0% found this document useful (0 votes)
73 views12 pages

Dead Format: One-Night Horror RPG Guide

Uploaded by

jojocomida8
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
73 views12 pages

Dead Format: One-Night Horror RPG Guide

Uploaded by

jojocomida8
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as DOCX, PDF, TXT or read online on Scribd

Dead Format

At the far end of the street, where the lamps flicker and the air smells faintly of melted plastic,
there’s a video shop no one remembers renting from. Dust clings to the windows like cobwebs,
and the sign above the door - B & C Video - hums faintly in sickly neon. The bell above the door
hasn’t rung in years, but tonight it does. Inside, the tapes are waiting. Clamshell cases line the
walls, each unmarked except for a handwritten title in red ink. The man behind the counter
doesn’t blink. For some reason, you cannot perceive his true form. He just says: “Interested in a
membership? Take a look around. First night’s free."

What Is This Game?


Dead Format is a one-night horror RPG inspired by cult VHS horror and B-movie nightmares. It
is primarily inspired by Chaosium’s Blood Brothers supplements for Call of Cthulhu. Players
assume the roles of doomed heroes (or victims) in a pulpy, atmospheric horror scenario.

1. How To Play
2. Character Creation
3. Rolling Dice and Passing Tests
4. Special Abilities
5. Items
6. Skills
7. Darkness
8. Damage

1. How To Play
Choose the Tape
Players browse B & C’s shelves and select a scenario (a "tape"). Decide whether to use pre-
generated characters or create custom ones. See the scenario guide for a list of available tapes!

Press Play
The GM (Game Master) begins with a chilling opening narration that sets the tone and mystery.

Meet the Cast


Players select or create their characters. If custom, tie them to the opening scene: How are they
involved? Why are they here?

Scene by Scene
The game unfolds in scenes. The GM describes the scene. The players can also decide things
are in the scene if the GM agrees. Each player has:

● A public goal (known to all) - this is how you advance the scene.
● A private goal (shared only with the GM) - this gives the player an angle to work -
optionally, you can reveal your goal after each scene and the other players decide
whether or not you achieved it. You gain a point if you do. Points are just for fun for now,
but may have a use during future additions to the game.

Pregenerated characters have preset goals that you will receive during each scene.

Custom characters make up one overarching goal for the scenario and secretly show it
to the GM. The GM then generates one goal per scene for the custom character.

Note: Unless the scenario specifically calls for it, private goals should not undermine
other players or prevent them from reaching their goals. It is an opportunity for
storytelling.

Your Move
The GM asks: "What do you do?" Players state their actions. The GM narrates consequences
for each: discovery, danger, escalation.

The Table Reacts


After actions resolve, players can freely discuss, argue, or plan. When ready, they signal the
GM to advance to the next round of actions.

Test the Unknown


Some actions require a Mental, Physical, or Social test. Assemble your dice pool and apply
bonuses from skills, items, or abilities.
Tension Ticks On
The GM may start a clock (visible or hidden) representing something looming: a monster
approaching, a trap triggering, a secret being revealed. Clocks advance each round.

Scene Effects
Some scenes feature ongoing threats:

● An alarm
● A fire
● A creature

These may deal damage, change the environment, or start new clocks.

Damage and Defeat


If damage taken equals a stat's maximum (usually 3), the character is defeated and out of the
scene.

Final Scene
During the final scene, death, madness, or sacrifice becomes possible.

Epilogue and Sequel


Players narrate character endings. The GM adds a final stinger, cliffhanger, or lingering threat.

2. Character Creation
Choose a Class
Occult, Academic, Martial, Civil, or Student (Students pick an ability and item from any class,
and three skills from any stat (still equal to tier) not necessarily one of each, but have only 7
points to distribute).

Assign Stats
Distribute 9 points across:

● Mental
● Physical
● Social

Stat Tier (affects dice type):


● 1 : D (1-2) = d4
● 2 : C (3) = d6
● 3 : B (4) = d8
● 4: A (5+) = d10

Choose a Flair
Choose a stat to be your flair. It determines your Occupation. You get + 1 dice to skill checks if
they match your flair.

Gain Skills, Ability and Items


Gain one skill in each stat depending on your tier. Gain one ability based on your class. Gain
one item based on your occupation. (suggested items are below). Note the occupation is purely
for flavour and helps you choose a suitable item, really, there is no restriction on items. If you
feel you need some sort of balance, choose a tier D-C item. You will be able to find or make
better items in the scenarios.

