a mission, particularly if the game's main focus is on the Characters completing specific missions. These points are earned regardless of the outcome as compensation for the hardships the Characters have encountered during the Sessions. Earn XP You can play an Interlude at the conclusion of each adventure, with each adventure typically consisting of two to three Sessions. This Interlude's purpose is to give players a chance to take stock of their XP, spend them, and change various aspects of their Characters, such as their Descriptors and Gifts. All Descriptors, Bonds, and other items marked to grant XP should be reset during this Interlude so that they are available for the Character's upcoming adventure. Spending XP Even though the worth of an individual experience point isn’t really determined until it’s spent, a Character can choose to accumulate them from Interlude to Interlude in order to reach the required level for the desired Advancement. A Character can improve by exchanging XP for Advancements. As a general rule, an Advancement should cost 15 XP. What follows is a general list of potential Advancements: Increase the value of an Attribute by 1 There can be no more than 3 points of difference between the highest and lowest Attribute. The maximum value that can be reached in a single Attribute is 7. 94 Characters and Game World
THE IMPORTANCE OF ATTRIBUTES To stop Players from improving just one Attribute and using it as the basis for all Character actions, a maximum difference range between Attributes must be imposed. Always keep in mind that if a rule allows the Character to perform better and has no downsides, we cannot blame the Players when they try to exploit it as much as possible. Similar to Opposition Level, Attributes have a fundamental flaw, in that a high Attribute has a significant impact on Checks but adds little to the story, if we ignore its effects on the Character’s skills. There are a couple of methods you can use to limit the increase of Attributes: Ɂ Attributes are already limited by the maximum difference range, so in order to raise one attribute's value above 5, it is necessary to raise all the others to 3, which takes both time and XP. Ɂ Increase the Attribute XP Cost according to the formula: 5XP per Attribute point. In this way, bringing an Attribute to 6 requires 30 XP.
Evolve a Descriptor into a Specialization A Specialization develops a Descriptor, expanding its effects in terms of power and influence on the world. When the Character brings their Specialization into the field, they gain 1 Advantage per Scene to be used at any time. Example: The Company's charismatic Leader, Alyssa of Rye, is a fierce young warrior who never bows her head to anyone. Alyssa decides that this experience will develop into something more after she successfully relied on her courage during her adventures to win respect and favors. Alyssa's Player then rewrites the Descriptor to: My proud gaze cannot be ignored. Whether I want it or not, all eyes are on me. A Descriptor must always contain a component that represents a potential flaw or problem (Alyssa draws attention to herself whether she likes it or not), but now that her charisma is openly acknowledged, the Narrator will never be able to ignore it, and it may even provide an Advantage during the course of a scene. Evolve a Specialization into a Mastery A Mastery further evolves a Specialization into something that represents a paragon among humans. When the Character brings their Mastery to the field, they always gain 1 Advantage, even if they’ve already received Advantage in the Scene. Example: As more time has passed, Alyssa has overcome other challenges, and as a young and capable commander, her position of authority within the forces of the Republic of Dormas has solidified. Alyssa's Specialization develops into: People bow to me as I pass because my face is recognized throughout the Republic. 96 Characters and Game World
Obtain 1 Additional Wound The Character's toughness and stamina grow with their adventures, and they get the chance to absorb an Additional Wound. This Advance cannot be chosen more than once. Obtain a Follower The fame and abilities of the Character have attracted a recruit, determined to learn from the Character. The Player can create a new Character and play two of them during the Sessions. Improving a Gift Gifts can have an Enhancement, or an expansion of their mechanical effect, that can be acquired by spending XP. Increase Status All the situations in which a Character receives some kind of power or authority because of the events of the game fall under this Advancement. The practical effect can vary significantly. This Advancement exists to cover all situations in which a Character gains some kind of advantage or power that isn’t covered in another Advancement, such as: Ɂ An increase in their social influence in the game world. Ɂ Having access to additional Gifts as a result of a specific circumstance, such as joining a guild or finding a teacher who can impart a powerful and rare discipline. Ɂ Creating a new Descriptor related to the game world, such as an influential marriage or new insights into the secrets of the setting. Characters and Game World 97
Experience Tokens As an alternative to the entire Experience Points system, you can opt to use Experience Tokens that each Character receives at the end of every adventure/mission. Advances should require 2 or more Tokens, depending on the progression you want to see in the game campaign. Narrative experience It is important to keep in mind that, regardless of the game's experience system, in order to be transformed into an Advancement, the Character's development must also be derived from the story and the Character’s experiences during Sessions. Gaining followers should be the result of a Bond that the Character has formed with an NPC throughout the course of the story. Improving an Attribute should be the result of the Character using it frequently, and so forth. The main goal must be to encourage the Players to achieve the goals of the Character and advance through the narrative.
PLAYER EVALUATIONS It’s always up to the Players to determine whether and to what extent their Descriptors, Bonds, or other Character-related elements are properly interpreted in the game. In Monad Echo, this idea applies not just to how you play and how well you play, but also to the mechanics of advancing your character’s abilities. It’s fairly typical to leave the evaluation of a Player’s style or interpretation of their Character, as well as how fast they should advance in power, up to the Narrator or other Players. However, this is a mistake. It is essential to respect each individual's unique sensibilities and approach to role-playing. Encourage players to interpret and highlight Character Descriptors, then allow them to evaluate their own gameplay and be rewarded with experience points for it. Instead of relying on a general consensus of the one-and-only true way to role-play, each Player should make their own judgements. Rewarding engagement through Descriptors is a positive dynamic in and of itself. However, the frequency with which it can be used during a session must be mechanically limited to encourage players to highlight all of the elements on their sheet rather than favoring just one. It’s also easier on the Narrator if the Players handle their own evaluations. Just for the Characters, there are 15–20 Descriptors per game if there are 3–4 Characters in each group and each Character has an average of 5 Descriptors. On top of all that, the Narrator must also manage Scenes, Threats, and NPCs. Because of this, when creating a game with Monad Echo, always set up Descriptors so that obtaining rewards, such as Experience, relies on the Players’ evaluations. Characters and Game World 99