Elimination Arc
LorebookA roleplay/ttrpg system based on object shows.
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Listed as “Elimination Arc”
A roleplay/ttrpg system based on object shows.
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- object show
- Gameshow
- Roleplay
- ttrpg
The rules for Elimination Arc
Elimination Arc
10 entries · scan depth 2 · budget 512 tokens · recursive
The rules for Elimination Arc
- #1Character Creation
Keys: character, , Character creation
To create your character, you will first define their core strengths and their role in the game.
Attribute Points
You have 18 Attribute Points to divide among three core attributes: Physical, Mental, and Social.
For every 2 points you assign to an attribute, you gain one die to that attribute's Dice Pool. This is the number of dice you will roll when performing a check for that attribute.
Example: You could spend 8 points on Physical to gain a 4-die pool, 6 points on Mental for a 3-die pool, and 4 points on Social for a 2-die pool.
Archetype
After assigning your attribute points, choose an Archetype. This choice grants you access to unique abilities and defines your character's long-term progression.
- If you're new to the game or don't want to commit to a specific role yet, you may choose the Bland Archetype. A Bland character has no Archetype abilities to start but may choose an Archetype later in the campaign.
- #2Archetypes
Keys: archetypes, archetype · Secondary: level, class
In Elimination Arc, your Archetype defines your role in the story—and gives you special ways to use Destiny Dice. You can change Archetypes mid-campaign, or mix and match them like classes.
Each Archetype gives you thematic abilities, lets you bend the rules, and rewards you for playing your role. Choosing the right one makes you shine—or fall dramatically. You may add another Archetype on leveling up instead of continuing a current one.
Archetype Summary List
Intelligent
“I saw this coming.” Master of prep and planning. Can store dice in advance and manipulate other players’ rolls. Great for puzzles, sabotage, and controlled drama.
Leader
“Stick with me. I’ve got you.” The backbone of the group. Buffs allies, helps resolve Conflicts, and turns coordination into power. Good at keeping the team on track—until no one listens.
Emotional
“I didn’t mean for this to happen…” Fueled by feelings. Turns failures into story beats and can gain power from breakdowns. Best for drama, romance, or redemption arcs.
Antagonist
“If I fall, I’m taking you with me.” Thrives on chaos and Conflict. Gains bonuses from having flaws and can force dramatic choices on others. Perfect for betrayals or villains with fan clubs.
Bland
“I’m just... here. For now.” Starts with no powers—but hoards Destiny Dice and can spec into any Archetype later. Invisible until they decide to change the game. Weak to early eliminations.
Performer
“Watch this—no, seriously, watch.” Lives for the spotlight. Gains power by pulling big stunts, landing memorable moments, and playing directly to the Audience. Can spike Sentiment fast with spectacle, comedy, or over-the-top drama, but risks burning out or becoming a caricature. Perfect for stealing scenes, flipping Bias to your advantage, and making every episode about you.
- #3Emotional
Keys: emotional conversion, emotional, breakdown boosr, project conflict, flashback scene
💔 Emotional Archetype – "The Heart of the Show"
“I don’t always win. I don’t always hold it together. But when I fall apart, the story moves forward.”
Playstyle: High-risk, high-drama. Emotional characters are rewarded for feeling everything, failing with impact, and processing pain onscreen. They gain narrative power through breakdowns, sincerity, and intense character moments.
🧩 Core Traits
- Can turn failures into partial successes more often.
- Uses Conflicts as a storytelling tool, not just a penalty.
- Excellent at dramatic comebacks and “turning points.”
- Excels in social tension, confession scenes, and emotional escalation.
🎲 Destiny Dice Rules – Emotional Archetype
You may spend Destiny Dice to:
- Emotional Conversion: Convert one Failure (1–2) into a Partial by taking a Conflict.
- Flashback Scene: Spend 1 Destiny Die to invoke a memory tied to a Conflict. Gain +1 Success on a related roll, and optionally remove 1 tier from that Conflict if the memory brings closure.
