Plugins
The plugin catalog
Eleven ready-made plugins: what each does in play, its settings, what to name or tag in your world, and the showcase world it was made for.
What's in it
Eleven ready-made plugins, each the signature mechanic of a showcase world, written against the same API any plugin uses. Add one with Add from the catalog in the Plugins tab, or ask Hob for it by name. Then make it yours: its settings choose what it reads in your world, and its words players see can be renamed (a Lamp can be a bonfire, a revel a ghost market).
Lamp return
Death is a setback, not an end. When a character dies, the storyteller narrates it plainly (in this world they can be killed), and the rules take over:
- The money they carried is left where they fell, as a stain.
- They wake at the last rest place they rested at (their Lamp), at nightfall, healed in full, remembering that they died.
- Reaching the place they fell gives the money back. Dying again before then loses the old stain for good.
- Resting at a rest place binds their waking there, and the storyteller is told so.
- In a world with a rule system, it brings a Hollowing track that rises with each death.
Players see: a You died card that takes them to the room they woke in, a Where you fell section at the top of their sheet while the stain lies there, and a mark on their own map where it lies.
| Setting | Default | What it does |
|---|---|---|
| Tag of a rest place | lamp | Places with this tag are rest places, and the ones it falls back on. |
| Kinds of place where any rest counts | none | settlement, landmark (a town's inns and squares), site, camp. Empty: only tagged or named places. |
| Rest places by name | Lamp | Any place whose name contains one of these counts too. |
| They wake at | nightfall | nightfall, dawn, morning, evening or night. |
| A track that rises with each death | hollowing | A rule-system track's id. The plugin brings one, Hollowing (hollowing). Empty: none. |
In your world: give characters places to rest: name them, tag them, or count every rest in a kind of place. A character who never rested at one wakes at the first tagged rest place in their home region, else at any tagged one; with no tagged place at all they wake where they fell. With a rule system, the Hollowing track comes with the plugin.
Made for: Kelister, where every rest in a town or at a town's landmark counts, and a site is tagged as a Lamp. The walkthrough builds it step by step.
The revel gamble
Time runs strangely at the fae revels. Going into one is noted; leaving one rolls how long the character was really gone.
- Entering a revel place marks them as inside, and the storyteller is told time runs differently there. A revel the storyteller makes up on the spot, with no place of its own, is caught by a question asked after the scene: did they join a fae revel?
- Leaving (moving away, or a scene in which they walk out) rolls a d20: 1 to 5, one night; 6 to 12, a week; 13 to 18, a whole season; 19 or 20, the years in the settings. The clock jumps, and the storyteller is told to show what changed.
Players see: a The revel lets you go card, and a Time lost to the fae section with the days lost, all told.
| Setting | Default | What it does |
|---|---|---|
| Tag of a revel place | revel | |
| Revel places by name | Revel, Goblin Market, Hollow Hill | Any place whose name contains one of these. |
| Years lost on the worst roll | 7 |
In your world: name or tag the places where revels happen; the question after each scene catches the rest.
Made for: Telora.
Let the years pass
A button for the player: let years go by between adventures.
- Let the years pass sits over the box where they type. Pressing it offers a choice of years, and the clock jumps by that many.
- The storyteller opens the next scene on a changed world: people aged or gone, children grown, their own deeds told wrong in songs. Long-lived peoples feel it differently: a short while for them, not for everyone else.
- A standing line keeps the total in the storyteller's mind from then on.
Players see: the button, a card asking how long, a card when it's done, and a Years on the road section.
| Setting | Default | What it does |
|---|---|---|
| Years offered | 5, 10, 20 | Up to three are offered. |
| Long-lived peoples (race ids) | elf, dwarf, half-elf | They feel the years differently. |
In your world: put your world's ids for its long-lived peoples in the list.
Made for: Frohland.
Mistaken contracts
A monster contract is rarely what the villagers posted.
- After a scene in which the character takes on a monster contract or bounty (a question asked after each scene), the world secretly picks what the creature really is and tells only the storyteller, as a standing secret to leave clues for.
- When the character finds out the truth, the secret is lifted and the storyteller may speak of it plainly.
- After a hard moral choice (sparing, condemning, betraying or protecting someone when every option cost something), a timer is set for 6 to 25 days on. When it comes due, someone from that choice comes back into their life.
Players see: nothing on screen: it all happens in the story.
| Setting | Default | What it does |
|---|---|---|
| What a contract can really be | five, from a cursed person who doesn't know what they become at night to exactly the creature posted | One is picked at random for each contract. |
In your world: nothing to tag. Write truths that fit your world's monsters.
Made for: Kryvan March.
The grudge case
Every demon was once a person wronged.
- When a character meets someone whose role or name holds one of the demon words, or a fight starts against one, a case opens: the world picks the wrong that raised it and tells only the storyteller, who leaves clues to its old name.
- If the character speaks its old name and answers the wrong (a question asked after the scene), it is released: a farewell in its old voice, a keepsake, growth, and its name kept on their sheet.