3. Rolling Dice and Passing Tests


Roll a pool of dice equal to your stat. Use the dice matching your tier. (D=D4, C=D6, B =D8
A=D10)

Skill Test Resolution

1. Assemble dice pool.


2. Roll against target number.
3. Choose whether to apply abilities, skills, or push yourself.
4. Determine outcome.

Assemble Dice Pool


Begin with one dice based on your tier.
You may add additional dice based on the following criteria:

● + 1 for each player who assists.


● + 1 if it matches your flair.
● Some skills can add dice if the GM deems it appropriate (or their entire purpose is to add
dice). Do this now. Remember each skill can only be used once per scene whether
adding a dice to a test or being used in another way.
● You can risk an item: it adds a dice of its tier to certain types of situations that would be
thematically appropriate, but if its dice rolls < Risk, it is destroyed or lost. Don’t be afraid
to hassle the GM constantly as to whether skills or items are valid in ambiguous
situations.

Target Number (Based on Situation)


Situation

● Favorable: 3+ (Risk 0)
● Neutral: 4+ (Risk 0)
● Risky: 5+ (Risk 1)
● Dangerous: 6+ (Risk 2)
● Dire: 8+ (Risk 3)

Risk = number that, if rolled or lower, causes Trouble.

Outcomes
● 3 or more Successes: Critical success. Add something to the world.
● One or More Successes: Success.
● No Successes: Failure. Face consequences.
● Trouble: Dice equal to or less than Risk cause harmful side effects (pass or fail):
○ Damage
○ Start or advance clocks
○ Escalate threats
○ Conditions (rules affecting your behavior)

The players and the GM can work together to decide the effects of Trouble.

Modifiers
● Push Yourself: Take 1 damage to reroll all failed dice > Risk.
● Assist: Another player adds one die of their corresponding stat.
● Items: Add dice and abilities.
● Skills: Add dice, reduce damage, sharpen rolls.

4. Special Abilities
Each character has one game-changing ability that can be used once per scenario. It is possible
to regain the use of your ability during some scenarios as a scenario effect.

Occult Abilities
● The Pact – Gain a Darkness to advance the scenario or automatically pass a test. This
ability can be used multiple times. Your character is out of the game when they have 3
or more Darkness (see below)

● Second Sight – Ask a yes/no question about the future. You experience lingering
psychic impressions for the rest of the scenario.
● The Taking – Possess and control an NPC or creature temporarily. May or may not gain
Darkness.

● Dead Line – Protect a location or person from harm through occult means.

● The Curse – Curse or kill someone through supernatural influence and gain a Darkness.

Academic Abilities
● The Ninth Gate – Instantly uncover a vital truth or clue

● How to Kill Monsters – Learn how to hurt or trap the threat.

● Dead & Buried – Craft a new item from found materials or upgrade something existing.

● They Live – Reveal a hidden creature, presence, or secret lurking nearby.

● The Skeptic – Render the threat solvable through logic—strip the supernatural of its
mystique.

Martial Abilities
● Maximum Overdrive – Ignore all harm for one scene; take it all at the beginning of the
next.

● You're Next – Strike with maximum effect; no roll required.

● Containment – Stop a scenario effect, supernatural event, or threat escalation.

● Dead Ringer – Trade places with another character, taking their danger on yourself.

● Sometimes They Come Back – Heal one harm track entirely and boost your next
physical action - if you’re physically defeated you can use it to come back from defeat

Civil Abilities
● Inside – Call in a favor, pick a lock, or leverage a connection.

● The Devil’s Backbone – You and all allies gain +1 D12 to your next roll this scene.
● Flatliners – Revive a fallen ally, clearing all damage from one track.

● New Nightmare – Take temporary control of the narrative: change a scene, cancel an
event, or rewrite the plot direction.

● The Purge – Exonerate a character from all consequences

5. Items
Each item has a tier (D to A) and includes a die and a special ability.

Ability Keywords

Boost : Increases your tier by 1 for this test.

Sharpen: Adds 1 to a dice result.

Soak (damage type): Cancel 1 damage of the appropriate type.

Critical Double all successes in this test.

Range Allows the skill test to take place at range.

OCCULT ITEMS
D – d4

● Crystal: +1 die to Mental rolls vs spirits.

○ Ability: Sharpen

C – d6

● Talisman: +1 die to resist supernatural effects.

○ Ability: Soak

B – d8

● Tome: +1 die to cast or identify rituals and research forbidden knowledge

○ Ability: Cursed – Boost Mental roll, take 1 Sanity.

