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Inception - The Role Playing Game

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  • 8/3/2019 Inception - The Role Playing Game

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    Table Of ContentIntroduction i

    Chapter 1: Getting StartedMaterials Needed 1Character Sheet 1The Architect 2

    Chapter 2: Character CreationBase Stats 3The Team 3The Extractor 4The Point-Man 4The Chemist 4The Forger 5Skills 5Feats 7Weaponry 8

    Armor 9Totems 9

    Chapter 3: Running The GameDream Levels 10

    Skill Checks 10Sanity 11PASIV Device 12

    Chapter 4: CombatInitiative 14Your Turn 14Attacking 15

    Defending 15

    Critical Success 15

    Chapter 5: Sample AdventurePre-Generate Characters 17Starting The Adventure 22

    Acknowledgments

    Rewards 13Secrets 13Projections 13

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    nroductiona huge box success. It grossed $23.7 Million on its opening day, July

    16. Many critics loved its smart use of both science and thespectacular, its visual effects, and its phenominal story telling.

    This roleplaying system was designed to allow fans of the film to

    play out other mission ideas they would have. It has all of the termspresent in the film and script and is a very accurate representation of

    everything that millions came to know and love.

    It's a really interesting system. I like how it lets the player do whatthings he wants, like creating things in dreams. It made me feel like Iwas in the movie.

    -Nyu Ayomi, Playtester

    Inception: The Roleplaying Game takes a free-form stand onequipment, stats, and the players requests. In essence it is a genericsystem which allows players to say what they wish to do in the worldwithout having to say, No, I don't know how to calculate the statsfor you.

    Designed to be a manual for both the player and The Architect (theGM), every person involved in a game run with this system should at

    thoroughly.

    affiliation to any previously related group. Sale of this item without properauthority from the former parties is stricly prohibited. If you would like more

    Thank you for looking at this system and I hope you enjoy it!

    Adam Sawyer

    i

    Creator, Lead Publisher, Stillsted Publishing

    www.legendarypictures.com

    least skim its contents, The Architect needing to read them very

    Nolan, orLegendary Pictures. This is a privately created game with no

    Internet link:

    Inception was a film directed by Christopher Nolan which became

    Stillsted Publishing does not own any property associated with Inception, Christopher

    information on Inception, ChristopherNolan, or Legendary Pictures please visit the following

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    Chapter 1: Getting StartedThis chapter will explain the in's and out's of starting a character,what you'll need in order to begin a game, and what a brief

    description of what terms are used.

    aterials Needed

    JENGA TowerUsed to illustrate how stable a dream is. Rather than being stacked asa normal tower, it is to be stacked with three blocks on a single level,

    all the blocks on their sides. See Illustration 1.1 for example. Writing UtensilsWhether it be pens or pencils, you will need to have at least one ofthese in order to keep track of your general character advancement.

    Character SheetPreferably a 3x5 Note Card, this will be used to mark downeverything that makes your character who they are.

    Illustration 1.1

    Character SheetRecords the general information needed to successfully run yourcharacter.

    1

    Standard Array Of DiceThis includes all of the standar dice found in a set of seve. Thisincludes at least 1 four sided (d4), 1 six sided (d6), 1 eight sided (d8),1 ten sided (d10), 1 twelve sided (d12), and 1 twenty sided (d20).

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    Name: Gender:Age: Profession:

    HP: Def: DP:Speed: Initiative:

    STR: AGI: INT:Skills: Feats:

    Weapons:

    Name: Birthname or callsign of the character being played

    Gender: Male or Female

    Age: How long it has been since one was born

    Profession: Part your character plays in regards to the rest ofthe team

    HP: Amount of health your character has. Determines howmuch damage can be taken before dying

    Def: Numerical bonus added to your defense roll

    DP: Amount of Dream points allowed in order to create items,weapons, armor, and situations in a dream

    Speed: Distance traveled in a single second turn

    Initiative: Numerical bonus added to die roll whichdetermines order of turns in combat

    STR: Strength a character has

    AGI: How agile a character is

    INT: Measures the intelligence of a character

    Skills: A measure of talent in regards to certain tasks Feats: Specific abilities a character is exceptionally talented at

    Weapons: Items and/or body parts one may use to attack

    Totem (written on back): A specific item used to helpdistinguish between the dream world and reality

    The ArchitectEven though in the movie The Architect is a member of The Team,The Architect is an fact the term used for the GameMaster in this

    system. Creating the real world, plots, NPCs (Non-PlayerCharacters), and possibly Dream Worlds, The Architect essentiallyacts as God during the game. It should be expected however forthem to be fair. Rolling behind a screen in very common as it

    change rolls in order to help The Team survive.

    Note: The Architect should NEVER create obstacles, enemies,traps, or mazes that are impossible for The Team to get past. Theyare there to allow the team the most satisfying victory, not crushthem.

