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Rhemmy Saavedra G (order #7347956)

[What you need to play]

Ambrosia : The Nectar of the Gods


A game by Mark Snyder / Monster Chest
Productions
(http://www.monsterchest.com)
[Introduction Text]
What would you do if you were given the power
of a god?
Would you fight for justice?
Would you avenge a lost soul?
Would you change the world?
Go ahead, take a drink...
Ambrosia is a Role Playing Game for 1 GM
and 1 or more Players. Each player will be
taking the role of a normal every-day Joe who
has come upon a magical drink, a literal elixir
of the gods. When drunk from, it gives them
access to the a realm of powers he would have
never even known.
However, you are not playing men and women
who are at the beginning of their power, but
rather at the end of it. Despite your better
judgment, the elixir is dwindling, and it will
end tonight. You don't know how, you don't
know why, just that it will.
Will it run dry when you are fighting with your
greatest foe? Will your nemesis' final plan come
to fruition? Will you need to save your friends?
Your family?
What happens when you are the only one who
knows your powers are at the end of their
line...?

Rhemmy Saavedra G (order #7347956)

1x Character Sheet (Found at the end of this


Document) or a standard sized Note-card for
each participating player
1x 20oz / 591mL Bottled drink for each
participating player
1x Roll of tape
1x Marker / Permanent Ink Pen
1x Ruler
A Handful of 6-sided dice
[Game Setup]
Print off the included character sheet,.
(or emulate it with a standard index card) and
fold along the lines. A Character sheet should
be placed in front of a player with Quadrant 2
facing them, and Quadrants 3/4 hidden
underneath.
Take the player's Drink and slide a piece
of tape along the side of it vertically. Using the
ruler, mark roughly along 1 inch lengths (There
should be enough room for 7 such markings)
These are the benchmarks of drinking your
elixir.
Each time you wish to access your
powers, you must drink down to the next line to
attain the godhood that your Hero so
desperately needs.

[Mechanics of Play]
Ambrosia uses a double-tiered
resolution mechanic, however one of them is
literally a trump for any situation. Please refer
to the following sections.
Rolling Against Challenges
When a Hero runs into a situation that
would be impossible to solve easily, has to fight
another character, or if something is left to the
fate or whimsy of the universe, they must make
a die roll with their appropriate attribute. The
number of dice that they get is equal to how
many points they put in said attribute.
A roll is considered a success based on how
many dice are thrown.

Taking the Elixir


At any point a Hero may drink from
their stock of elixir instead of attempting a
check, or even after a failed attempt. Downing
the magical drink will literally grant them the
power of a god for just a moment. Long enough
to instantly succeed at any task they needed the
divine help with.
However, there is only a limited number
of drinks that they can take... Be warned
Heroes! The risks are high with the power
gained...
[Hero Creation]

1 die You must roll a 6 to succeed

Hero creation in Ambrosia is simple, but


very open. Once you have a concept in mind,
take your character sheet, and begin filling out
starting with...

2 dice You must roll a 5 or a 6 to succeed

Quadrant 1

3+ dice You must roll a 4, 5, or a 6 to succeed


For Example: Carrion Man is stuck
between a rock and a hard place, two thugs
behind him and a brick wall in front of him.
Rather than take his chances with the thugs, he
attempts to barrel through the wall with his
awesome strength. Lucky for him he has 3
points in Strength, so he rolls his three dice.
Their results are; 1, 3, and 5! Success!
Carrion Man breaks through the wall with
literally the strength of a hundred dead men,
and continues his escape!
It is important to keep Rolls pertinent
and fair, however if a Hero with no Smarts tries
to hack into a government database, it is only
fair that they don't stand a chance, they're just
not keyed to doing it. However if that Smart
Hero wanted to outrun a Lightning Thug, then
he would be hard pressed to find the fleetness
of foot!

Rhemmy Saavedra G (order #7347956)

This Quadrant has a space for your


Hero's Name, and your own Name. This
Quadrant faces away when playing, so all the
other players can easily identify you and
remember your Hero's name.
As this game is built for one-shots or
convention games, this is invaluable to save
time and a bit of embarrassment during pick-up
games.
Be sure to be creative with your Hero's
name! Make sure it also fits their overall theme.
You wouldn't name a great Magma King 'Coldguy McFrostington', would you?
Once filled out, continue on to...

Quadrant 2
This Quadrant has your Hero's 3
attributes listed in it. Each one has a different
effect on gameplay in addition to the ability to
use them in challenges, the meanings and
effects are listed below;
Strength
How tough your Hero is.
The more points you have in Strength, the
more of a beating your Hero can take, and dish
out!

You have 4 total points at the beginning


of Hero creation to spend as you wish between
each of your three Attributes.
Additionally, Quadrant 2 has a box
marked 'Power Base' in it. This is the central
theme of your Hero. If they are an ancient
Maori warrior that gains power from their battle
cries you might put down 'Sound / Tribal
Power'. If your character is adept at shooting
ice from their fingertips 'Freezing Touch' may
be applicable. The only limit is your
imagination!
Quadrant 3

Your Hero starts out with 4 HP, and each point


in Strength adds 2, to a maximum of 10.
Additionally, the points you have in Strength
determine how many dice you get to use in
Combat when attacking.
-Speed
How fast your Hero is.

After that you are done! Pass your sheet


over to the GM so that he can fill out Quadrant
3 of your character sheet. However do not look
at it! Surely looking at your fate is only
dooming yourself to it all the faster. The notes
he makes here is your Hero's ultimate fate
should they finish off their Elixir to the last
drop.
Quadrant 4

The more points you have in Speed, the more


nimble your character is and the greater chance
they have to dodge an attack from an enemy.
Each point in Speed gives you an extra die to
dodge any attacks that your opponent throws at
you in combat. It also gives you a chance to
strike them back with a counter attack!
-Smarts
How brainy your Hero is.
The more points in Smarts, the faster they can
react in times of stress, and the quicker they can
move in combat.
Each point in Smarts gives you a leg up when it
comes to combat. The Hero with the most
Smarts goes first. Any ties are resolved with the
Speed stat being the tie-breaker.

