This is awesome and I'm looking forward to finally trying it... I do have a question though: I feel like I've somehow missed where the PCs' "health" is listed... Have I misread something? Also, Fiends like the Undead and the Summoner don't have any damage attacks--am I interpreting that right?
You’re reading it right! The real drama for PCs is falling off the scale. This is the only real way to “die” and become unable to move on.
“Demon children don’t stay demon children forever. If you move off the Scale, your soul is claimed. This is the end of your character”
If this isn’t happening in your games I recommend implementing the optional Volatile rules to make things more swingy.
So what about combat? Fiends and breakable objects have health, and PCs do damage.
PCs DONT have health. They can’t die from getting hurt. Combat is a moment to show off and jam out and make lots of rolls (which can be dangerous).
Damage reduces your current Mosh, but that’s how you know you’re having fun.
Fiends can do damage to the breakable objects but all it does to PCs is take away their Mosh, limiting their next options.
Don’t forget rule 0!
The most important rule is that this game is yours. Don't be afraid to bend, break, dismantle, or tweak the rules. They exist to serve you, not the other way around. You should ignore them whenever it makes your game better.
Yes, Undead are fodder for replenishing MOSH. Summoners add “tactical choice” as they should be defeated first before they summon more Fiends. A small sampling for you to make your own Fiends.
The real focus is less on the enemies and more creative uses of Badass classes and character moments.
Thank you for taking the time to reply--thanks for the clarifications. Also, I had somehow missed that enemy damage knocks Mosh off, sorry for not reading more carefully. Played the first half of a session of DEMON CHILD with a couple friends and we had a great time with it! Thanks for the fun concept!
Oh hell yeah! Now here’s a two-stat game I can get behind: evocative and distinct sides of the spectrum, and very flavorful demises if you fall off either end. Classic LUMEN combat supported by the whimsical premise of some youngsters ripping and tearing their way through the lands of the damned.
A full stylistic package of a game (soundtrack is a fantastic touch) that grabs you by the skull and screams punk at you. A full package in every regard really: very organized, dots all the i’s and crosses all the t’s, even if they’re written in blood. Would love to see more indie tabletops with this level of care put into their presentation.
Only other thing I’d like to see is some ideas for how to close the gate to Hell, to help give the session an overall goal to chaotically barrel towards. Anyways, game is damn good, wall of text over!
← Return to trip to Hell
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This is awesome and I'm looking forward to finally trying it... I do have a question though: I feel like I've somehow missed where the PCs' "health" is listed... Have I misread something? Also, Fiends like the Undead and the Summoner don't have any damage attacks--am I interpreting that right?
You’re reading it right! The real drama for PCs is falling off the scale. This is the only real way to “die” and become unable to move on.
If this isn’t happening in your games I recommend implementing the optional Volatile rules to make things more swingy.
So what about combat? Fiends and breakable objects have health, and PCs do damage.
PCs DONT have health. They can’t die from getting hurt. Combat is a moment to show off and jam out and make lots of rolls (which can be dangerous).
Fiends can do damage to the breakable objects but all it does to PCs is take away their Mosh, limiting their next options.
Don’t forget rule 0!
Yes, Undead are fodder for replenishing MOSH. Summoners add “tactical choice” as they should be defeated first before they summon more Fiends. A small sampling for you to make your own Fiends.
The real focus is less on the enemies and more creative uses of Badass classes and character moments.
Thank you for taking the time to reply--thanks for the clarifications. Also, I had somehow missed that enemy damage knocks Mosh off, sorry for not reading more carefully. Played the first half of a session of DEMON CHILD with a couple friends and we had a great time with it! Thanks for the fun concept!
Damn, dude. I'm coming back tomorrow to leave a Jam review but everything about this fucking rocks.
Oh hell yeah! Now here’s a two-stat game I can get behind: evocative and distinct sides of the spectrum, and very flavorful demises if you fall off either end. Classic LUMEN combat supported by the whimsical premise of some youngsters ripping and tearing their way through the lands of the damned.
A full stylistic package of a game (soundtrack is a fantastic touch) that grabs you by the skull and screams punk at you. A full package in every regard really: very organized, dots all the i’s and crosses all the t’s, even if they’re written in blood. Would love to see more indie tabletops with this level of care put into their presentation.
Only other thing I’d like to see is some ideas for how to close the gate to Hell, to help give the session an overall goal to chaotically barrel towards. Anyways, game is damn good, wall of text over!