    2

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    Chapter 2: Character CreationThis chapter will cover the entire process of deciding what role toplay in The Team, Skills, Feats and other specific things that relate

    to Character Creation.

    Base StatsWhen a Profession is chosen for a character they look at the BaseStats for each character and add the Profession modifier.

    HP: 10+ Profession Modifier

    Def: Just Profession Modifier

    DP: 10+ Profession Modifier

    Speed: 6 Ft. Walking/12 Ft. Running

    Inititiative: Average of AGI & INT Modifier STR,AGI,INT: Roll 3d6 to determine number & modifier

    Ability Modifiers

    NUM MOD

    1-3:

    4-6:

    7-9:

    10-12:13-15:

    16-18:

    -2

    -1

    0

    +1+2

    +3

    The TeamThe party of Characters are known as The Team. These collectionof characters each play a specific part in the team, each offeringsomething to the final product which will make the mission thatmuch easier.

    3

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    The Extractor

    The Extractor, shown to be Dom Cobb in the Film, acts as basicallythe main force of The Team. Their main job is to steal or implantsecrets or memories into The Mark. For a better way to understandthis class, compare it to the Warrior damage dealer in Fantasygames.

    +4 HP

    +3 Def

    +3 DP

    2 Points Concentration Skill

    The Point-Man

    The Point-Man, shown as Arthur in the Film, is the historian. Theyare the ones who examine world events, find out information onThe Mark, and are the human encyclopedias. Compare it to theintelligence based Magic users in Fantasy titles.

    +2 HP

    +6 Def

    +2 DP

    2 Points History Skill

    The Chemist

    The Chemist, represtented as Yusuf in the movie, is exactly what hisname states. Trained in all manner of chemicals ranging fromsedatives to pain killers, the are the ones who act as the healers andscientists in the group. Think of The Chemist as being the Cleric ina Fantasy game.

    +5 HP

    +4 Def

    +1 DP

    2 Points Medicine Skill

    4

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    The Forger

    The Forger, known to many from the film as Eames, sneaks. In theDream world The Forger is able to literally change their appearance

    without any makeup whatsoever. Called upon for their stealth anddeceptive powers, they are essential in groups. A rogue would be agood alternate callsign in a Fantasy setting.

    +3 HP

    +2 Def

    +5 DP

    2 Points Disguise Skill

    HP: 10+ 4 (Profession Modifier)= 14 HP

    Def:= +3 Def

    DP: 10 + 3 (Profession Modifier)= 13 DP

    She then rolls 3d6 three times and gets the numbers 13, 10, and 9.

    Looking at what her character will probably be she puts the scores

    into each base stat then uses the Ability Modifiers table to determinewhat bonus she gets, and records it thusly:

    STR: 13, +2

    AGI: 9, 0

    INT: 10, +1

    Skills

    EXAMPLE: Jill decides she is going to play a male characternamed Stefan. She looks at the different professions and decides she

    wants to play an Extractor. She totals the stats as follows:

    Skills are, in essence, what your character is good at. They are thebroad abilities your character has and is trained for.

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    Skill Bonuses

    1,2

    Each player selects six skills (not including the Profession basedSkill) from the list belowPlayers have a total of 25 Skill Points (not including the two pointsfrom Profession based Skill) and allocate them into their respective

    SkillsMost Skills receive a bonus for the attribute they are associated with(example: INT: Architecture)NOTE: You may only put up to SIX POINTS into a single skill atCharacter Creation

    INT: Architecture- Building/ City Design & Layout

    AGI: Athletics- Fitness/ Physical Activity

    n/a: Bluff- Manipulate Players/ NPCs

    INT: Concentration- Distinguish Reality From Dream

    INT: Craft- Imagining Items Into Dream & Creating Items In Reality

    INT: Insight- Detect Lies & Perceive Situations

    STR: Intimidate- Brutish Appearance

    INT: Language (Choose One)- Extended Knowledge Of Language

    n/a: Marksman- Medium to Long Range Weaponry

    INT: Medicine- Anesthesia & Medical Knowledge

    n/a: Perception (Hearing)- Distinguish Sounds n/a: Perception (Sight)- Survey Area

    AGI: Theivery- Sneaky/ Sly Tendencies

    INT: Technology- Electronic Knowledge

    n/a: Disguise- Deceive/ Hide Appearance

    STR: Fighting (Armed)- Close-Quarters Combat

    STR: Fighting (Unarmed)- Personal Strength/ Technique

    n/a: Hide- Escape Sight

    INT: History- Past Of The Mark And World History

    3,4

    5,6

    7,8

    9,10

    0

    +1

    +2

    +3

    +4

    6

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    FeatsAs opposed to Skills, Feats determine specific training in a

    specific area. While a character may have talent in a broad area,this shows a precise expertise in that field.