Rhemmy Saavedra G (order #7347956)

Leave Quadrant 4 blank for now, as it is


used once your Hero meets their final fate.
(See Quadrant 4 and Character Death)

[Combat]
When the chips are down, sometimes a Hero
needs to bust out the fisticuffs and get their
scruff on. During each combat round, each
player takes the following actions;

3b Damage
For however many successes you have
against your opponent, they take that many
points in damage. Subtract that from the total
stamina of your Hero and move to the next
player in the round.

1 Round Placement
X Elixirs and Combat
Each player notes their Hero's Smarts
stat. The Hero with the largest Smarts goes
first, and the order is followed until the hero
with the lowest Smarts gets a turn.
If there is a tie, the winner is the one
with the higher Speed attribute.
2 Attacking
If your Hero wishes to attack someone
or something, they roll one die plus an
additional one per point of Strength they have.
The goal is to roll as many successes as
possible. If you fail rolling a success, you miss,
and combat goes to the next player.
3 Dodging / Defending
When a Hero is attacked, you may
attempt to dodge or defend against the attack.
Take one die plus an additional one per point of
Speed you have, and roll them. If you score as
many or more successes than your attacker did,
then the attack is successfully blocked/dodged!
3a. - Counterstrike
If you roll a higher number of successes
than your attacker did, then they must in turn
respond with their own Dodge/Defend. If they
do not meet or exceed your number of
successes, then they take damage as though you
had successfully attacked them.

Rhemmy Saavedra G (order #7347956)

If at any point a Hero is stuck in a pinch


and needs to win, they can always down part of
their elixir stock, and automatically defeat one
of their opponents!
Xa Grand / Dramatic Combat
Sometimes combat needs to be
important or dramatic, but at the same time just
being able to say 'no' isn't fair to a character. So
in the case of a Grand / Dramatic there is a
special rule.
Any time a Hero downs their Elixir in a
Grand / Dramatic Combat, they do not
automatically succeed, rather they just gain 2
successes as though they rolled them.

[Quadrant 4 and Character Death]


As time goes on in the game, Heroes
may find themselves stuck in a few pinches or
down to no stamina. When this happens, there
are two ways to continue the game.
Drink the Elixir...
If they choose to, they may drink some
of their elixir and recover half of their
maximum stamina in one solid chug. However
if they so choose they may refuse the drink, and
pass away. A Hero that has 0 stamina is dead,
and cannot be revived.
If a Hero should down their last drink of
elixir, however, they have wound up in a
terrible terrible position.
Your Hero's body cannot handle not
having any more of the magic elixir. Just as
magical as the power's source, it knows when
there is no more to be had. They spasm, their
minds break, and their body attempts to shut
down all at once.
If this happens, flip your character sheet
over and look at Quadrant 3. Your GM should
have filled out the 'What happens?' section,
read it aloud, tell the other players, maybe even
act it out! This is possibly your Hero's final
moments...

Your character may still fight and try to


win, but they are frail, merely a shadow of what
they formerly were.
Any time you would take damage, you
must make another survival roll using all of
your applicable dice. If you roll another 6, then
you lose another attribute point, and continue
on.
Lastly, you may perform a 'Final Surge'
by welling up all the remaining strength in your
body. This has the same effect as drinking the
elixir, but in the end, you are doomed, and your
character passes away.
[GM Notes]
When a player comes to you with a
character, think about their powers, their past,
and their present. What do you think would be a
dramatic way for the character to end? How
could their powers backfire and kill them?
What would be their final spasms before death?
These are the things you need to think
about when filling out Quadrant 3 of a player's
character sheet.
Be sure not to show them their fate
before the time has come, that makes it all the
more dramatic!

At this point in time, your Hero must


make a life or death roll against fate. Take all of
your applicable dice (one for each attribute
point you have) and roll them. If you get even
one 6, then you survive the ordeal... However
your powers and your godhood is gone, you are
back to being a normal every-day Joe. A simple
character...

If you wish to run the game as villains,


that is more than okay as well. This is just a
springboard for your games run with the
Ambrosia system. Do not let the words here tie
you back any more than you let reality dictate
your imagination.

Flip your character sheet up so that


Quadrant 4 is now facing you instead of
Quadrant 2 and fill it out. Your character
automatically lose one of their attribute points.

Additionally, if you do not wish to play


the game with drink bottles, you can play with
shot glasses instead! Or drink from a cup of
water, this game is but your oyster.

Rhemmy Saavedra G (order #7347956)

[Alternate Rules]

I want to thank you for giving this game your attention, and a shot at your table.
There are a tonne of RPGs out there that you could have chosen, so thank you again for picking this
one.
Ambrosia is a great game for conventions or other events where you can pick up and play games. The
character creation is quick and painless, and the game can be as short or as long as you want it to be!
A lot of people said that the game seemed sad when I was explaining it to them during it's creation. I
smiled and said 'Yes, it can be sad, any Hero's end is a sad event, but it can also be triumphant! A time
for celebration, even with a passing...'
Keep that in mind when running this game, it is more about having fun than anything else, and if the
thought of everyone slowly passing away isn't for your group, then that is up to you as the GM to make
a judgment call.
This game is dedicated to my shelled friend who sat and listened to me prattle on about game design
for countless hours in any given week.
You know who you are, and it's your fault this game exists!

Rhemmy Saavedra G (order #7347956)

Rhemmy Saavedra G (order #7347956)

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