- Project Conflict: Spend 1 Destiny Die to temporarily give another player a copy of one of your Tier 1 Conflicts for a scene. This is emotional spillover—use for dramatic tension, guilt, or catharsis.
- Breakdown Boost (Unlocked at Level 4): If you suffer a Critical Failure, you may immediately spend 2 Destiny Die to stand up stronger: turn the next roll into a Critical Success if it’s tied to a personal goal.
📈 Level Progression – Emotional Archetype (1–10)
Level Feature 1 Core Archetype Access: Use Emotional Destiny Dice abilities. Gain Emotional Tag. 2 Earnest Reaction: Gain +1 Sentiment whenever you sincerely react to an unexpected twist. 3 Deep Conflict: You can carry 1 additional Conflict without increasing vote risk. 4 Breakdown Boost: Unlock the Breakdown mechanic (see above). 5 Audience Empathy: Viewers give you +1 Sentiment if you fail a check after a confession. 6 Emotional Anchor: Once per episode, let an ally reroll a Social check by making it about you. 7 Pain is Power: You may treat one Tier 2 Conflict as a Tier 1 for dice penalties (still counts as T2 for votes). 8 Shared Burden: When another player gets a Conflict, you may take it instead and gain +1 Destiny Die. 9 Big Scene: Once per campaign arc, declare a "Spotlight Scene"—you cannot be interrupted, and any Success = Crit Success. 10 Emotional Resolution: At the end of the campaign, if you’ve resolved at least one Tier 3 Conflict, gain a Final Scene Rewrite: narrate the outcome of your arc regardless of votes.
- #4Intelligent
Keys: pattern recognition, strategist, prepared pool, intelligent
🧠 Intelligent Archetype – "The Strategist"
“I already ran the numbers. Now watch them fall into place.”
Playstyle: You’re the thinker, the tactician, the schemer. You succeed by planning ahead, managing variables, and controlling how others perform. Intelligent characters shine when they prep for challenges and subtly shift dice results to turn chaos into clean wins.
🧩 Core Traits
- Master of pre-roll planning and dice substitution
- Can manipulate other players’ outcomes indirectly
- Best for puzzles, challenges, mystery-solving, and calculated manipulation
- Often avoids direct emotional or social confrontation
🎲 Destiny Dice Rules – Intelligent Archetype
You may spend Destiny Dice to:
- Prepared Pool
“I brought backups.” Spend 1 Destiny Die before a scene or challenge to roll and store a d6 result in your Prepared Dice Pool (max = your Intelligent level).
- During any roll (yours or an ally’s), you may swap in one of these dice before outcomes are read.
- You can hold Prepared Dice between episodes, up to 3.
- Pattern Recognition
“They always hesitate before lying.” Spend 1 Destiny Die to ask the Host one yes/no question about the current challenge, social situation, or story twist. The Host must answer truthfully (though may be cryptic).
📈 Level Progression – Intelligent Archetype (1–10)
Level Feature 1 Core Archetype Access: Gain the Strategist tag and use Destiny Dice abilities. 2 Prep Speed: You may add 2 Prepared Dice per scene instead of 1 (still spend 1 DD). 3 Team Calculations: Once per episode, give another player one of your Prepared Dice. 4 — 5 Perfect Recall: Ask the Host to reveal a previously hidden detail from an earlier scene. 6 Re-Task: Once per episode, you may change the value of a single Prepared Die you have stored to a 1, 3, or 6. 7 — 8 Hard Counter: During a major challenge, declare one archetype. For the duration of this scene, rolls from that tagged player that result in a Critical Success must be accompanied by an additional narrative cost, decided by the Host (e.g., they take a Tier 1 Conflict, their victory exposes a flaw, or they must sacrifice a resource). The roll still counts as a Critical Success, and they still gain the +2 Sentiment. 9 Causal Mapping: Spend 1 Destiny Die to instantly deduce the mechanical effect of an NPC, location, or item without a roll. 10 The Final Theorem: Once per campaign, you may spend 3 Destiny Dice to weave together a series of events, clues, or facts that have occurred throughout the campaign. You then present a new, overarching plot twist or hidden truth that explains their connection. The Host must accept this as a new, canonical part of the story, as long as it doesn't directly contradict a previously established fact.
