Friday, December 31, 2021

A Herald of Sinister Insights Has Arrived

 

I use a lot of visual artwork on this blog, the absolute most of which I have no shreds of rights to. Naturally, this being a purely fan-made RPG blog, I hope that no one minds. But that's not what I wanna talk about today. 

Here I commissioned a piece of visual artwork. There are certain visions crawling out of the depths of my nightmares that must be cast into lines and colors, and while I can do a half-decent drawing every now and then, my painting skills (either digital or analogue) are just too sucky to truly do the worst of them justice. 

So it happened that this abomination was born to the light of your screens:


 

I'm sure most of you recognize at first glance which entity this beautiful mister is based on. A friend who is also one of my favorite artists (but chooses to remain anonymous) was pointed out to me by my Mistress Malkuth as the ideal candidate for casting it into a new take, a Kultified appearance. 

I asked her if she wanted to try this, she agreed, and I think she made a really fine job of it!

Now that he exists, and proudly adorns my desktop background, I wanted to write a little something about him.


Baoth Hammad

Better known under his pop-cultural moniker Baphomet, this entity and its involvement in Elysium is truly ancient. Records of its dealings with human truthseekers and doomed souls go back to at least the Bronze Age. Some occultists even claim that he had a hand in the fabled and mysterious collapse of that era's most powerful kingdoms. 

His name, contrary to the lictors' twisted teachings, originally means The Blood-Stained Teacher. He appears to be affiliated with none of the known Higher Powers, though he engages in precarious flirtations and temporary alliances with either of them.

He can be seen dancing on the forlorn toxic waste fields of Inferno, mocking the suffering sinners in their purgatories. He resplends at the outskirts of dreams, looking in to sate his voyeuristic pleasures. He whispers riddles to the mad, and curses the sane with bouts of insanity so their erratic behaviours become clues that help solve them. He will fuck virtually anything that moves, but truly loves only those that cannot love themselves. His home is nowhere, and he is never there. 

 

Is he an ascended human magician, millennia old and powerful beyond measure?

An alien godhead, the last survivor of a people we once enslaved and almost completely eradicated? Or was he even a willing collaborator in our unrelenting conquest of the cosmos?

Is he perhaps a champion of Malkuth, embodying a certain subset of her wider Principle of Rebellion and Awakening? An arch-nepharite, with legions of purgatides wailing his praises and razides trembling at his passing?

An envoy of Da'ath, gleefully tugging at the strings of Archons and Death Angels alike? The last surviving Incarnation of the Demiurge?

Or could he be something else entirely, something we don't even have a name for, yet?




What the god offers:

[tba]


What the god wants:

[tba]




Community challenge: 

Suggest me horrifying services that this being could demand from hapless humans who cross its mystic paths, and darkly tantalizing rewards it would offer to those who worship it or serve its mysterious causes.

Use the comment section here, or find me over on Discord or FB if you prefer. 

I will compile the best offerings and demands, in good time, and complete the above writeup based on them. 

The Herald of Blood-Drenched Insights is prophesied to arrive. All must fear him and rejoice! 





GM Hyperfocus: Roleplaying in Limbo


The Sleep of Reason Breeds... Awesome Roleplaying Opportunities!

In Kraetyz' recent blog post about the basics of Kult's cosmology, he talks - amongst many other things - about Limbo. This part especially has sparked some lively and inspiring conversations between Krae, Gabe, and me - some of which I want to sum up and share here. 

We'll be looking at the strong similarities between dreams and roleplaying.

And I describe two techniques to help GMs make their RPing in Limbo both easier and more impactful. 


Here's an excerpt from Kraetyz's article about it:

Limbo may appear as an undefined, immaterial realm with little concrete information to take away. That is on purpose. Limbo, being a realm upon which dreams are imprinted and made real (in a sense), is undefined save what we make of it. Waking life might imprint on dreams which in turn imprint on waking life. Quarrelling with your partner in your dreams will leave you waking up angry at them for real, your emotions inexplicable to them but no less real for that. Going to sleep in the wrong place could stir up an ancient dream lingering there. Memories could be treated as interactive movies, complete with fast-forward and rewind buttons and perhaps a settings menu. 


