All Hail Discordia! is my FKR game in the wild, true/untrue world/unworld of Discordianism (with ideas stolen from JohnWick’s game).
You find it on Chartopia: https://chartopia.d12dev.com/chart/43436/
OR read on:
You are a Discordian Double Agent.
|1d100 (86+ roll again)||Background (roll several times to get ideas)|
|70||Rock n roll|
|d8||You are a secret member of… (roll once; 8 roll again)|
|1||Bavarian Illuminati (spend 1 Dogma and the subject must obey your command. The command can only include a number of actions equal to your Dogma)|
|2||Hashashin (spend 1 Dogma and say “I will not…”. Whatever you say is true, but only for that round. If you wish to continue the effect, spend another Dogma point.)|
|3||Rosicrucians (spend 1 Dogma to transform one element into another, or to turn a base element into a pure one; you have to be able to carry what you transform)|
|4||Knights Templar (spend one Dogma to lend any Advantage or background you have to any other character)|
|5||Aliens (spend 1 Dogma to summon the darkest fear of a human, paralyzing him for as many rounds as you have Dogma)|
|6||Priests of the Secret Sign (spend 1 Dogma to inflict Primal Madness)|
|7||Temple of Covid (spend 1 Dogma to put someone in an illusory cage)|
Save the World
Everything is true. Everything is, therefore, false. Fight the Curse of Grayface. Undermine hardened assumptions. Free the world.
“Just because two things oppose each other does not mean one is false. Theology is nothing more than a debate over whom we should blame for reality.” (John Wick)
Catma is the refusal to believe in anything.
Dogma is blind belief.
Start with 3 Catma points and 3 Dogma points.
Spend Catma to double the dice you roll (and pick the best two), but you have to use one of your backgrounds to explain HOW you do it.
Spend Dogma to create effects in accordance with your Conspiracy.
At the end of each session, add 1 Dogma point to your initial Dogma score. Then, roll 1d6+Dogma vs. 1d6+Catma. If Catma loses, you lose 1 Catma point.
Roll dice only when you take risks
Roll 2d6 vs. the referee’s 2d6. Add +1 for each advantage you have. Higher roll determines what happens.