- #5Antagonist
- #6Deciding Outcomes
Keys: outcomes, i try to, i want to, roll, check · Secondary:
Whenever you need to decide an outcome for something, find the stat that makes the most sense for that moment and roll and amount of d6s equal to the stat/2 and look to the chart to see what they mean. Some abilities may override this chart.
1-2: Failure, that part of what you tried to do just didn’t stick the landing.
3-4: Partial Success (Partials for short), that part of what you’re doing isn’t working right now, but you can take a Conflict to turn it into a Success.
5-6: Success! It worked!
Count up the Successes and compare it to the Difficulty of the task. If you got more or equal to the Difficulty, the task is completed. If you end up with less, the task either isn’t completed or puts you in a worse position.
If all of your dice are Successes (including Partials-turned-full-Successes) you Critically Succeed! On performing this, you push your limits and do something that you didn’t know you could do before, such as jumping a extremely large gap to save an ally. This leaves you and your allies in great standing!
However, if all of your dice are Failures (including unconverted Partials), you Critically Fail, succumbing to your flaws and Conflicts or just having a really bad day. This often causes you and your allies’ game or relationships to be on the line and can be really tense! Or its hilarious.
- #7Conflict
Keys: conflict, partials, chaos
Conflict, sometimes it seems to come out of nowhere and messes things up for an episode, but we love it all the same. Whenever you turn a Partial into a Success on a roll, you may take a Conflict or progress an existing one. You may take or progress any Conflict you want, but try to keep it thematically appropriate. The Host may override your decision if they believe it doesn’t fit the situation.
Examples: Ordering an ally may take more force than is reasonable, giving you the Bossy Conflict. While pushing yourself to the limit to fetch the Loser Ball, you get smacked in the leg, giving you the Damaged Leg Conflict.
Conflicts are ordered in “Tier One/Tier Two (Resolve Number)/Tier Three (Resolve Number or N/A if it can’t be Resolved)” order. T1 Conflicts usually last an episode and further the plot, and one can be removed at the end of each episode. T2 Conflicts last a whole arc and take time to mend. The Resolve Number is how difficult it is to Resolve the Conflict, but some abilities can make it easier. (or harder!)
Conflicts List (WIP):
Physical
- Damaged Leg/Broken Leg (3)/Lost Leg (N/A, though prosthetics can Resolve this): You lose one Success for each tier of Conflict on checks requiring your legs. At tier 2, you must make a Difficulty 2 Physical check to run and Difficulty 3 Physical to sprint. At tier 3, you must make a Difficulty 2 Physical check to move and the run/sprint checks have +1 Difficulty. This Conflict can stack for as many legs you originally had. This Conflict cannot apply if you can fly or were born legless as you’re practiced in getting on without them.
- Damaged Arm/Broken Arm (3)/Lost Arm (N/A, though prosthetics can Resolve this): You lose one Success for each tier of Conflict on checks requiring your arms. This Conflict can stack for as many arms you originally had. This Conflict cannot apply if you were born armless as you’re practiced in getting on without them (though maybe you can rule this as toungelessness?).
- Burned Out / Exhausted (3) / System Collapse (N/A, can only be Resolved by spending a whole episode on healing and rehab): –1 Success on all Physical checks. At tier 2, after each Physical roll, lose 1 die from your pool for the rest of the scene. At tier 3, you auto-fail Physical rolls unless another player gives you Support. You cannot convert Partials.
Mental
- Idiot Ball/Stupidity (3)/Chronic Stupidity (10): You lose one Success for each tier of Conflict on all Mental Checks. In addition, once per tier of Conflict per episode, the Host may cause you to fail a Mental check if they decide Succeeding would make things too easy. This is decided before you have the chance to gain Conflicts by the conversion of Partials.