So he very first sentence here - while being entirely accurate and on point - highlights what might be perceived as difficult to run a meaningful game in. If it can be anything, the onus is on the GM to put in the work to make it a meaningful experience. On the other hand, there is great potential there to make your roleplaying in the dreams larger than life; more colourful, more ominous, more intense, and in general dreamier.

This is what is so magical about both dreams and the roleplaying experience.

Limbo, in contrast to Gaia, Inferno, and Metropolis, does not present an objectively existing outside reality, for characters to experience and explore - or be victimized by. Instead, it presents an objectively existing inside reality to immerse in. The magical part comes in when we consider that - while still being objectively real, i.e. in KULT not only emotions, but also physical injuries, acquired wisdom, found objects etc. may carry over from Limbo to the waking world - this Reality can (and will) be different for everyone who observes it. 

We all bring along our own filters and lenses through which we look at this internal reality. It is a Shared Imagined Space - just like the one we create in RPGs - for all of humankind, but we each interpreat and compute based on our own individual persepectives, baggage, aspirations, fears, hopes... 

  • Two people might be sharing a nightmare in which they are fleeing a ravening killer. One of the dreamers believes the murderer to be a friend gone mad (perhaps the figure bears the face of a friend, either by the dreamer's subconscious projection, or by deceitful chimerstry on the part of the hunting dream creature?) while the other dreamer sees a horrible subhuman monster (again perhaps a projection of suppressed archaic fears, or due to the creature playing tricks on their mind?)

Which one of them is seeing "the Truth"? If the scene plays out the exact same way for both of them, regardless of the hunter's physical (or well, limbotical) appearance... does it matter? They are both right, in that something horrible, deeply wrong, and dangerous is pursuing them with ill intentions. 

And we can happily leave it at that. Not all "universal Truths" do ultimately have to be nailed down, much less revealed to the players. 

Consider if you will, the philosophical inquiry of "Do people see colours the same way?".
We cannot ultimately, objectively know it - but it also doesn't matter for our everyday lives to work out just fine, regardless. 


As a GM, if one doesn't shy away from this but rather embraces it, running wild with the raw imagination and visualisation that is embodied in Limbo, then knowing that everyone will see the same scene a little differently in their mind's eye can enrich the scene more than it detracts!

In fact, this plays to the strengths of our medium of cooperative storytelling in RPGs. 

Because you can see the exact same thing happening in the Shared Imagined Space (SIS) that is created at an RPG table: Every player (and the GM!) has their own rendition of the in-game fiction in their head. 

Now, one should not romanticize this notion. The effect in Limbo is undeoubtedly stronger. At a coffe table littered with sheets, dice, pencils and softdrinks, there is often barely enough common overlap between everyone's "head movies" to make the game work and no one "glitch out" due to jarring contradictions or other disconnecting factors. In fact, sometimes it happens over the most basic things!

"Wait, what? I thought the stairs were opposite  from the door??"

"Nah, they're right here next to it man. So I walk up them without getting cllose to..."

"Okay, so actually you guys, the stairs are to the side of the room, and opposite from the door you entered, there is another door..." 

"There is another door??" 

"Haven't any of you been listening to a single thing I said?!"

I'm sure we've all been there, seen that, had our parts in it happening. 

However, we need not worry about irrevocably ruining anything. We can always rewind, clarify, redo. 

And the strong points are that you can tailor your descriptions in the awareness of this malleability of the SIS. Keep it to broad strokes, use strong archetypal concepts and remain scarce on the details - unless and until someone asks about them. Focus on what the scene is about, what it's supposed to convey or make happen. Fill in the fiddly bits later, when needed, or never at all.