- If they kill it with the grudge unanswered, the ground there feels wrong; 12 to 30 days later something rises where it died, and word of it reaches them.
Players see: a Released card, and a Remembered section listing the demons they released.
| Setting | Default | What it does |
|---|---|---|
| Words that mark a demon | demon, oni, horned | Looked for in an NPC's role or name. |
| Wrongs that raise a demon | six, from drowned by a village to hide a debt to sold as a child and never looked for | One is picked for each case. |
| Growth for a release | 60 | Experience given on a release. |
In your world: make sure your demons carry one of the words in their role or name.
Made for: Tokura, which adds "grudge" to the words.
World firsts
Firsts that no one else can ever hold.
- The first player in the world to defeat a named foe, or to set foot in a place of a kind that counts, gets a title. The storyteller is told to announce it in the System's window.
- A World firsts button shows the latest firsts claimed in the world, and by whom. The firsts are also kept as a world board, which players open from Boards.
Players see: a World First card, a Titles section at the top of the sheet, the button, and the World firsts board.
| Setting | Default | What it does |
|---|---|---|
| Kinds of place that count | site, realm | |
| Foes that never count | rat, wolf, bandit, slime | Words in a foe's name that keep it off the record. |
In your world: the record is shared by everyone who plays the world. Leave common foes out with the second setting.
Made for: Yavaria.
Core or cook
Every monster a delver brings down is a choice.
- After each foe beaten, a card offers two buttons: Cut out the core, which adds money (a dice amount) and crumbles the body to ash, or Cook it, which heals and adds the dish to their recipe book the first time they cook that kind of foe.
- Every foe beaten counts on the world's tavern board. The tavern board button shows the eight who have brought down the most; the Most brought down board, opened from Boards, shows the top ten.
Players see: the choice card, a Recipe book section, the board button and the board.
| Setting | Default | What it does |
|---|---|---|
| A core sells for (dice) | 2d6*10 | NdM, NdM+K or NdM*K, in the world's smallest coin. |
| A cooked meal heals | 10 |
In your world: nothing to tag.
Made for: Hildyard.
Messages from strangers
Notes from players who passed this way before.
- A Leave a message button offers the set phrases (the first four); the one picked is scratched into the place where the character stands. Each place keeps its last five messages, one per player.
- Another player who arrives there gets a card with the messages, and the storyteller mentions them as marks in the place, nothing more.
- Each place with messages is marked on the world map for everyone, the latest message as its label.
Players see: the button, the cards, and the marks on the map.
| Setting | Default | What it does |
|---|---|---|
| Phrases players can leave | Try fire; Beware, ambush ahead; Hidden path here; Do not give up | Up to four are shown. Players pick one; they can't write their own. |
In your world: nothing to tag. Write phrases in your world's voice.
Made for: Kelister.
Evolution path
A monster that grows by what it eats and does, and chooses its own evolution.
- Its next forms sit on its sheet under Ways to change, each with what it asks (eat metal, beat something bigger than itself in a fair fight).
- After each scene, the world asks a decision model whether it did what one of its next forms asks (two of them at a time). A way that opens stays open, and the storyteller is told the character feels the pull.
- Once it has grown the levels in the settings since its last change, the player presses Evolve and picks from the open ways. The change goes through the storyteller's own transformation tool, so the new form's people takes over; then the ways start again from the new form.
Players see: a Ways to change section, a card when a way opens, the Evolve button, and a card to choose the form.
| Setting | Default | What it does |
|---|---|---|
| Ways to change | thirty lines for Cydanas's forms | One per line: from-people > to-people | Name | what it must do. The people ids are your world's. |
| Levels to grow between changes | 5 |
In your world: make each form a people, and write the ways between them. Each judgement after a scene is a decision-model call, so the plugin asks after every scene while a way is closed.
Made for: Cydanas.
Hunted from above
Notoriety turns into hunters who actually come.
- After each scene the plugin reads a notoriety track on the character's sheet. When it crosses one of the marks in the settings, someone takes the job: the storyteller is told to let a sign of it reach the character, and a card says someone is coming.
- The hunters arrive one day plus the dice in the settings later, wherever the character is by then, and the storyteller brings them into that scene.
- A What the Surface says of you section on the sheet shows the dossier line for their notoriety: wrong at first, less wrong as they are more feared.
Players see: the warning card, the card when they arrive, and the dossier section.
| Setting | Default | What it does |
|---|---|---|
| The notoriety track (its id) | notoriety | |
| Who comes, and at what notoriety | three waves, at 3, 6 and 10 | One per line: a number, a bar, and who comes. |
| Days until they arrive (dice) | 1d4 | Added to one day. |
| What the Surface thinks it is | five lines | Dossier lines from least to most notorious; the character's name can be written in with a placeholder. |
| Notoriety per dossier line | 2 |
In your world: it needs a rule system with a notoriety track on the sheet; without one it does nothing.
Made for: Cydanas, beside Evolution path.