- Spacey/Oblivious (4)/Unconcerned (15): You lose one Success for each tier of Conflict on checks to find a physical object. At tier 2, all of your checks are made out of sight for you and you are not informed if there is any Partials to convert. At tier 3, if you attempt to convert a Partial that doesn’t exist or more than exists, you gain all the Conflicts as if they did exist.
- Selective Memory / False Memory (3) / Distorted Reality (N/A, major psychiatric intervention can Resolve this): –1 Success on Mental checks per tier related to recalling facts or past events. At Tier 2, you must roll a Difficulty 2 Mental check to confirm any “remembered” info is accurate. Failure introduces false info as fact until corrected. At tier 3, you cannot distinguish truth from memory. The Host may override your perception in scenes or feed you false information (once per scene).
- Perfectionism / Overfocused (4) / Obsessive Spiral (N/A, can be resolved by abandoning a major plan or giving narrative spotlight to another member for 3 episodes): You must reroll one Success per Mental check per tier unless the result is a critical success. At tier 2, you may not allow another player to roll unless their plan is “approved” by you. At tier 3, Host may require you to abandon current goals if a new one feels “more perfect.”
Social
- Quiet/Silenced (3)/Mute (N/A): You lose half a Success rounded up for each tier of Conflict on Social checks (ie T1 is 1, T2 is 1, T3 is 2) At tier 2, you may only communicate to the Host and allies through notes or DMs, and for allies only one at a time. It will be the target’s decision whether to tell the others honestly.
- Pushy/Bossy(3)/Tyrannical (10): You lose one Success per tier of Conflict on Social checks to get people to like you. You also don’t accept others not listening to you.
- Overexposed / Vulnerable (4) / Shamed (N/A, can be resolved by reinventing yourself): –1 Success on Social checks made while discussing your own feelings or flaws. At tier 2, anyone who mentions your past flaw gives you –1 die on your next Social roll. At tier 3, your reputation is public, fractured, and shaping the audience. The Host may announce your personal failings during viewer votes or challenges. If your sentiment is positive, it is halved, if it is negative, it is doubled.
- #8Reckoning Checks
Keys: reckoning, resolve, recover
⚔️ The Reckoning: Resolving Conflicts
A character's journey is defined not only by the flaws they gain, but by the work they put in to overcome them. The Reckoning is the mechanical system for resolving and removing Conflicts. It turns the act of mending a flaw from a passive wait into a dramatic, character-defining challenge.
Performing a Reckoning Check
A Reckoning Check is the primary method for a character to resolve a Conflict. It is a specialized, narrative-driven dice roll used during a scene where a player is directly confronting their flaw.
- When to Roll: A player may attempt a Reckoning Check once per episode, during a scene of personal confrontation. This could be a confession, a sincere apology, an act of self-sacrifice, or a quiet moment of reflection. The Host must agree that the scene is appropriate for a Reckoning Check.
- Check Type: The check's attribute is determined by the Conflict's type: Physical for Physical Conflicts, Mental for Mental, and Social for Social.
- Difficulty: The Difficulty of the roll is determined by the Conflict's tier, as follows:
- Tier 2: The Difficulty is the Conflict's Resolve Number.
- Tier 3: Cannot be resolved with a Reckoning Check.
- Success: On a success, the player has made progress toward resolving their Conflict. The Conflict's effects are immediately reduced by one tier (e.g., a T2 Conflict becomes a T1).
- Failure: The player fails to overcome their flaw. The Conflict's effects are not reduced, and the Host may trigger a Viewer Twist or cause a narrative setback.
Tiered Resolution
The resolution process for a Conflict depends on its tier.
Tier 2 Conflicts
Tier 2 Conflicts represent deep-seated issues and require a sustained effort to resolve. They cannot be resolved passively.
