
a ttrpg made for one GM and one Player (for now, probably).
a ZAUBERPANZER can do THREE STRATEGIES: ATTACK (ROCK), MANEUVER (SCISSORS), FEINT (PAPER)
FEINTING overcomes ATTACKING
ATTACKING overcomes MANEUVERING
MANEUVERING overcomes FEINTING
that’s if you’re a normal driver behind the wheel
you are DIFFERENT
you have PANZERGEIST!
it lets you TIP THE SCALES
to TIP THE SCALES, you must MAKE A RELEVANT ROLL and EXPLAIN WHAT YOU ARE DOING and why it displays PANZERGEIST!
if you succeed, LO! THE SPIRIT AWAKENS! Make your choice of STRATEGY then CONSIDER THE SPIRIT OF THE MOMENT: PUSH AHEAD or DEFY THE ODDS
if you DEFY THE ODDS then whatever happens will happen to another ZAUBERPANZER, if applicable, but know they will suffer the consequences of your cowardice and may only take any given blow once
if you PUSH AHEAD then you will notice a tell in the enemy’s STRATEGY; learn ONE STRATEGY that is not being used by them
if you fail, there is no saving you from raw luck. ATTACK, MANEUVER or FEINT, then suffer the consequences
a ZAUBERPANZER may take two hits. it will be destroyed in three.
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