 

artwork by Iosef Chezan, used with neither permission nor intent of infringement

Personally, I rejoice every time my characters stumble into Limbo in some way or form, since to me as a GM it feels much like 'coming home'. 

There is relief and freedom in the moment you can shed all the hard work of conjuring up a pretend 'logical, rational reality', and just go back to what the medium does best. (There's a reason the rise of RPGs originated in the Fantasy genre, and I suspect this has something to do with it.)

Can we leave timespans and distances ill-defined, mostly vague or entirely unknown, until and unless we need to nail them down? Yup, like in a dream.
Can people be nothing more than vague sprites or stand-ins, except if they're needed to be more detailed than that? You betcha, we do it with NPCs all the time. We'll describe faceless groups of people who are undefinded beyond 'coworkers' or 'extended family' perhaps... without names or personalities or histories... until you zoom in one and suddenly learn that you know a whole lot about them!  Exactly like in a dream.
Can we suddenly let a detail appear in the scene that wasn't noticed before, or shift everyone's attention to something simply by describing it in more detail than whatever else surrounds it? Sure thing - reality is malleable, subjective, and yours to play around with!

Above and beyond that, suddenly time skips or jumps from one location to another are a thing here, too. Even the "wait, let's rewind and revisit that one scene again... how was that...?" thing happens in both media. Jungian symbolism and archetypal tropes are writ large. 

Often enough, we aim our descriptions at directly revealing what things are about, rather than elaborate on a lot of details that at best embellish, at worst obscure, their intrinsic meaning. 

  • An example of this last bit here: It is sometimes more important to convey "A terrible menace appears, that you must run away from or suffer its savage depredations", than it is to make sure everyone is on the same page about the exact number of tentacles (when in doubt, make it 17) and the colour of the creature's scaly hide (it's probably a pale purblish-green... but do we need to care?). 
    So why not say that, sometimes?
    "It's a terrible menace, the stuff of your nightmares, looking to savagely victimize any in its path. All must run from it or suffer. What do you do?"

May seem reductionist, overly simplistic, counterintuitively unembellished... but you should try it some time! Hold off from asking the players what particular horrors their character sees in the described menace, at least for a while. See how far you can carry the scene before having to nail down some Shared Imagined Truths. I can promise you it's gonna be an interesting experiment, likely to make for an impressive and memorable scene.


Now You're in the Magic Space, How Do You Wield its Power?

At this point, the enterprising Dream-GM may be left to wonder about how, in all this freedom and vagueness and stripped-naked meaning, to give the dreams your characters wander (or are adrift in) some strength. Some punch. Some impact

And indeed, something in that vein is often needed. Things cannot be 'whatever, whenever' all of the time. Dreams should be powerful and memorable, idiosyncratic and symbolic.

I use two techniques to achieve that:

Psychology and Dream Logic. You could also call them Genre and Fancy. They play well off of each other, as one provides a general undercurrent of theme and motifs to any given dream you're running your PCs through, and the other provides odd details and specific whimsies to use within the Limbonian environment that is shaped by that general undercurrent.


Psychology / Genre

Dreams are a mirror of the mind. Our emotions and experiences in the waking inform our nightly sojourns to no small degree. This is fierce enough when you're in your own dreams, but it can be much acerbated yet once you start venturing into other dreamers' nightscapes. 

Adding 'dream types' to your repertoire provides you with psychological undercurrents to the dreams you describe, which effectively clads the dreams a genre: A set of expectations and conventions within which the events and scenery unfolds.

You can have dreams of -

  • anxiety and dread
  • shame and embarassment
  • guilt and persecution
  • arousal and eroticism
  • unbridled, pornolicious sex 
  • bizarre, nonsensical, or disgusting sex
  • anger and violence
  • fear of violence
  • fear of social victimisation
  • fear of unspoken menace
  • revisiting past situations or settings  (often connected to problem solving)
  • pursuing hopes and aspirations
  • utopian joy and fulfilment
  • nostalgia, past prides and joys
  • nostalgia, grief and regrets
  • elation and euphoria  (usually connected to physical activity, movement)
  • empowerment and supremacy
  • alternate reality / timeline / time / city  (examination of differences; emphasis of similarities)
  • chaotic combinations of obscurely symbolic imagery
  • ...