    EXAMPLE: Jill looks at the list of Skills and chooses six for

    Stefan to use, then writes them down. Taking her twenty fivepoints, she puts them into the seven skills she has (six chosen, one

    from her Extractor Profession) and writes them down along with

    the Bonuses as follows:

    INT:Concentration lll 0

    AGI:Athletics lllll +2

    STR:Fighting (Unarmed) llllll +2INT:Insight ll 0

    STR:Intimidate lll +1

    n/a:Marksman llllll +2

    Starting players select up to three FeatsYou may only take Feats from Skills with six or more Skill PointsFeats grant an automatic +2 bonus to specific checksWeapon/Combat Feats grant +2 to attack rolls

    Architecture: Building Design, Paradox, City Layout, Escape Routes

    Athletics: Long/High Jump, Tumble, Quick Climb, Running

    Bluff: Confuse, Distract, Lie, Fast Talk

    Concentration: Dream Knowledge, Focus, Dream Levels, Understanding

    Craft: Create Weapon, Create Item, Create Vehicle, Situations Disguise: Disguise Face, Disguise Voice, Disguise Feeling, Copy-Cat

    Fighting (Armed): Improvised Weapons, Bludgeoning, Knives, Shotguns

    Fighting (Unarmed): Kick, Punch, Reflexes, Pressure Points

    Hide: Concealment, Silent Movement, Line-of-Sight, Camoflauge

    History: Mark History, Parter's Past, World Events, Mission Needs Insight: Profile, Identify Truth, Inspiration, Common Sense

    Intimidate: Interrogate, Subdue, Torture, Frighten

    Language: Fast Reader, Translator, Human Dictionary, Common Sense

    Marksman: Ranged Rifles, Balistics, Assault Rifles, Pistols

    Medicine: Anesthesia, First aid, Trauma, Disorders Perception (Hearing): Location, Distinguish Chatter, Stand Watch,

    Tolerance

    Perception (Sight): Survey, Iedic Memory, Stand Watch, Tolerance

    Thievery: Sleight-of-Hand, Alarm Systems, Lockpicking, Disguise Item

    Technology: Computer, Mechanical, Repair/ Maintenance, PASIV Device

    7

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    1d12 0/6 FT

    1d6+2 6/30 FT

    1d10 60/120 FT

    1d8

    1d4+STR

    1d6

    1d4

    1d4+STR

    n/a

    30/60 FT

    0/6 FT

    n/a

    n/aDamage Range DP

    EXAMPLE:Jill looks at her Skills and see that only two of them

    have six points in them, Fighting (Unarmed) and Marksman.Looking at the different Feats she has as options, she chooses

    three and records them on her sheet:

    Feats:Pressure Points

    Assault RiflesRanged Rifles

    Weaponry

    Weaponry in this book is not drawn out as specific weapons.Rather, each weapon falls into a category which gives all thestats you will need (example: M16 goes under Assault Rifle,Desert Eagle goes under Pistols). This allows players to pick andchoose what exact weapon if they desire or, for those with lessweapon knowledge, just take the name of the category.

    At Character Creation each character writes down the stats forpunching/ kicking and chooses one starting weapon. Thisweapon stays with you in the Real World as well as the DreamWorld without requiring Dream Points to summon.

    Punch/Kick

    Improvised

    Bludgeoning

    Knives

    Type

    Assault Rifles

    Ranged Rifles

    Pistols

    Shotguns

    Balistics/Grenades

    Attack Bonus0

    0

    +1

    +2

    +5

    +3

    +4

    +1

    +1 1d12 Burst 6 FT 30/60 FT

    0

    1

    2

    4

    7

    8

    5

    10

    10

    Attack Bonus- Numerical bonus given to Attack Rolls when using thatweapon type

    Range- Doing a ranged attack gives the following modifiers dependingon distance:

    0-1st #: No Modifier1st-2nd #: -3 Attack Roll2nd + #: -10 Attack Roll

    8

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    Def Bonus DP

    Armor

    Armor statistics are designed in a much more moderated way thatweaponry. Each character always starts with normal clothing of

    some sort. Whether it be a suit or street clothes, it is the playerschoice to determine how they are dressed. Once in the dreamworld players are permitted to summon new armor using dream

    points.

    Type

    Cloth

    Medeival

    Modern

    0

    +1

    +2

    1

    4

    6

    TotemsAs brought up in the movie, whenever you are in a dream itseems real. When one is in a dream for too long it can becomedifficult to determine where the dream ends and the actual worldbegins. Because of this, each person carries what is called atotem. A totem is essentially a small item that only that player isaware of.

    It is specific to that person, and because of this, each player getsto decide what their totem is. Some examples of totems include:

    Generally it is not a good idea to let other players know what yourtotem is and what it does, and it is absolutely not a good idea tolet others hold your totem. The whole idea is that if you are insomeone elses dream they will not be able to recreate thespecifics of your totem.

