Dishonored: The Roleplaying Game Core Rulebook - PDF

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You will receive your PDF straight away so you can start playing today! You will also receive a discount code for the full value of the PDF which can be offset against the future purchase of the Dishonored print Core Rulebook

In Dishonored: The Roleplaying Game, players delve into the turbulent Empire of the Isles, to tell stories of occult lore, intrigue and drama. The Dishonored Corebook contains all the rules and background information you need to kickstart your adventure. It features a streamlined version of the 2d20 System that excels at narrative play while focusing on the core themes of Dishonored with mechanics for Chaos and unique ways to track stealth, intrigues and faction reputation.

This 308 page, full colour PDF rulebook features:

- An introduction to the Empire of the Isles, and an in-depth look at its history, its people and the struggles they face.

- A step-by-step guide to play the role of the Protagonists: from grim assassins and rugged criminals, to intrepid explorers and stoic crown loyalists.

- A host of antagonists and a myriad different storyhooks to inspire you, from the harsh, cold lands of Tyvia to sunny Karnaca.

- Insight on the strange nature of the Void, as well as rules to harness its reality-bending powers.

- "The Oil Trail", a mini-campaign in four acts that serves as a perfect introduction to the City of Dunwall..  

The 2d20 system and Modiphius Logos are copyright Modiphius Entertainment Ltd 2020. All 2d20 system text is copyright Modiphius Entertainment Ltd. Any unauthrosed use of copyrighted material is illegal. Any trademarked names are used in a fictional manner; no infringement is intended. This is a work of fiction. Any similarity with actual people and events, past or present, is purely coincidental and unintentional except for those people described in an historial context. ©2020 ZeniMax Media Inc. Dishonored and related logos are trademarks or registered trademarks of ZeniMax Media Inc. or its affiliates in the U.S. and/or other countries. All Rights Reserved.


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Customer Reviews

Based on 3 reviews

Wonderfully put together

Bringing Dunwall to Life

I’ve run games for over fifteen years, and no game in that time has made me more excited than the release of this book. This RPG got me to read the books and comics, it got to me replay the entire video game series again for inspiration and has galvanized me to start regular games for my friends. I haven’t played 2d20 systems before but this book has got me into it without too much trouble.

The only reason I haven’t given 5 stars is because I notice some things that need changing. Hopefully erratas and sourcebooks will come later to make this complaint obsolete. I felt some powers and mechanics were lackluster and require home ruling to give the umph that does Dishonored justice as a setting. And that’s not something that is in any way new player friendly. However, as a veteran gamer and GM, this extra work has just made me more excited to run more games with these rules, and I encourage anyone who hasn’t bought it to get it, or find someone who has and play a game of it.

Awesome Narrative 2d20 iteration!

I never played the Dishonored games yet, but I kinda know their universe. When I saw this coming I was super excited, since MOST of my trpg stories are city / intrigue / horror based.
This game PERFECTLY handles that Mood, with straightforward 2d20 rules, pretty similar to some rules I created for quicker Infinity Games.

It All comes Down to enhancing the 2d20 engine (momentum, Chaos and Void metacurrency kicking in), along with Fate-style elements, like "Truths" defining the scene, characters or acting as brilliant "wound soaking" sentences, so that you really SEE what's happening at any given Moment.
I can see Truths and the various intrigue/stealth tracks interact together to create intense build UPS and Adventures.

You have 6 Skills and 6 Styles adding up in an asimmetric fashion to determine your target Number and Focuses acting as "critical hit enhancers", allowing you to generate extra successs as Always.

Both GM and Players have great Freedom on declaring story elements and new Truths through Momentum/Caos.

I love the "instant kill if you hit" a common Enemy, with the HUGE drawback of handling 2 Caos ti the GM! This Is nuts, because speeds play up and adds believable tension during infiltration scenes and Mission.

Awesome writing about the setting, with organisations, intrigue and "occult" spawning Page After Page, making me eagier to play this game ASAP.

A5, tablet friendly (read and reviewed from a 7" Fire Tablet) and well edited.

Please more.

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