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Deathroll

Deathroll

Hardcover, Excellent Condition. I believe this is a POD book, but am not positive.

 

Deathroll is a science-fantasy RPG that invites its players to try-out new ways to play, new ways to write, and new roles to take on. This is because every story told in the apocalyptic world of Arcadia is finite. Meaning, every setting, every character -- even the GM -- are all meant to be experienced just a single time.

  • Games can be short “one-offs” (referred to as Tales) that can be ready to play in as short as an hour.
  • A small list of 3 primary, PbtA inspired "moves", make running the game incredibly streamlined.
  • Settings (referred to as Adventures or Tales) are created using a step-by-step process called Adventure Creation. 
  • Each segment (or Act) of an Adventure is created one at a time, allowing the GM to focus on a smaller portion of the larger story without having to consider the entire arc.

 

Action Resolution by Contest: All Actions are resolved through a Contest between two players (a Survivor and the GM). The winner of the Contest resolves the Action to their liking. 

Contextual Damage: Context-based damage output. If it seems possible to kill with Lethal Damage, simply win a Contest to do so and take out the target with a single strike. 

Universal Actions: Both the Survivors and the GM take Actions. Meaning, some of the GM’s Actions are contestable by the players, and can be forced to fail if the GM loses a Contest with a player opposing them. 

Exertion Cards: Used as a hand of playing cards, an additional Pool Modifier of dice can be added to both the GMs or player’s Dice Pools. Cards are played face-down, then revealed at the same time, adding their value in dice as a surprise to the other.

Gear Packages: Quickly jump into a new game with a full set of useful items without having to crunch numbers deciding what you can and cannot afford to buy.

Trust Statuses: A trackable scale of Trust makes it quick and easy to determine how NPCs interact with Survivors or how close they are to becoming friend or foe. 

Narrative Initiative: An initiative system that can be used at any time by the GM to create turn-based play during which only a certain amount of Actions can be taken (including GM Actions). 

    $11.95Price

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