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Political satire · d20 rulebook

The Candidate

  • Solo
  • Difficulty 2 of 3
  • Not recommended under 14
  • Available in: Français, English, Español, Deutsch, Italiano

Republic of Valmoria, a hundred days before the presidential election. You're third in the polls, your party doesn't like you, and an unscrupulous adviser offers to win by any means. How far will you go?

The rulebook at a glance

  • d20 + attribute
  • 4 attributes
  • The polls
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Choose an adventure

  • Campaign

    A Hundred Days

    4 sessions · satire, ambition, dilemmas

    Cost: 4 Dice for the whole table

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What the problem is, in a few words.

The world

The rulebook

Resolving actions

  1. Roll 1d20 and add the attribute modifier: 11 or more succeeds, 14 against a journalist or a well-prepared rival, 17 live in front of the whole country.
  2. A natural 20 produces a soundbite that goes down in history; so does a natural 1, but not in a good way.

Initiative : 1d20 + Nerve modifier

Attributes

Charisma CHA
Win over a room, a TV studio, a country.
Network NET
Officials, donors, unions, journalists: who owes what to whom.
Nerve NRV
Dare, bluff, turn a scandal into an advantage.
Composure COM
Hold steady on live TV, take a hit, not reply at 3 a.m.

Special rules

The polls
The Storyteller keeps track of the candidate's voting intention in the flags, in points, and announces it every round that changes it. A live success raises it, a scandal lowers it, an exposed lie makes it crash. The election is won above 50 in the runoff.
Skeletons in the closet
Every shady "method" (a leak, a forgery, a backroom deal) earns points right away and a skeleton in the flags. Every skeleton has a chance to come back out in each following session: the Storyteller draws one at random when the story allows it.
The soundbite
Once per session, the candidate can deliver a soundbite, written by the player: if it makes the table laugh or cheer, it counts as a natural 20. The Storyteller has the press repeat it for the rest of the campaign.

Character creation

Roll 4 dice with 6 faces per attribute, keep the 3 best · 2 rerolls allowed4d6kh3

Origins

Small-town mayor
Knows every market and every prefect; +1 to Network.
Former minister
Has already been betrayed by their own side, and learned from it; +1 to Composure.
Outsider
Entrepreneur, doctor or TV host: nothing to lose; +1 to Nerve.

Vocations

The orator
A voice, a hall, a crowd.
The technocrat
A fully costed program and a memory full of files.
The people's champion
Markets, cafés, everyone's first name.
The strategist
Three moves ahead, and a plan B for each one.

Derived values

Hit points
8 + Composure modifier
Defense
10 + Nerve modifier
Initiative
1d20 + Nerve modifier

Starting equipment

  • A phone that never stops ringing
  • A 40-page program nobody has read
  • A lucky tie

Veils

Topics kept off screen: the Narrator never shows or describes them.

  • sexual violence
  • realistic terrorist attacks