    A totem gives +5 Concentration Checks, but IT MUST BEDECLARED AS BEING USED.

    If your character is aware that another character knows ofyour totem take a -5 Concentration Checks WHENUSING TOTEM.

    9

    Arthur's loaded dieCobb's spinning topAriadne's weighted chess piece

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    Chapter 3: Running The GameInception: The Roleplaying Game runs similar to other RPGs. Weare going to assume that one already has experience with

    Roleplaying so this will not focus on that aspect of gaming. Thiswill focus more specifically on how to correctly run a game usingthis system.

    This Chapter will focus mostly on information for The Architectto use. However, it would still be a good idea for players to peruseits content for valuable information.

    Dream Levels

    Probably the single most important element of this system is that

    of entering someone elses dream. As stated in Chapter One (pageone) a JENGA tower is used to illustrate how stable a dream is.Whenever a player changes something in the world, whether it besummoning a weapon, vehicle, or killing projections, that playerwill have to remove the amount of blocks as seen appropriate byThe Architect (usually ranging from one to three) then replacingthem on top of the tower.

    When the tower falls over the dream collapses and everyone wakesup.

    When the dreamer of a dream is killed, the dream automaticallycollapses. No blocks. No options.

    Skill ChecksSkill checks in this system are run in a slightly similar manner toother systems. When a player wishes to do something or when TheArchitect feels it is necessary for a player to make a check, TheArchitect will tell them the skill to roll against and the appopriatefeat bonus the player may use.

    If a player does not have a single point in the skill that is asked for

    that player will take a minus two to that roll.

    EXAMPLE: Jill wishes to sneak up on a guard in a building. The

    Architect, looking over the feats list, tells her what to roll.

    Make a Hide, Silent Movement Check to sneak up on him, then aFighting (Unarmed), Pressure Points to knock him out.

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    Looking over her skills and feats she rolls the Hide, SilentMovement Check and gets a roll of 16 but minuses two because

    she does not have the Hide skill. Comparing it to the guards

    Perception (Sight), Survey roll, she successfully snuck up to theguard.

    Next she rolls the Fighting (Unarmed), Pressure Points Check. Sherolls an eight then adds two for having six points in her Fighting

    (Unarmed) Skill and an additional two for having the Pressure

    Points Feat, totalling in a roll of 12. The Architect rolls the guardsdefense roll, getting a three.

    You easily knock him unconcious without him knowing anybetter.

    Sanity

    Because of the simple fact that dreams feel so real it is required ofall characters to make Concentration Checks whenever they enterand leave a dream, as well as when they have remained inside thatdream for too long. The deeper level the dream is the moreminuses given to the rolls (i.e. first level dreams take minus one,second level dream take minus two, etc.)

    Concentration, Focus DC (dice check) is usually around 10 in thefirst dream level, but this number may fluxuate based on how TheArchitect wishes to run the game.

    When a check is failed that character will take one Insanity Point.

    When a character has a total of five Insanity Points that characteris no longer able to distinguish the Real World from the DreamWorld. As such, whenever that character enters or leaves a dreamor the Real World, they will make a Concentration, Focus skillcheck with a minus 10.

    If that character fails they will need to make a Concentration,Understanding skill check. If the character fails that then they willhave lost their mind and, in a radical attempt to escape thedream, will try and kill themselves!

    NOTE: Succeeding a Concentration, Focus skill check alsoremoves one Insanity Point from that character.

    EXAMPLE: Stefan, who already has four Insanity Points, leavesthe Dream World. When he does, he makes a Concentration,

    Focus Check. He rolls a four and gets no bonuses. Obviously

    failing, he receives his fifth Insanity Point and makes a

    Concentration, Understanding Check to see whether or not he cansee suicide is a bad option. Critically failing with a roll of one,he will now try to kill himself unless someone can stop him.

    11

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    PASIV Device

    The Portable Automated Somnacin IntraVenous (PASIV) Device isthe equipment used by The Team to enter the Dream World.Shaped similar to a suitcase, this item draws no extreme attentionfrom anyone not previously associated with it.

    As opposed to the film it is suggested that the characters not startout with the PASIV Device and that whenever a dream is enteredthey do not have it in there possession. If this advice is taken it canallow for quite a while of game play, possibly even up to a fullsession.

    Limbo

    Described as unorganized dream-space, Limbo is the bottom mostlayer of the subconcious. If a player enters Limbo, whether it bethrough extended use of the PASIV Device to drop another dreamlayer or by dying when one is sedated, they will automatically losetheir mind.

    The reasoning behind this is that when a player enters the dreamtime is extended. In the film it relates it to time in the dreamrunning six times faster than in the Real World. In Limbo time runsfor an undeterminable length. It is suggested that, if a player enters

    Limbo, The Architect gloss over their time there so that otherplayers do not get bored.

