TEXT: All Men Must Die
  By Paul Riddle
  Acknowledgements
  Image Credit: “Danse Macabre” Michael Wolgemut; “Hans Henry Konig arms” Arthur Charles Fox-Davies
  Written and designed by Paul Riddle
  Layout and design by Nathan D. Paoletta
  © 2016 Engima Machinations LLC
  
  About
  All Men Must Die is a diceless role playing game that is inspired by the gritty, medieval fantasy television genre. 
  This is a hack of Undying and requires a copy of Undying to understand and play. The following text explains 
  the differences. Unless told otherwise, prepare and play the game the same way.
  Traits
  Fate (blood) – the power in your soul that holds sway 
  over the world. When you have it, you are powerful. 
  When you don’t, you are at the Fate’s mercy.
  Your maximum Fate is as follows:
  Conviction
  Max Fate
  0
  10
  1
  12
  2
  15
  3
  20
  Influence (status) – everyone’s born with a name, 
  to a house. Sometimes that matters greatly and other 
  times it matters little. Influence is the measure of your 
  control over the world.
  0 – Pariah: you are disgraced, an outcast, 
  or a prisoner; you have nothing and you are 
  worth nothing.
  1 – Fallow: you are in control of yourself 
  and are in good graces with those who would 
  give you aid; but, you are otherwise no one.
  2 – Forceful: you have the means and 
  opportunity to throw your weight around; 
  others heed your call.
  3 – Dominant: you are in control; your 
  will is manifest.
  At the end of each session, the GM re-evaluates your 
  Influence and re-assigns it as established in the fiction, 
  per Status in Undying.
  Conviction (humanity) – the faith you have in 
  yourself, your honor, your gods, your sword-arm, your 
  love. Conviction is the measure of your will to carry on.
  0 – Lost: you have no strength left in you; 
  you’ve given up; you accept whatever the 
  world has in store for you.
  1 – Weak: you’ve strayed from the path; your 
  future is unclear to you and you struggle to 
  find purpose. There is hope for you yet, but 
  the vultures circle, waiting to strip your bones.
  2 – Confident: you show strength to those 
  around you and you hold more in reserve; you 
  have a purpose and work to fulfill your aims.
  3 – Relentless: your Destiny has never 
  been more clear to you; its pursuit is your 
  singular purpose and, as a strength, it’s a well 
  without bottom.
  Oaths (debts) – those who swear and honor Oaths 
  gain strength from them and are respected. Oaths are 
  tracked on the R-Map in the same way as debts in 
  Undying, but they are different in every other respect, 
  see the Moves section below.
  Prep
  Basically the same as Undying…
  1. Draw a map and a R-Map, leave blanks.
  2. Establish the great houses: give them a name, a motto, and a coat of arms.
  3. Do grudges and ambitions for your NPCs.
  4. Go through character creation as described on the character sheet.
  5. Start with a bang and then follow the PCs, wherever they go.
  
  Influence
  FATE
  Character Creation
  COAT OF ARMS
  All Men Must Die
  1. Choose your Influence. Are you highborn or lowborn? If highborn, 
  what is your house and title?
  2. Choose your Conviction.
  3. What is your Destiny? How have the gods instructed you to fulfill 
  your purpose?
  4. Your starting Fate is 10, less the sum of your Influence and Conviction.
  5. Name one Oath you’ve sworn to another character.
  6. Name a character who has sworn an Oath to you. They say what 
  Oath they have made to you.
  OATHS
  i’ve sworn
  sworn to me
  Pa r i a h
  0
  Fa l l o w
  1
  F o r c e f u l
  2
  Conviction
  max. Fate
  10
  L o s t
  0
  max. Fate
  12
  W e a k
  1
  max. Fate
  15
  C o n f i d e n t
  2
  max. Fate
  20
  R e l e n t l e s s
  3
  D o m i n a n t
  3
  t
  