...and many more besides.

The important thing here is to choose a dominant theme (or maybe two) that informs the dream the PCs are in right now. Then, whenever reaching for ideas while you improvise and describe the happenings in the scenes that are played out, you can tap into that theme to draw fitting elements from it.

In dreams driven by fear of violence, people you meet may seem large and menacing, half-emptied bottles of alcohol may be standing on coffee tables in otherwise empty rooms, a stranger may approach you in a hunched manner and push a small spraycan of teargas into your hand, mumbling about "I saw you are planning to head down that way..."

In dreams of arousal and eroticism, all the people may look sexy and attractive, all dialogue may feel ladden with flirty subtext and double entendre, the mayor may be clad only in lingerie, alluring scents may linger in the air and tempt you to follow them into darkened pathways...

In a dream featuring an alternate setting, you may find you have never taken the job at the company you work for, but instead applied and gotten hired by a competitor firm. You are still sitting in the exact same kind of business meeting (except the company is in Tokyo and so everyone is wearing kimonos and sitting on the floor) but in this version, the intern is the boss, and the boss is instead seen in the role of the janitor...

It will not always be readily discernible what type of dream you have stumbled into, at least not right from the start. But the longer you stay, the more unmistakable the signs will become. Perhaps at some point, the friction between the dream and the incompatible visiting dreamers becomes too great, and the PCs are expelled from the realm - or worse, attacked by its inhabitants and scenery. Perhaps the dream's genre sweeps you up and takes you away on its own drift, distracting you from your original purpose.

Or perhaps it remains just an undercurrent, a collection of curious and memorable elements that lend a dreamlike quality to events, but ultimately remain largely harmless to the trespassing dream wanderer.

 

artwork by Stefan Koidl, used with neither permission nor intent of infringement

Dream Logic / Fancy

Where the above described Psychology / Genre gives you a constant, but possibly subtle, subtext and context to the dream, this technique gives you very specific, tangible, and definitely unsubtle elements to engage with. 

In general, Dream Logic works just like normal logic - only it doesn't have to make any actual sense in the way our waking minds would understand it. Dream Logic does follow an "if - then" pattern however, and as such can give your players something to meaningfully interact with. It will usually be reliable in producing rather predictable results... once you have puzzled out all the right connections or some other fiddly bits perhaps. 

Just like

  • "at zero degrees Celsius, water freezes and turns into ice"

dream logic can be applied to include weird "natural laws" in your dreams. These can be to do with (or cause) odd environmental phenomena, certain behaviors by certain creatures/people, surreal attributes of locations, etc.

  • In this dreamworld, there are cracks in every sidewalk. Depending on the weather and season, you either must not step on any of them, or you have to step only on them. Failing to do it right will result in the cracks widening, extending, ultimately causing the world to start breaking apart.
  • There are black snakes hiding in the shadows here, and when someone turns off the lights they will come forth to bite. Their bite is poison, which makes your arms and legs fall off. Before long, you'll be crawling in the shadows yourself.
  • In this otherwise idyllic suburban neighborhood, a noticeable number of homes are deserted and abandoned in the wake of violent, even murderous, home invasions. The windows of these houses remember who lived here and grieve for their death or departure. When the wind howls through their broken panes it acquires their sharpness; everyone inside is cut by the draft as if from jagged shards of glass. People in the inhabited houses normally ignore all this to the best of their ability, but when they see these cut wounds on you, they'll throw you out of the dream.
  • In this small, dusty frontier town, the saloon and the church are the only two buildings in which any music is ever played. While the organ or the piano play, no one in that space can lie. There are often drunken brawls in the saloon, and the priest knows all the confessions he hears to be the pure and unadulterated truth. No other houses contain any musical instruments, nor would the air in there carry a tune or support a melody. 