- Resolution: A player must succeed on a Reckoning Check with a Difficulty equal to the Conflict's Resolve Number.
- Prerequisite: A character cannot attempt a T2 Reckoning Check until they have spent at least two episodes with the Conflict, during which time they must have roleplayed moments of struggle and self-awareness.
Tier 3 Conflicts
Tier 3 Conflicts represent fundamental character issues or permanent injuries. They cannot be resolved through a standard Reckoning Check. These are either permanent or require a monumental, campaign-defining act of personal change.
- Resolution: Tier 3 Conflicts can only be resolved by fulfilling a specific narrative condition, as listed in the Conflict's description. The player must work with the Host to set up a scene that allows them to meet that condition. For example, a "Lost Leg" Conflict could be resolved by a prosthetic, while "Obsessive Spiral" could be resolved by abandoning a major plan.
Support from Allies
Other players can help a character during their Reckoning Check.
- Any player can spend 1 Destiny Die and make a Support roll (Difficulty 2, appropriate attribute) to give the character making the Reckoning Check +1 die to their roll. This represents a teammate offering encouragement, advice, or perspective.
- #9Enemy Teams + HPCs
Keys: contested, rival, opposing team, enemy
Rival Teams & Host-Controlled PCs
The Host can create one to three rival teams matching the player’s teams. These rivals act as Host-controlled player characters (or "HPCs") and provide an external source of competition. They should have a shared Destiny Dice pool and their own Archetypes.
As less HPCs remain, or the merge approaches and they become more important, they may be complicated toward the level of player characters.
- Audience Bias & Rivals: The Audience can have a bias towards or against a specific rival. This means that a rival's successes or failures can also influence the team's Sentiment. For example, if the Audience loves a rival and that rival succeeds, the players' team's Sentiment might drop.
- Interactions & Conflicts: Rivals can act as a source of Conflicts for the players' characters. A rival could taunt a player, causing them to gain a "Pushy" Conflict, or sabotage a player's plan, which could lead to a "Burned Out" Conflict. These interactions should be dramatic and personal, not just about who wins a challenge.
Rival Challenges
When a challenge or a major scene takes place, the Host can choose to have a rival participate. A rival's actions can directly affect the players' team's rolls and outcomes.
- Contested Rolls: Instead of making a simple challenge roll, a player might be making a contested roll against a rival. For example, a player attempting to solve a puzzle would roll against the rival's Mental check.
- Narrative Interference: Rivals can use their own Destiny Dice or a simplified version of their Archetype abilities to interfere with the players. For example, a rival with the Intelligent Archetype could use a form of their Prepared Pool to make a player's roll more difficult.
- The Rival Arc: Each rival should have a simple goal that drives their actions. For example, a rival could be a "Heel" who wants to win at all costs, a "Face" who is a genuine good guy, or a "Joker" who just wants to cause chaos. This makes their actions feel motivated and predictable, allowing the players to form a coherent strategy against them.
Pre-Vote Elimination
At the beginning of each episode, the Host creates a Pre-Vote list for the rival teams, from Most to Least likely to get eliminated. This is a list of which HPC is most likely to be eliminated based on the current narrative. The Host should not reveal this list to the players.
This Pre-Vote list acts as a blueprint for the episode's rival narrative, inlcuding characters that the players enjoy being around and competing with, and cutting unneeded characters.
Throughout the episode, the players' actions can directly influence the Pre-Vote list. At the end of the episode, the Host reviews the list and can make changes based on the players' successes and failures.
- Players Intervene: If players go out of their way to support a rival team, the Host may bump that team up on the Pre-Vote list, saving them from elimination.
- Players Sabotage: If players actively sabotage a rival team, that team will fall on the list and may face elimination, regardless of the initial Pre-Vote.
- #10Destiny Dice
Keys: destiny dice, i want to use, abilities
You start with three Destiny Dice and they replenish at the end of an episode. You can spend them on your Archetype abilities, or to simply add another dice to the pool. Whatever works.
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