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Ghost Echo

This document provides an overview of the GHOST/ECHO roleplaying game system and setting in 3 pages. The system uses d6 dice pools where goals require 1 die and dangers require 1-3 dice depending on the action. Actions like infiltrating or committing violence have sample goals and an associated required danger. The 1-page setting section provides character and location ideas that can be incorporated into the game. It establishes the starting situation as a crew being ambushed while looting in the ghost world with hungry wraiths in pursuit. The document concludes by posing questions for players to explore through play like the crew's motives, individual powers, and the nature of the ghost world, echoes, and wra

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0% found this document useful (0 votes)
91 views3 pages

Ghost Echo

This document provides an overview of the GHOST/ECHO roleplaying game system and setting in 3 pages. The system uses d6 dice pools where goals require 1 die and dangers require 1-3 dice depending on the action. Actions like infiltrating or committing violence have sample goals and an associated required danger. The 1-page setting section provides character and location ideas that can be incorporated into the game. It establishes the starting situation as a crew being ambushed while looting in the ghost world with hungry wraiths in pursuit. The document concludes by posing questions for players to explore through play like the crew's motives, individual powers, and the nature of the ghost world, echoes, and wra

Uploaded by

Michael Smith
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© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
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GHOST/ECHO – System and Setting Easy Reference

by Timothy Pinkham (timothyp on rpggeek.com)


GHOST/ECHO is a roleplaying game written by John Harper (onesevendesign.com).

System: pages 1-2


Setting: page 3

System

Rolling the Use d6s for dice rolls.


dice
When an action requires a dice roll, follow the steps below.

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

• 1 die for the required danger, and


• 1 die for each of the following dangers that apply:

◦ 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.)

Will any dangers remain?

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.

Continued on next page


System, Continued

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.

Action Sample Goals Required Danger


Act under pressure • Complete a simple task while you’re hurt You suffer harm.
or in danger.
• Move through a dangerous area.
• Help someone who is in danger.
Infiltrate or steal • Move undetected. You are caught in the act.
• Plant an item.
• Arrange an ambush.
• Defeat security measures.
Suffer harm • Resist serious injury. You’re incapacitated.
• Fight your way through the pain.
• Impress with your toughness.
Commit to violence • Do harm in a fight. Unwanted harm.
• Terrorize with savagery.
• Commit murder.
• Demolish something.
Manipulate or • Carry off a deception. You get put in a bad position.
hold steadfast • Make a strong impression.
• Stand your ground.
• Extract a promise.
• Discover a hidden truth.
• Negotiate a deal to your benefit.
Channel the ghost field • Perform a supernatural feat. A paranormal backlash.
• Enter or exit the shot world
• Communicate with wraiths.
Listen for echoes • Witness events from the past. You attract the attention of one
• Sense distant events. or more wraiths.
• Read the local datastream.
Setting

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

Starting Start the game with the following situation:


situation

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?

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