    Limbo will become your reality -Cobb

    Rewards

    At the end of each session of gameplay each player earns either oneor two skill points (as determined by The Architect) to spend on anyskills they wish, even new ones.

    Dream Points are awarded to players at The Architect's disgression.

    It is generally a good idea to not give them away lightly as it willcreate a more tense situation of balancing spendature and resources.

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    Dreamer

    When characters enter a dream they must select one to be thedreamer. This person creates the dream around them based on whothey are. For instance, if a character was heavily interested inscience fiction his dream would probably consist of elementscontaining that.

    When the characters decide who is the dreamer that player maydesign the dream they are going into or may give The Architect alist of characteristics the dream should have.

    Secrets

    Everyone has a secret that they keep to themselves. Big or small,powerful or weak, we all keep them. Because of this there must be aplace in a dream for these secrets. Usually represented as a safe ofsome form, it holds the secrets that character keeps strictly safe.

    It is up to the players to inform The Architect what their character'ssecrets will be when they become the dreamer.

    Even though a character may have designed the dream it is up toThe Architect to determine where the safe is located.

    13

    ProjectionsWhenever someone enters a dream they are called The Subject. Asubject is the main focus of the dream. As opposed to The Dreamer,The Subject has no control over the actual layout of the dreambefore hand. Rather, they fill it with what are known as Projections.

    Projections are pieces of a person's subconcious acting to make theworld more realistic. To be positive one understands what aProjection is let us put it this way: A Projection is organism inside adream that is not using the PASIV Device at that moment to dream.

    Projections may be spoken with or even killed. However,

    Projections are not cannon fodder. For every three Projections killedone block must be taken and replaced on the JENGA tower as ifthey had summoned a weapon.

    Civilian ProjectionsHP: 12Def: +2Initiative: 0

    STR: 5, -1AGI: 4, -1INT: 6, -1

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    Chapter 4: CombatThis chapter will cover everything needed to run an effective andfun combat in this sytem.

    InitiativeInitiative is the die roll bonus given to each character when combatbegins. When a battle begins all players roll 1d20 and add theirinitiative bonus. Whoever has the highest total goes first and orderproceeds downward.

    EXAMPLE: Stefan (Jill's character) and a guard are in combat.

    Stefan rolls a d20 and gets an 18. Looking at his Initiative he see

    that he receives no bonus because the total of his AGI and INT is 19,which he divides by 2 then compares the number to the Ability

    Modifier table (page 3).

    The Architect rolls a d20 for the guard and gets a four then adds onefor the initiative bonus. Stefan has won initiative with his score of 18

    beating the guard's five, allowing him to go first.

    Your Turn

    Decide The Target

    Decide What Weapon To Use

    Determine Where To Hit

    Roll

    The Target of a character is a free choice, the only thing to restrictwhat may or may not be chosen is the range of the target from thecharacter.

    A weapon may be switched out once per turn. Summoning a weapontakes up that turn and does not allow fighting to occur.

    Determining where to hit can either be random or chosen. If a hitlocation is chosen then the character will take the appropriateminuses for that part. If the attack is random then The Architect willroll 1d20 and compare the number to the table located below whichwill determine where the attack hits.

    All hits also add a certain bonus to the attack.

    NOTE: Leg and Arm attacks are permanent.

    All turns take place in a single second. On your turn you have thefollowing options:

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    Chest +1d8 Damage

    Arm -5 Attack RollsLeg Speed

    x3 Damage

    Hit Location

    d20 Location Effect

    1-67-12

    13-18

    19-20

    Called Shot Penalty

    Head

    -2-2

    0

    -4

    ttacking

    All combat rolls are made on a d20. When you roll you aredetermining whether or not your attack was able to hit. The processgoes thusly:

    Roll 1d20

    Add any weapon bonuses

    Add the bonuses from the skill the attack is based off of(shooting with a sniper rifle is Marksman, Ranged Rifles)

    Add STR bonus if it is a physical based attack Subtract hit location (if applicable)

    Defending

    When rolling defense take the following procedures:

    Roll 1d12

    Add your DEF bonus

    Add any Armor bonus (if applicable)

    Critcal Success

    To start off, defending will rarely work. Defense covers everythingfrom blocking to dodging an attack. Inception: The RoleplayingGame is designed to be a very gritty system. As such, all defenserolls are made on a d12.

    When rolling to attack someone it is possible to roll a natural 20. If

    a player called where they were shooting they automatically hit thatarea and automatically get the bonus. If a player was planning onrolling where they hit that player will add five to the hit locationroll.

    NOTE: It is impossible to get a critical success on a d12. A roll oftwelve only gives a defense of twelve and is not an automatic block.

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    EXAMPLE: Stefan is in combat with a guard. Because he won

    initiative he goes first. Checking his range he decides to pull out

    his pistol. He decides he is going to aim for the arm. He rolls thed20, giving an eight, adds the pistol bonus, totalling in twelve, adds

    two for his Marksman skill, totalling in 14, then subtracts two for

    shooting at the arm, giving a final total of twelve.