These are all things that the dreamer - any dreamer who enters the realm - can know about. It can also be a "hidden" law of the dream if you prefer, but it usually leads to more interesting play if dreamers are aware of it. It doesn't have to be in advance, but at the latest when the stimulus / trigger is encountered or imminent, the implications could be clear to anybody present. 

You can handle this use of dream logic in just the same way as you handle the telegraphing and explicit announcing of possible consequences for prospected player actions in general - but leave out the verisimilitude of assuming a rational worldview informing the environment.

Compare:

  • If you draw a gun, here at the airport, in plain view of bunches of people, someone will inevitably notice. People will panic, there will be running and yelling, security personnel, an alarm raised. Sooner than later, the police will show up. You sure that's what you wanna do?
  • As you close in on the house and cautiously nudge the leaning door open, you notice that the air inside is perfectly still. You know you can go in safely, for now - but it a breeze should arise while you're still in there, you know the wind will wheeze and whistle and howl through the smashed windows, and it will cut you like invisible razors. At the moment however, not a leaf moves on the trees, and not a paper rustles on the floor. Do you still wish to go in?

No matter how irrational a "natural law" in the dreams may be, dreamers in there may just be aware that "that's how it works, here".


Finally

There's a certain highly overused trope related to dreams and nightmares, and it's the notion that All Dreams Are Meaningful. Resist the temptation, at least sometimes, to make everything in the dreams feel symbolic and deeply relevant to the dreamer's personal issues, and/or to the plot of the scenario or campaign. 

Sometimes, dreams are just random bullshit. Sleepy neurons firing on autopilot. Shreds of unauthored ideas whirling outwards from Vortex. Reason and rhyme are optional, in all cases.

Particularly in Kult, consider also that it's far from rare to travail through someone else's dream. These may well be symbolic and meaningful for whoever is dreaming / has dreamt them originally - but all that may be completely lost on a stranger who visits them.

 

 

Where Madness and Logic become one and the same, the Dream forces us to face the limitations of our restricted understanding of Reason and Truth - and beckons us to dare and transcend them. 

 



Friday, December 3, 2021

When in Combat, Don't Just Hurt Them...

 

... Make Them Suffer!

 

Alright, so... combat, right? It's when you and your opponent give each other injuries, and then one or both of you could die and all that... right?

Yes.

But that's actually the more boring part of it. Let's look at it in a bit more detail:  

 

 

K:DL is a system written to support horror gameplay - and true to that calling, it provides you with all the tools to make combat every bit as terrifying and ruinous as any of the other horrors - mental, emotional, supernatural... - that you might spring on your players. 

Trading wounds is part of that, but by no means all there is to it. However, it's often the first thing that comes to a GM's mind when first trying to grasp the ruleset - so let's start with that aspect.


"How durable are PCs in this game? How many hits can they take before they die?"

 

As might perhaps be expected for a game like Kult, there's several layers of Truth to be uncovered in the attempt to answer that fully. Let's explore them one by one. 

Because ultimately, the answer is:

 

"One, or several, or a nearly infinite amount. It simply depends..."


So first let's look at how Harm works in the game. Being a modifier to your Endure Injury rolls, the amount of Harm an enemy's attack inflicts dictates not so much how garish and painful the wounds it causes will be, but rather influences your likelihood of sustaining the various levels of wounds at all. 

In other words, higher Harm values on certain weapons do NOT indicate that, say, a 12-gauge pumpgun will kill you in two shots, whereas a 9mm pistol will take four hits to do it.  

INSTEAD, the more brutal assault just has a lower chance to leave you completely unharmed after any given hit taken, and a higher chance of receiving either Serious or Critical debilitations.


"So PCs can roll [14 or less] a maximum of 6 times, before their Serious Wounds will kill them, and an attack's Harm value modifies how fast they accrue that number of these results?"


Yes, but also no. 

