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What you will need to play the Welcome to Night Vale Role-Playing Game:
A Game Master, Who Sees All. Bow Before The Game Master. All Hail the Game Master!
(Or GM for short.)
One or more additional players, who will take on the roles of existing Night Vale
characters, or original characters of their own devising.
Some six-sided dice - two per person is sufficient
Some paper, or papyrus, or dried sheets of goat intestine, or any other surface
suitable for scribbling upon.
Writing utensils are, or course, banned, but perhaps you could fashion a hollow bird's
bone and some grape jam into an instrument capable of scrawling numbers, or crude
maps?
Be sure to schedule a gaming session at least once a week. Playing less often than this
will result in character starvation and death.
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Rules
Whenever your character wishes to do something that requires more skill than, say, tuning
into the local community radio station, you will roll two six-sided dice (that is, 2d6). If the
total of the two dice is equal to, or less than, the number of points you have in that skill,
your character successfully accomplished the task. If it is not, you failed.
When you are competing with someone else (for example, when you are trying to punch
Steve Carlsberg in the face), all of the involved characters must make a skill check, as
follows:
Cecil's Fight skill is 6, and Steve's fight skill is 4. Cecil rolls 2d6, and his total is 8. Steve
does the same and rolls a 7. So neither one of them manages to harm the
other. But Steve starts laughing at Cecil's blunder, prompting Cecil to take another swing.
This time Cecil rolls a 4, and Steve rolls a 10. Cecil tackles Steve to the ground, prompting
Steve to scrape his elbow and immediately burst into tears.
Damage is calculated by rolling 1d6. Cecil rolls and gets a 3. Steve had 7 hit points, but
now he only has four, and doubtless runs away crying. Cecil can now shake his fist at the
defeated, retreating Steve, while growling Steeeeeve Carsrrrlsssberrrrg.
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Skills
There are thirteen skills. If a character is called upon to
perform a task that no skill applies to, it is up to the GM to
decide what the closest skill is that the player should apply.
(See also page 13.)
Blood and Unfinished Leather skills:
Brute strength
Fight
Athletics (things like running, swimming, jumping, climbing,
aiming, throwing)
The Dread and Horror that Accompanies Knowledge skills:
Operating mundane mechanical devices (i.e., a car or blender)
Operating exotic mechanical devices (i.e., a black helicopter)
Hide objects/Locate hidden objects
Eldritch knowledge (things like identifying dangerous objects
or locations, interpreting arcane messages)
See/Hear/Smell
Track (or Avoid being tracked)
Thin Semantic Line Between Courage and Stupidity skills:
Distribute forgeries (or Detect forgeries)
Sneak around
Sleight of hand
Persuade (or Resist persuasion)
In addition to their Skills, each character has a Power, which they
can employ once a day. (See characters on the following pages for
details.)
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Cecil Palmer
Hit Points 9
Brute strength 5
Fight 6
Athletics 7
Operating mundane mechanical devices 9
Operating exotic mechanical devices 6
Hide objects/Locate hidden objects 8
Eldritch knowledge 9
See/Hear/Smell 7
Track (or Avoid being tracked) 7
Distribute forgeries (or Detect forgeries) 7
Sneak around 8
Sleight of hand 8
Persuade (or Resist persuasion) 9
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Tamika Flynn
Hit points 8
Brute strength 4
Fight 9
Athletics 9
Operating mundane mechanical
devices 7
Operating exotic mechanical devices 6
Hide objects/Locate hidden objects 7
Eldritch knowledge 7
See/Hear/Smell 8
Track (or Avoid being tracked) 10
Distribute forgeries (or Detect
forgeries) 6
Sneak around 9
Sleight of hand 6
Persuade (or Resist persuasion) 8
Power: Once per day, Tamika Flynn can
Intimidate an opponent into
submission during an opposing Skill
check (example: her Persuade versus
another character's Resist persuasion)
by brandishing the severed hand she
wears around her neck. Tamika must
announce that she is doing this BEFORE
the Skill check would have been rolled.
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Pamela Winchell
Hit points 9
Brute strength 5
Fight 4
Athletics 6
Operating mundane mechanical
devices 9
Operating exotic mechanical
devices 7
Hide objects/Locate hidden objects 8
Eldritch knowledge 8
See/Hear/Smell 8
Track (or Avoid being tracked) 8
Distribute forgeries (or Detect
forgeries) 9
Sneak around 7
Sleight of hand 5
Persuade (or Resist persuasion) 9
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Hiram McDaniel
Hit points 12
Brute strength 10
Fight 10
Athletics 10
Operating mundane
mechanical devices 7
Operating exotic mechanical devices 6
Hide objects/Locate hidden objects 5
Eldritch knowledge 8
See/Hear/Smell 8
Track (Or Avoid being tracked) 5
Distribute forgeries (or Detect
forgeries) 9
Sneak around 2
Sleight of hand 3
Persuade (or Resist persuasion) 9
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Creating an adventure
An adventure can be broken down into four parts:
Introduction
Uh oh
Futile scramble to fight fate
Resolution???
For example, take a look at the way Episode 37, The Auction, unfolds:
Introduction: Cecil informs the town that the Sheriff's Secret Police are holding
an auction.
Uh oh: Cecil discovers that he is Lot 37 one of the items available to bid on.
Futile scramble: Cecil makes his way to the auction to acquire Lot 37.
Resolution??? - Cecil fails to successfully bid on Lot 37, nor can he discern
the winning bidder.
Remember that tabletop role-playing games are about having fun and telling a story
together. If everyone is not having a good time, and they tell you that it is your fault,
please reconsider your life choices.
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back cover illustration by zenamiarts.tumblr.com