    The Architect rolls a d12, giving an eleven, then adds two points

    for his DEF bonus, totalling in 14. The attack missed the guarddealing no damage.

    The guard then attacks Stefan with a grenade. He rolls a d20 then

    adds the weapon bonus, subtracts two points for not having theMarksman skill and four for aiming at the head, totalling with

    seven.

    Stefan attacks once more with his pistol. He rolls the d20 and rolls

    a natural 20, a critical success. Rolling for hit location with thed20 he rolls a 14 then adds five for the critical success, giving a

    number of 19, which is a head shot! Looking at the damage for his

    pistol he rolls 1d6+2.

    Getting a roll of 5 he multiplies it by three for the head shottotalling with 15 damage, killing the guard with a clean headshot.

    Stefan rolls the d12 and rolls a nine. The attack missed by quite abit. (If there were other players around they would have to roll

    defense as well because Balistics have a six foot burst from where

    they hit.)

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    Chapter 5: Sample dventure

    Wanna Play A Game

    Pre-Gen CharactersMarlena

    Gender: Female

    Age: 7Profession: ForgerHP: 13DEF: +2

    STR: 10, +1AGI: 12, +1INT: 13, +2

    SkillsDisguise lll +1

    Bluff lllll l +2Fighting (Armed) ll 0Hide lllll l +2Insight lllll l +2

    Perception (Sight) lll +1Thievery l 0

    FeatsDisguise FeelingConcealmentSilent Movement

    WeaponsPunch/Kick 0 1d4+STR n/aScalpel +2 1d6 0/6

    Marlena is a young girl with a knack for murder. She has theuncontrollable urge to hurt others and derives pleasure frominflicting harm on others.

    Marlena's Dream

    A large swamp with thin strips of land that stretches on far into thehorizon. There are four children playing around the swamp, all theage of Marlena. Their names are Greg, Stan, Beth, and Susan. All ofthem appear to be afraid of a monster in the water.

    DP: 15Speed: 4 Ft. Walking/ 8 Ft. RunningInitiative: +1

    TotemButterfly Hairpin with scratch on right wing

    17

    As an example of some of the prep that may be used to create a game,we present you with this free sample adventure. Designed for 4-5players to play around a six hour session, this adventure may be usedeither as written or as a jumping off point for your own adventure.

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    Dragon SerpentHP: 23DEF: +4Initiative: +1

    If a player steps into the water they are dragged underneath by atentacle like thing. When the tentacle is shot the player is let go, a

    few second later a giant dragon/snake monster emerges from thewater.

    STR: 18, +3AGI: 8, 0INT: 3, -2

    PASIV Device Location: Inside stomach of Dragon Serpent

    ScottGender: MaleAge:33Profession: ExtractorHP: 14DEF: +3

    DP: 13Speed: 6 Ft. Walking/ 8 Ft. RunningInitiative: +1

    STR: 11, +1AGI: 12, +1INT: 10, +1

    Bluff lllll l +2

    FeatsPressure PointsAssault Rifles

    Shotguns

    WeaponsPunch/Kick 0 1d4+STR n/aAssualt Rifle +5 1d8 30/60 Ft.

    TotemSoda Pop lid that always lands on side in dream

    Scott is a man who is very impulsive. Known for his acts of extremeviolence, Scott will go into a rampage if he is inflicted any harm,even at the expense of the rest of The Team.

    Scott's Dream

    An indoaor gun range where each player starts in their own seperatecubicle along with twelve other police trainees. On the wall behindthe players there are hundreds of high security lockers. There are nodoors to be seen.

    18

    SkillsConcentration lllll l +2Marksman lllll l +2Fighting (Armed) lllll l +2Fighting (Unarmed) lll +1

    Secret: No one is aware she is a trained killer

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    Police TraineeHP: 12

    DEF: +1Speed: 6 Ft. Walking/ 12 Ft. RunningInitiative: +2

    STR: 10, +1AGI: 9, 0INT: 8, 0

    SkillsMarksman lllll l +2

    FeatsPistols

    PASIV Device Location: Either at end of gun range or inside apolice locker

    Secret: Scott has been dishonorably discharged by the military for

    not following a commanding officer's orders

    DP: 12Speed: 6 Ft. Walking/ 12 Ft. RunningInitiative: +2

    STR: 11, +1AGI: 13, +2INT: 14, +2

    SkillsHistory lllll l +2Concentration l 0Language (Ancient) lllll l +2Technology l 0Insight llll +1Craft lllll l +2

    FeatsWorld EventsTranslatorCreate Weapon

    WeaponsPunch/Kick 0 1d4+STR n/aShort Sword +2 1d6 0/6 Ft.