A – d10
● Relic: +1 die to all Occult checks. Range.

○ Ability: Channel – Spend 1 Sanity to reroll all fails.

ACADEMIC ITEMS
D – d4

● Notebook: +1 die when recalling or studying clues.

○ Ability: Sharpen

C – d6

● Medkit: + 1 die to Treat or Diagnose.

○ Ability: Soak

B – d8

● Labkit: +1 die to craft or analyze chemicals.

○ Ability: Synthesize – Create another item of lower tier once per scene

A – d10

● Scanner: +1 die to discover information

○ Ability: Reveal – Automatically expose a creature’s weakness or information


about a person or place

MARTIAL ITEMS
D – d4

● Knife: +1 die to close combat.

○ Ability: Sharpen – Add +1 to a Physical die.

C – d6
● Pistol: +1 die at range

○ Ability: Range

B – d8

● Axe: +1 die, brutal damage.

○ Ability: Critical

A – d10

● Rifle: +1 die, deadly precision.

○ Ability: Critical, Range

CIVIL ITEMS
D – d4

● ID Card : +1 die to command, clam or deceive

○ Ability: Sharpen

C – d6

● Tape Recorder +1 die to gather secrets or expose lies.

○ Ability: Range

B – d8

● Suit: +1 die to charm or negotiate.

○ Ability: Soak

A – d10

● Mic: +1 die to Rally or Persuade a group.

○ Ability: Range
6. Skills
Skills give an extra die to a test where it would be appropriate or provide small mechanical
advantages. Once per scene.

Mental Skills
D-Tier

● Focus – Add +1 die


● Recall – Ask for hint
● Calm – Remove 1 Mental damage

C-Tier

● Insight – Ask "What here is not as it seems?"


● Plan – See outcome of next move
● Adapt – Change test type

B-Tier

● Specialist – Boost one mental die related to your specialist subject that you choose
when taking this skill
● Diagnose – Reveal weakness or ailment
● Outwit – Win an argument, solve a puzzle or lose a purser

A-Tier

● Clarity – Remove a mental condition


● Mastermind – Auto-succeed a test + mark Darkness
● Genius – Know key fact about anything

Physical Skills
D-Tier

● Athletics – Add +1 die


● Brace – Block 1 damage
● Climb – Bypass obstacle
C-Tier

● Strike – Inflict additional damage


● React – Interrupt a threat with an action
● Recover – Heal 1 Physical

B-Tier

● Rough – boost die for Physical tests


● Overpower – Win contest of strength
● Tough – Next test deals 1 damage max

A-Tier

● Dodge – Avoid one threat


● Rampage – Deal max damage to all nearby but gain a Darkness
● Rebound – remove physical condition

Social Skills
D-Tier

● Talk – Add +1 die


● Lie – Auto-pass simple deception
● Soothe – Remove 1 Social stress

C-Tier

● Rally – Assist an ally in any test with a D6


● Command – NPC obeys a simple order
● Blend – Avoid notice

B-Tier

● Glib– Boost die for social tests


● Persuade – Win a legal case or battle of words, make others see your point of view
● Expose – Force reveal of secret or lie

A-Tier

● Inspire – Remove a social condition


● Influence – Convince a sane human enemy to switch sides but gain a Darkness
● Repute– Alter social dynamic instantly
Sanity, Damage, Stress
You have three tracks:

● Sanity (Mental)
● Damage (Physical)
● Stress (Social)

When any stat takes damage equal to its value, you are defeated and out of the scene.
Endgame scenes allow death, madness, or lasting scars.

Recovery

The players begin each scene with all tracks at zero damage.

During a scene, a player can use medical items or skills to heal damage, but such actions will
advance the clock.

Some skills and abilities can heal the players and even bring them back from defeat under
exceptional circumstances.

Darkness
A special stat tied to horror and temptation. At 3+, you are consumed and out of the scenario -
however, the GM can allow you to participate by have you become an antagonist, although you
don’t make any further dice rolls or participate in actions. You can gain Darkness by using
Occult abilities or certain A tier skills, but you also gain Darkness by committing immoral acts.
This is a world of horror, so sometimes it is mandatory to gain Darkness in some scenarios.
(The scenario will warn you beforehand).

Darkness can never be cleared.

Let the Tape Roll


The lights buzz. The tape whirs. The screen flickers. Whatever you do, don’t press stop until
it’s all over!!!

You might also like