We Are Champion, A competitive TTRPG about an unknowing champion and their patrons. A game by Asmus Nielsen. The Premise You are unknown deities and creatures called Patrons looking to control the modern world. To do this, you have all picked a champion to do your bidding. It just so happened that you all picked the same one. Now, you must compete against the other Patrons to assume control of the champion, and, in turn, the world. What You Will Need 3-6 players. A deck of cards, Jokers remaining. At least an hour of time. Some kind of tokens, exclusive to each player. Some paper and a pen. Glossary Card Value - A term used for the strength and value of a card. A few different Ranks of Cards include the King, the Joker, 10, or 5. 2 is at the bottom, with the Ace at the top. Jokers act as wild cards, being able to act as any The World - The world of We Are Champion is simply the real world. The Champion - A regular human who tries their best to do what the Patrons command them to. A role played by one player, usually the winner of a previous round. The player in control of the Champion must also direct the game, acting as 'the storyteller' and the characters therein. Patron - A Patron is a god-like being who desires access to the World and must utilize the Champion to do so. This is the role most players will play. Wonders - Wonders are magical effects, miracles if you will, that a Patron can channel through the Champion to make it more likely that a Skill Check will succeed. Rites - Rites are minor rituals and goals that a Patron must have performed for them by the Champion. The Patrons Influence is a pool of power that all Patrons have, defining their connection with the world. Your Influence is equal to the amount of cards currently in your hand. When you create your Patron you draw 7 cards. When you lose Influence, you discard a card of your choice, and when you gain Influence, you draw a card from the deck. Wonders are supernatural abilities a Patron can channel through the Champion. Each Patron has 2. Come up with 2 Wonders that fit your Patron and assign them each a currently held card value. Playing a Wonder means laying down a card that has the value of your picked Wonder, as well as an additional card of your choice. A Wonder may not affect the rules of the game, such as giving the Champion more Influence or similar, and must be entirely within the game's world. z Rites are rituals and processes that will further your influence on the world. You have 3 levels of Rites, steadily increasing in difficulty. 1 being easy to accomplish, 2 being difficult and 3 being nearly impossible to accomplish. Keep track of how many times each Rite is performed. Whenever the Champion performs a Rite, even if another Patron is currently in command, you draw a number of cards equal to the level of the Rite. While others may see you drawing cards, you shouldn't reveal what your Rites are to other players until the end of the game. They may not be related to the rules of the game, and should be exclusively contained within the game's world. The Champion One player assumes the role of the Champion, an ordinary human who just so happened to be the perfect fit for the Patrons. The Champion is a conduit for their Patrons, but they also have their own agenda and ideals. The player in control of the Champion must define a place and a situation. It could be as mundane as "Shopping at the maul" or as wild as "Got into an accident and has just woken up in the hospital". Additionally, they must define the identity of the Champion, such as name and occupation. The Champion, knowing the power the Patrons hold over them, will do the best in their ability to obey what the Patron currently in command informs them of. The Patrons can see through the Champion's eyes and hear through their ears, as well as hear their thoughts. The Game The meddling of the Patrons has affected the Champion. Whenever the Champion attempts something that the average person may be able to fail at, they must attempt a Skill Check. When the Champion wants to roll for success, the Patron currently in control must play a card of their choice. The Champion then draws a card from the deck. This card is called the DC. If the Value of the Patron's card meets or exceeds that of the Champion's card, then the Skill Check is a success. If this card is a failure, the Patron currently in control may play a Wonder, provided they're able. They must then draw a card from the deck, and if the drawn card exceeds the DC, the skill check succeeds. Additionally, this is where other Patrons may come in. An opposing Patron may themselves play a Wonder, affecting the environment around the Champion to push luck against them. The non-Wonder card the opposing Patron has laid down acts as the new DC for the Skill Check. This can happen multiple times per skill check. The Wager This is where the Patrons come in. At the start of the game, every Patron draws a card. Whoever draws the card with the highest value gets to assume Command over the Champion. If the Champion fails a skill check while under the Command of a Patron, the current Patron loses Command, as well as 1 Influence. The moment a Patron loses Command, another is able to take its' place. In order to do this, a Patron must Bet a certain amount of Influence. Each Patron keeps their chosen amount secret, at which point, once everyone has laid out their bets, the bets will be revealed, and whoever bet the highest gets to assume Command over the Champion. The winning Patron then loses an amount of Influence equal to the amount bet. They then draw 1 card. The End The Game can end due to a variety of different factors: If the Champion dies. If a Patron gains 15 Influence. If all Patrons except for one lose all Influence. If the Deck runs out of cards. At the end, each Patron tallies up their points. Whoever has the highest points wins. Points are your Influence remaining at the end of the game + a certain amount of points for each time a Rite of yours was performed. 1 Rite of Level 1 gives 1 point, 1 of Level 2 gives 2 etc. The winning Patron enters the World and reshapes it in their own image. The winning player is now the Champion for the next game.