    TotemA double headed coin which is normal coin in Dream World

    Jerum is a college student majoring in history. Being fascinated withancient war techniques, he is very adequate with medeivalweaponry and tactics.

    19

    Jerum

    Gender: MaleAge: 24Profession: Point ManHP: 12DEF: +6

    Pistol +4 1d6+2 6/30 Ft.

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    Jerum's Dream

    The inside of a medeival era castle. There is a large battle going onbetween Knights Templar and Persians. On one side of the castle

    walls there is a door leading to a children's classroom. On the otherside there is a door leading to a large lake. When stepping by thelake players are attacked by archers.

    Templars (and Persians)HP: 10DEF: +3 (+2)Speed: 4 Ft. Walking (6 Ft.)/ 8 Ft. Running (12 Ft.)Initiative: +1 (+2

    STR: 13, +2 (8, 0)AGI: 8, 0 (12, +1)INT: 12, +1 (13, +2)

    SkillsFighting (Armed) lllll l +2

    FeatsKnives

    PASIV Device Location: Inside teacher's desk in children'sclassroom

    Secret: He lied on his application which gave him a full-ridescholorship

    Alex

    Gender: Male

    Age: 29Profession: ForgerHP: 13DEF: +2

    DP: 15Speed: 6 Ft. Walking/ 12 Ft. RunningInitiative: +1

    STR: 11, +1AGI: 10, +1INT: 14, +2

    SkillsDisguise ll 0Craft lllll l +2Architecture lllll l +2Concentration llll +1Insight lll +1Technology lllll l +2

    FeatsCreate WeaponCreate ItemCreate Vehicle

    WeaponsPunch/Kick 0 1d4+STR n/aShotgun +1 1d12 0/6 Ft.

    TotemA small cat statue that always lands on it's feet in the dream

    20

    Sword +2 1d6 0/6 Ft.

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    Alex, a recently graduated college student, is an aspiring artist.Delighting in all things creative and feline, he will often createthings for the sake of enjoying how they look.

    Alex's Dream

    A large loft set on the top floor of a skyscraper turned into an artgallery filled with any number of large paintings of kittens. Thereare no doors to be seen. When a painting is touched it pulls theplayer in. Once inside, the player must fight off a giant cat to stayalive.

    Large CatHP: 8DEF: 0Speed: 8 Ft. Walking/ 16 Ft. RunningInitiative: +2

    STR: 10, +1AGI: 15, +2

    INT: 6, -1

    PASIV Device Location: Inside painting of Black Panther

    Secret: Alex has an addiction to pain medication

    Shanaenae

    Gender: FemaleAge: 16Profession: ChemistHP: 15DEF: +4DP: 11Speed: 6 Ft. Walking/ 12 Ft. RunningInitiative: +2

    STR: 12, +1AGI: 13, +2INT: 17. +3

    SkillsMedicine lllll +2Craft lllll l +2

    Bluff ll 0Athletics lllll +2Fighting (Unarmed) lllll l +2Technology lll +1

    FeatsCreate ItemPressure PointsSituations

    WeaponsPunch/Kick 0 1d4+STR n/aPistol +4 1d6+2 6/30 Ft.

    TotemInvisible Nail Polish that actually paints in Dream

    Shanaenae is an african american teenager with quite an attitude.Beleiving she is very attractive when she is in fact hideous, she willalways try and whoo any man she comes in contact with.

    21

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    Shanaenae's Dream

    A gigantic beauty salon with all the walls, ceiling, and floor being

    made entirely of glass. If this glass is broken the dream will collapseautomatically.

    In one far corner is a massive nail station with any number of colorsimaginable. In another is the hair drying station which will light onfire when turned on.

    There are two pieces of paper that can be found. One in the middleof a pile of blow driersis colored crimson red. The other, found ontop of a pile of beauty magazines, has the picture of a flame.

    PASIV Device Location: Inside a safe which can only be opened

    when red fingernail polish is applied to what looks like a fingerprintscanner and heating a cooking unit attached to the safe.

    Secret: She was once a man

    Starting The Adventure

    When players begin they are riding down the street of the businessarea of a city on motorcycles. While riding, players are attacked bytwo men on similar bikes with shotguns.

    Motorbike MenHP: 11DEF: +1Initiative: +1

    STR: 10, +1AGI: 11, +1INT: 11, +1

    SkillsMarksman lllll l +2

    FeatsShotguns

    Shotgun +1 1d12 0/6 Ft.

    When last Motorbike Man is killed the dream collapses.

    Game AreaDO NOT ALLOW PLAYERS TO SUMMON ANYTHING INGAME AREA

    Players wake up sitting in a circle of chairs, the PASIV Device in thecenter of them. All around are dozens of people who are cheering.Stepping up from a chair outside of the circle also connected to thePASIV Device comes the Announcer, whose name is Greg.

