Playing the Game

Considerations

While this setting does use D&D rules, it plays differently than most D&D games. Some things to consider for the campaign:

Mission Structure:

Briefing & Preparation

The first step of any RSCUE mission does not involve the specialists at all. Scattered throughout the Empire are investigators who are Society members embedded into all aspects of imperial life. Whenever they hear rumors of something the Society might need to intervene in, they do an initial investigation and send a report back to Soteria.

When a team is assigned to a mission, their curator will provide them information from the initial investigation as well as any relevant information they have compiled.

Specialists are given a lot of leeway in how they want to approach problems, and so the Society has prepared a number of tools that can be used in the field. The Society has engineers that the party can visit to requisition these tools. Additionally there is typically time before departure to visit Soteria City under the monastary to purchase things like potions, weapons, and other gear.

The Mission

Over several play sessions, the party will travel to their destination, meet with the investigator or any other local contacts, follow up on the investigation if necessary, and then plan and execute the containment and extraction of their target entity. These can range from a monster-of-the-week style mystery to a dungeon dive to a heist to an assault on a cult encampment. The players are encouraged to be creative in how they approach problems, and must remember to keep the Society secret at all times.

Debriefing

After the completion of a mission, the team will meet with their curator to hand off the entity and discuss the mission. After the debriefing, they are given their personal pay of 20gl and downtime begins. This is also a good time for level ups at the discretion of the Game Master, though not every mission should result in a level increase.

Downtime

During downtime go around the party in 3 rounds, each round doing an action. The exact order of the actions they take doesn't matter, however each player by the end should have done an Improvement action, a Relationship action, and a Personal action. It is encouraged to roleplay these as ways to advance characters' personal stories.

Trauma

When you see something that shakes you to your core, or take actions that go against your values, you can face Trauma, often with a wisdom saving throw for emotional challenges (grief, horror, etc) or constitution saving throw for physical challenges (nausea, pain, etc.). If they player rolls a 1, they should take 2 points of trauma. Exceptionally bad experiences may be traumatic without any roll, at the DM's discretion. On its own, a point of Trauma means very little, however if allowed to build up it can start to wear on you and your ability to function. Every 3 points of Trauma gives you 1 point of exhaustion which cannot be recovered until your trauma drops back below the threshold.

For example, if you have 6 points of trauma, then you have 2 levels of exhaustion that you cannot recover, but if you bring your Trauma back down to 5 then you can recover 1 point of exhaustion. See Downtime rules above for information about how to bring down levels of trauma through downtime, and Mental Break and Recovery below for more rules about exhaustion.

The following table can be used as a guide for how to use the trauma mechanic, though it should be adapted based on a character's personality and experiences.

Example Trauma Rolls
Finding a mutilated Corpse DC 12 Constitution Save
Losing a loved one DC 15 Wisdom Save
Seeing someone die horribly DC 18 Wisdom Save
Being tortured DC 20 Constitution Save
Needing to kill an innocent DC 20 Wisdom Roll

Death (or the lack thereof)

To the Society, their Specialists are considered quite irreplaceable. They were carefully selected for their skills, and to lose those skills to an untimely death is considered tragic. While aging itself has not been conquered, death by unnatural causes has, at least for those ranking high enough in the Society. One of the artifacts that was contained several hundred years ago was the Tree of Memories. When Specialists are onboarded, they give a small amount of their blood to the Tree of Memories, which then bonds them to it. The tree grows a branch with a pod on the end just large enough for them to fit inside. If and when they die of unnatural means, the pod bursts open and a copy of them is birthed into the world, with all of their memories...including their death. The experience is quite traumatic, and someone reincarnated this way gains 6 points of Trauma immediately. You cannot have more than 18 points of Trauma, as at that point you would have 6 points of exhaustion. See Mental Break and Recovery below for what happens then.

Mental Break and Recovery

Instead of dying when you hit 6 points of exhaustion, you instead have a mental break. Your character is no longer able to participate in missions until they recover below 6 points of exhaustion, and are taken Out of Rotation. While a character is Out of Rotation, they are unplayable and instead must Tap Out. The player for that character should create a new character to play while their first character is tapped out. While tapped out, a character loses 3 levels of trauma and recovers 1 level of exhaustion at the end of each downtime. The player may swap between their characters who are not Out of Rotation at downtime, and a character may voluntarily Tap Out at a downtime as well.