Ghost Echo
Ghost Echo
System
Step Do this...
1 Say what kind of action you’re taking. (See the “Actions” section on p.2.)
2 List your goal for the action.
3 Gather 1 die for the goal.
4 Gather
◦ A second danger created by the GM, or remaining from a previous roll. (optional)
◦ A third danger created by you, or remaining from a previous roll. (optional)
5 Gather 1 extra die if you are especially well-prepared for the action at hand.
6 Roll all of the dice.
7 Assign 1 die roll result to each goal and each danger. (See the “Handling dice results” section
below.)
If yes, write the danger on a card and put it in front of you. It can be used on a future action.
If no, go to the next step.
8 Roleplay or narrate the outcomes of your dice rolls.
Handling dice Follow the table below to interpret the outcomes of your dice rolls.
results
Die Roll If it's a goal die... If it's a danger die...
1-2 The goal fails and the opportunity is lost The danger comes true.
(until circumstances change).
3-4 The goal is partially achieved and the The danger partially comes true and the danger
opportunity remains. remains.
5-6 The goal is achieved. The danger does not come true.
Actions The table below explains what kinds of actions require dice rolls. Each action includes some sample goals,
and the required danger.
Note: Goals and dangers are always rooted in the specifics of the action.
Setting The table below lists setting ideas that can be used in your game.
features
Crew Others Places Wraiths Loot
• Coil • Venom • The Watchtower • Dogs • Stones
• Demon • Kilo • Undercross • Vipers • Paper
• Hull • White • The Ruins • Hawks • Metal
• Grip • Switch • Grand Central • Spiders
• Vixen • Bear • Echo Park
• Lake • The Railyard
• Nix • The Night Carnival
• Crane • The Canals
• Breaker • Chalk Street Bridge
• Sledge • The Nail and Bottle
• Axis • Candle Street
• Cable • Heartbreak Square
• Wheel • The Six Arms
• Banner • Anvilwerks
• Latch • The Black Circle
• Carrier • Cathedral Hill
• Chain • The Factory
• Walker • Belltown
While looting in the ghost world, your crew was sold out.
You walk right into an ambush, with hungry wraiths on your heels.
Note: The GM should fill in the details using Others and Places from the “Setting features” section above.
Questions Your group will try to answer the following questions as you play.
you will
answer • Why does your crew need loot?
• What powers and talents does your particular crew member possess?
• What is the ghost world like?
• What is the real world like?
• What are echoes?
• What are wraiths?