    22

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    (Spoken in announcers voice) Now wasn't that exciting! (waits forcrowds cheering) Now for those of you who may have just came in,we are here with our amazing Dream Team! These people have

    always dominated this game and our now competeing for theultimate prize.... TEN MILLION DOLLARS!!! (waits for crowdagain)

    How this works is the winner of the last round becomes thedreamer, then our fabulous panel will determine what thecompetition will be about! There is one trick to this though. If anyplayer for any reason kills a player when the game is not survival orif any player collapses the dream that player will be kicked out ofthe competition permanently!

    Now would our last winner please proceed to hook yourself to the

    PASIV Device and we will begin the game!

    Person who dealt killing blow is considered winner.

    Enter that dream and wait until Announcer shows up and explains,

    The purpose of this game will be to find the PASIV Device. It ishidden somewhere in this dream so the first person to touch it wins!

    Announcer walks away and sits off to side. When winner isdetermined the Announcer kills the dreamer, waking everyone up.

    What a great match am I right!? (waits for crowds cheering) Nowwe will go right ahead and move on to the next game!

    Proceed as before, winner hooking up first. When everyone is indream the Announcer shows up once more.

    For this round we will be participating in a scavenger hunt. Placed

    around this area are ten pieces of paper which read 'winner.' The firstperson to find two and return them to me is the winner!

    Announcer shoots dreamer when winner is determined.

    What a great match! Alright, keep in mind that this is the last roundbefore the very last game! So let's get started!

    23

    Player Dream

    Game Area

    Player Dream

    Game Area

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    For our semi-final round we will be participating in what I can onlysafely call 'Tag' each of you will be against a plethora of watchmen Ihave set up. As soon as one of these men see you you will have lostand be kicked from the dream.Last person to be in the dream or first person to reach the objectiveis the winner! Now if the dreamer is seen before the others then wewill re-enter the dream and they will not be permitted to participate.Let's go!

    The Architect will draw out the dream as they see it and will then

    place the location of six watchmen along with the starting locationof the players as well as an end location for them to get to.

    When winner is determined announcer shoots dreamer. Then walksin front of crowd as usual.

    Alright! It's all come down to this! This match has already beendetermined as a survival match! Last person alive will be thewinner! Once again, if the dreamer is killed we will re-enter the

    dream without their participation! So let's get started!

    The Architect will map out the dream and place players at evenintervals. When dream is over proceed as usual.

    What a game that was! (shoots one player who lost) I can'tbelieve it's actually over! (shoots another player who lost) It onlyseems to have started five minutes ago! (shoots another player wholost) But I guess all good things must come to an end! (shoots lastplayer who lost if they're present)Did all of you have fun!? (waits for crowds cheering then turns to

    winning player) Congratulations! We have your ten million dollarsright here! (motions for man to walk out who is carrying twosuitcases)Unfortunately, I regret to inform you that we are out of money,(opens suitcase) so I'm sorry, (pulls out gun and points it at playershead) you're out of lives. (Shoots player)

    Enter dream and announcer appears as usual

    Player Dream

    Game Area

    24

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    Government Facility

    Everyone wakes up in government facility, guards all around withassault rifles. A man steps out of a door and approaches the sixpeople in chairs all around the PASIV Device, the five players aswell as the Announcer.

    I can't believe we finally tracked all of you down. At last we havelearned what secrets you have. Thank you Agent 947. (announcerstands up, shakes mysterious man's hand, then leaves through doorman entered through)

    Now we know all of your deep dark secrets, and demand that youpay us $5000 dollars a month for the rest of your lives or else wewill reveal all of your secrets. I'll leave you to think it over. Call mewhen you've made a decision. Oh, and don't bother moving. As soonas you do when you've decided.

    DO NOT ALLOW PLAYERS TO SUMMON ANYTHING INGOVERNMENT FACILITY

    Real World

    When players die they all wake up in a mental institution, a manstanding by their side who quickly wraps up the tubes for the PASIVDevice and leaves, offering thanks for the research as he does.

    Players are then free to either kill themselves or, if they are still sane,leave and pursue what goals they may have.

    25

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    cknowledgmentsCreatorAdam SawyerPlaytesters

    Marlena MoneyJoseph DilworthAlex FinlinsonTodd Sawyer

    an amazing piece of popular media for all to enjoy and to all of you for taking a lookat this system.

    affiliation to any previously related group. Sale of this item without properauthority from the former parties is stricly prohibited. If you would like more

    Internet links:

    Jennifer TaylorDallas Hancock

    Nyu Ayomi

    www.legendarypictures.com

    Nolan, orLegendary Pictures. This is a privately created game with noStillsted Publishing does not own any property associated with Inception, Christopher

    information on Inception, ChristopherNolan, orLegendary Pictures please visit the following

    Special thanks to Christopher Nolan and Legendary Pictures for releasing such

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