  All Men Must Die: Moves
  Portend
  The gods have spoken to you. What do they say? You are 
  chosen and destined for greatness. You have a Destiny at all 
  times. Your Destiny may change with your fortunes; but, you 
  are always destined for something. 
  When the gods speak to you and make your Destiny clear, say 
  it aloud: clearly, succinctly, and with pride, so that all can hear, 
  then it is real. Your Destiny lays before you until it is fulfilled 
  or until the gods change it.
  The others at the table will judge you. They decide if your 
  Destiny is great or small. If it’s great, you gain Conviction; 
  increase it by one step (max 3). If it’s small, you lose Conviction; 
  decrease it by one step (min 0).
  Reflect
  When you share a moment with another character – this is 
  a delicate moment, one where you expose your true self and 
  motives. All characters who share in this moment may answer 
  up to five questions from the lists below and gain +1 Fate (up 
  to max Fate) for each question they answer.
   † Who do you love? How are they vulnerable to you and how 
  are you vulnerable as a result of your love for them? Who 
  knows about your love?
   † What is eating away at you? What will it take to end your 
  pain? Who can never know about it?
   † What are you most afraid of? Do you really think this fear 
  is founded? Who is best able to exploit your fear? Who is 
  best able to bolster your confidence and how?
   † How are you failing to measure up to expectations – yours 
  or others? Who is your greatest detractor? In what way are 
  they right about you?
  Meddle
  When you interfere with them and they resist your machinations, you 
  set in motion a high-stakes game where winner takes all. Ante up by 
  spending 1 Fate. “Spend” means you spend Fate now. “Bet” means you 
  commit to spending Fate if your bet is called. You can’t bet Fate you don’t 
  already have. The betting starts with a raise from the character making 
  the move and passes in turn to each character involved in the struggle.
  On your turn, choose one of the following options and say how 
  you do it: 
   † (Call and) Raise: You escalate, turning the tables on your 
  adversary. Bet more than your competitor (Fate + Influence), then 
  say how you raise the stakes. If no one has raised yet, you must 
  bet at least 1 Fate, then add your Influence. If someone has raised, 
  you call first (see below) and then raise with a bet of your own.
   † Call: You counter, stopping your adversary in their tracks. 
  Say how you thwart them. When you call a bet, you spend the 
  difference between your bet and theirs (Fate + Influence). If they 
  have not already spent the Fate they committed to spend when 
  they placed their bet, they spend that Fate now.
   † Fold: You relent, accepting the consequences as established. Once 
  you fold, you forfeit the opportunity to call or raise even if the 
  betting continues. You are no longer a factor and cannot resist 
  the other’s meddling until after the move is resolved.
  If multiple characters act together against another, they add their 
  bets together (Fate + Influence) as a single bet and they place any 
  future bets together.
  If the conflict escalates to violence, you fight them instead. Any 
  Fate already spent in this move carries forward to your bet in fight. 
  Of course, you may add to your bet in the fight move.
  The move resolves when there is no further escalation: when 
  everyone calls or folds. If you have the highest bet on the table 
  (Fate + Influence), you get what you want. If your bet is called 
  (or vice versa), you both get something and give up something. If 
  you fold, you lose.
  Fight
  When you fight, it’s an ugly, desperate struggle for life and death. 
  All warring characters bet as much as they dare in secret (Fate 
  + Conviction). Then in unison, all characters reveal and spend 
  the Fate they bet. If multiple characters band together against 
  another, they add their bets (Fate + Conviction) together as a 
  single bet after revealing. The character or band of characters 
  with the largest bet (Fate + Conviction) prevails.
  Among the prevailing characters, the character who spent the 
  most Fate decides who lives and who dies. If there’s a tie, the 
  GM decides each character’s fate. Each player describes what 
  happens to their character.
  Those who survive slink off to lick their wounds.
  If you are marked for death, you may choose to endure instead.
  Endure
  If the circumstances at hand would cause you to fail your 
  Destiny, you may instead choose one of the following:
   † Ruined – you are destroyed, but not undone. You are 
  spared death and dismemberment, but you are dead to the 
  eyes of all but your most ardent loyalists. You are a Pariah.
   † Disillusioned – you are without hope, but not undone. You 
  can no longer see your way and so you surrender. You are Lost.
   † Cursed – you are broken, but not undone. Your body is 
  wracked with a seemingly inescapable malady, choose one:
   † Stoneskin – you have caught the dreaded disease; it will 
  eat away at your body, petrifying you, and it will turn 
  you into a horrifying monster.
   † Deformed – your body is wrecked and your physique is 
  a shell of its former self. You lose (or lose the use of) your 
  hands, feet, arms, or legs.
   † Blind/deaf – you lose the use of one of your most precious 
  senses. The others may compensate in time, but it will 
  be a long road.
  Your Destiny is now to Overcome these challenges before you. 
  You cannot Portend a new Destiny until you have. Nor can 
  you Endure further hardship.
  Swear an Oath
  When you swear an Oath, by the old gods and the new, so shall it 
  be. When you act to fulfill this Oath, each Fate you spend counts 
  double.
  Overcome
  When you have overcome the trials that you must Endure, 
  you are restored in spirit and name, if not in body.
   † If Ruined, you now have a place. The GM chooses: Fallow, 
  Forceful, or Dominant as established.
   † If Disillusioned, you now have a purpose. The players 
  vote: Weak, Confident, or Relentless as established.
   † If Cursed, you are now gifted. Your weakness, if it persists, 
  is now completely compensated by, and now surpassed by, 
  an alternative strength.
  Fulfil (or Fail) an Oath or Destiny
  When you fulfill your Oath or Destiny, increase your Conviction by one step (max 3) and reset your Fate to its maximum value. If you 
  fail to uphold your Oath or fail to achieve your Destiny, decrease your Conviction by one step (min 0) and lose all Fate.
  
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