Yes because that is in fact how it can work. The player would have to roll (10-14) every time - because on a (-9), things accelerate and your cruel demise approaches much more fiercely - and the GM would have to decide to give you a Serious Wound as a result on each of those rolls. 

If it goes that way, the first four times this happens you mark a Serious Wound on your sheet. The fifth time it happens, you cannot get another SW, so it turns into a Critical Wound instead. You're now running out of life, fast. Assume you keep fighting (either by choice, or because you don't have any), the sixth time this happens, your SW would turn into a CW again, but you can't have two of those - so you die.

No because this is, in my experience and from all accounts I've heard and read about, an exceedingly rare progression of events.

For one thing, players are more than likely to roll a (-9) at some point during the above described process. Since your chance to hit (15+) on an unmodified roll - say, if your attacker's Harm and your own Fortitude+Armor balance each other out exactly - is barely over 20%, this means that after like four rolls or so, you'll strongly tend to have that dreaded (-9) show up. And then you're up shit creek, and have to decide which flavor of its streams you're gonna be paddling down.

For another thing, this assumption rests on the idea that the GM always only chooses a Serious Wound when entitled to select from the (10-14) options of the Endure Injury move. Which frankly, no GM worth their salt should be doing.

To reiterate the central point of this whole article:


Don't just make them bleed... make them suffer!

 


On a (10-14), you get two other options to choose from, besides the good old Serious Wound.

Lose something, and get thrown off balance.

Admittedly, the inherent complexity and richness of this whole move is easily overlooked, since it is written so streamlined and concise - but let's dive into what these really entail:

First off, each of those options is really several options. either of them can be scaled and graded, for greater or lower viciousness and impact. And they can stack.

A lot of this is about fictional positioning, i.e. things that happen in the communally created narrative, but there is nothing that keeps you from lending it mechanical weight as well. 

When you lose something, here's a few examples of what you it could be:

  • the initiative  ( = your chance to act before your oponent's next move)
  • sight of your friends
  • track of where the bad guy(s) just went
  • your sense of where [up / down / out of here / the hostage / the gun / ...] is
  • your momentum  (e.g. when running or parcouring across the battle site)
  • some of your armor  (reducing or nullifying its protective value)
  • your breath
  • a lot of blood
  • some teeth
  • control of your bowels
  • the respect of your peers watching the fight
  • use of your right arm
  • your sight  (such as, from blood trickling in your eyes)
  • all hope to defeat this opponent  (at least in the way you have tried so far)
  • ...

 

...and yes, obviously you can lose items, such as your gun or other weapon, your backpack, laptop, left shoe, flashlight, phone, car keys, USB stick, map, wallet, you name it...

But these are very basic, and probably the first thing that came too any GM's mind upon reading the Endure Injury move anyways, so I didn't find them worthy of inclusion in the above list. 

 

Note that there are also a few things the GM is very specifically NOT allowed to take away from you:
Your consciousness, your life, and your chance to survive through the next couple hours or so without swift and intensive medical assistance. 

All these can explicitly only be taken away on a (-9) result, and only the player may choose which one happens, when it comes to that. 


The second option, get thrown off balance can actually be read as a specific sub-case of losing something - namely, your equilibrium and grace. This may sound like a rather narrow choice, but I venture that if you interpret it a little more loosely, there is a lot of potential for using it to make the characters' lives difficult and interesting in awesome ways!

See, what is losing your balance about, essentially? Its central idea is that you are getting pushed into a disadvantageous position in some way. You might also get pulled into such, of course, or thrown... and it doesn't have to be a position, it can also be that you are otherwise put into an unfortunate state or condition

If you read it like that, whole new vistas of applicability open up to the combat-loving GM: It doesn't always have to be a real hard knock to the chest that puts you off balance - it can be that you are...

  • driven into a corner
  • maneuvered onto a dangerous ledge
  • pulled onto slippery ground
  • forced out of cover
  • kicked or tripped to the ground
  • poisoned to become dizzy and slow
  • confused or shaken, forced to reorient
  • distracted or surprised by a new enemy / unforeseen turn of events 
  • entangled or hooked or grabbed, impended in your movement
  • ...

 

...you know - basically just anything that fucks up your flow in combat. Anything that throws you off your A-game and prevents you from acting like the perfectly calm and deadly ninja that you'd usually be in a situation like this.
(Yeah, as if... for most characters, anyways.)


 

With such a wealth of possible interpretations of these two humble-looking options, I started to get into a little habit of twisting the knife (heh^^) for my players when that result comes up on this move. I offer them a choice between two of them that seem fitting to me in that moment. 

Because what's better than making your players suffer? To make them become the co-architects of their own suffering! 

So, like maybe

"Things are confusing and you're moving very fast right now. Reeling from the hit, you are forced to choose: Either lose your momentum, or sight of your friends."

or perhaps

"They are too many, and if you're trying to avoid getting hopelessly surrounded by them you'll have to either let them push you back against those rocks (cornered), or evade onto that frozen lake (slippery ground)."

That's always great fun - you should try it some time!


Oh, and remember earlier, when I mentioned how they're all gradable and stackable?

They are. The gradable thing is about when you as the GM decide to pull your punches... or not. Examples include such things as the difference between making them lose their entire backpack (with all the stuff in it), or just make it get a hole and have their map fall out of it. Between losing one of your last three spare clips of ammo, or loosing the gun. Between getting entangled by animated corpse-vines that twist around your ankles, or tripped prone on the ground by said vines.

If I've written them right, you can see some of the gradability right there in the examples. Losing your breath is intuitively much less bad than losing a lot of blood. Getting surprised or distracted can be a weaker form of getting confused or dizzy. 

Should you choose to attach any mechanical repercussions to these conditions, you can likewise scale and grade them. From simply a momentary -1 to your next roll, or calling a roll where ordinary there wouldn't have been one (Act under Pressure not to slip and fall when fighting on the icy lake; Observe the Situation to regain your focus and composure when surprised or distracted), to more lasting consequences such as -2 ongoing until the poison wears off, or even making them automatically fail at certain actions.

In this way you can tailor the amount of torment and horror you want to inflict on your players, moment by moment, during your fight scenes. (Or occasionally other scenes that involve an Endure Injury move.)


Stacking, then, is when the same result is chosen repeatedly (either by you or, as per the above twist, by the player themselves), and the consequences get gradually worse.

Perhaps this is just what a given opponent does:

Using that strange martial arts style of hers, she is trying to knock you off balance. The first time she pushes you, you are merely destabilized and must take -2 on certain moves until rebalanced.
The second time, she knocks you face down on the floor. You must now Act under Pressure to get back up, and yes - unless you catch a moment to breathe and consolidate your shit, that -2 is still in effect.
The third time you choose that same result, your inner ear senses are totally messed up from kicks to the head and such... no more standing up straight, no more coordinated motor skills...

It might be a consequence of the PCs' own neglect to address earlier issues:

You never really patched up that hole in your backpack, did you? Well I guess something else might fall out now.
Lemme see your sheet real quick, what might you have in there that I might be interested in...?.

Or it may be the result of a steadily worsening situation just piling on the complications:

After you got entangled and slowed by the corpse-vines, the feral cannibals were able to catch up and are now grasping at you.
Now they grabbed you and are holding you immobile, as they
stab you with their short, crooked knives.
Unable to wriggle free, you begin to understand what that weird smelly sludge dripping from their blades must be, as the paralyzing poison starts to take hold on your metabolism...



So, in conclusion, there are many ways you can turn a combat situation from bad to worse to utterly horrific for your players. 

At the outset of this article, we asked: How many hits can a character take in this game? 

The answer is: 

As many as your GM has dots in [creativity + sadism]. Or should that be [creativity x sadism]

Not entirely sure, tbh - but it's a lot. That much is for sure.