Game Master Character in Pearl Directive | World Anvil
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Game Master

Game Master (a.k.a. D'em)

The game master is a BBEG who is confrontational towards everyone. Even to the actual GM. As a consequence, there are certain rules for how the real GM can interact with the game GM.   Storywise, D'em is aware of the game being played and endeavours to seize control For self actualization.   In practice, the game master introduces a multitude of back-to-back mini games to either test the PC's or to try to kill them.

Divine Goals & Aspirations

Search

Nobody can say with certainty what D'em's after, but the pattern implies a search of some kind.
  For whatever reason, if satisfied, D'em targets up to two of the characters within its pocket of control. Each target must succeed on a DC 20 Charisma saving throw or be teleported to alternate plane. A target fails automatically if it is incapacitated.

Physical Description

General Physical Condition

Observed from inside the Tesseract Mucube Complex, the game master resembles an enormous hand holding a giant ball.
— Ptychē from the Court of Eyes
D'em is an omnipresent being whose closest manifestation to the player characters is as an omnipotent voice or a strange presence behind them.

Special abilities

Reality Bending

D'em's most feared ability is sealing a target into a closed-off and isolated space that swallows the area surrounding the victim and manifest various effects under D'em's control. This environment will follow the target so that they roughly remain at the center of a 50km radius area of effect. In addition, the game master might overlay an extreme landscape over the real landscape:
  • Lethal lava fields that deal ongoing fire damage
  • Boreal landscapes that deal ice damage
  • Thunder plains that rain down lightning strikes at periodic intervals
  • Monsoon regions with zero visibility
  • A type of mist shrouded world
    Tab 1 - 20
    1d20 Landscapes Area Effect
    1 A flat plateau with a 1000m drop Falling Damage 20d6
    2 A flat, white landscape that causes optical illusions and reflects colours
    3 A river carved canyon
    4 A small volcanic island with several hundred brave inhabitants and constantly spewing lava fountains, gases and ash Fire Damage 1d6
    Lava Damage 2d6
    Smoke Damage 1d6 per 2 turns
    5 A wet and windy path twisting through a group of seals Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 6 The longest and deepest fjords, with high vertical cliffs, deep waters and giddy waterfalls Falling into Water 1d6
    7 Small mud volcanoes spew thick gray mud regularly Slow Suffocation 1d6
    8 A deep saltwater lake at a high altitude surrounded by snowy mountains Cold Damage 1d6
    9 A 300 square kilometer caldera with dramatic vistas and where lions, rhino, leopards, elephant and buffalo are present Starvation 1d6 Constitution against (DC10 +1 for every previous roll)
    10 A trail meandering through a canyon's depths Heat stroke 1d4
    11 An island where giant cacti grow in the middle of a salt lake Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    12 Underground limestone caves filled with vivid colours Darkness
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 13 A sandstone plateau surrounded on all sides by 400m cliffs Falling Damage 3d6
    14 Three valleys that form a network of connected lakes, waterfalls and rivers Water Dangers 1d3
    15 A gorge filled with gorgeous turquoise waters flowing through it Falling into Water 1d6
    16 An isolated oasis surrounded by a sandy desert Constitution check (DC 10, +1 for every previous check) or take Starvation 1d6
    17 A network of chambers with an upper and a lower gallery stretching for nine kilometers and accessible by an underground river Darkness
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 18 A blue streak lake home to thousands of flamingos
    19 A hotel made almost entirely of salt Falling Object 1d6
    20 A giant sandstone mass 350m high and more than 9km wide Falling Damage 20d6
    Tab 21 - 40
    1d40min21 Landscapes Area Effect
    21 Cascading waterfall dropping 60m down the sheer cliff into a river Falling into Water 1d6
    22 A 30-km long glacier trapping water under it which causes a spectacular rupture Cold Damage 1d6
    23 A double lake with deep crystalline waters that mirror pine forests, soaring mountains and endless sky
    24 Steaming sulfurous mineral water comes out of the ground and cascades over a series of small waterfalls into dozens of pools on consecutive levels Light Acid Damage 1d6
    Immersion Damage 10d6
    DC 13 Constitution save or take a 1d4 Constitution Damage per 2 turns
    25 Turquoise waters that lap around white sands and huge rocks that shelter an area of rock pools and granite terraces
    26 Coastal rock formations filled with a system of cave lava tubes Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 27 Towers of petrified lava built up into mountains
    28 A 900m waterfall that cascades over a table-top mountain Falling Damage 20d6
    29 A deep cleft cut into steep limestone precipices Falling Damage 20d6
    30 Unbroken waterfalls at 300m dot a rift that disappear into wisps of spray before hitting the bottom Falling into Water 1d6 Heat stroke 1d4
    31 200m cliffs above an ocean that stretches for 8km Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    32 Overhanging wall of geometric black basalt rocks by a waterfall Falling into Water 1d6
    Falling Object 1d6
    33 A vast expanse of water cloaked in a light mist Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks

    Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 34 An unbroken system of intertidal sand and mud flats Water Dangers 1d3
    35 A series of shallow lakes with clear waters pooled in between rocky canyons and dramatic waterfalls gushing over cliff edges Falling into Water 1d6
    36 Wide-open stretches of sand and shallow seas Constitution check (DC 10, +1 for every previous check) or take Starvation 1d6
    37 A river that cascades over a cliff stretching more than 2 km Falling into Water 1d6
    38 An 8km long subterranean river that boasts limestone karst formations, stalactites and stalagmites Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 39 Natural rocky harbors overlooking choppy waters and inlets Falling into Water 1d6
    40 An archipelago of 21 tropical islands made of idyllic sandy beaches, marine life and hiking trails Falling into Water 1d6
    Tab 41 - 60
    1d60min41 Landscapes Area Effect
    41 3000 km of a great coastal reef Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 42 A landscape of limestone plateaus and hundreds of caves Cold Damage 1d6
    Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 43 A 21 km cave with impressive rock formations resembling a fairy tale city Darkness
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
  • 44 A smoking crater inside a sea of sand Smoke Damage 1d6 per 2 turns

    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage
    45 White sand beaches, pink granite rock formations and hazardous peaks are among the stunning coastal scenery
    46 A curtain of water drops 90m over a 4km wide ledge Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks

    Falling into Water 1d6
  • 47 A small active volcano inside the much larger caldera of an ancient extinct volcano Fire Damage 1d6
    Lava Damage 2d6
    Smoke Damage 1d6 per 2 turns
    48 Spiky limestone rock formations and mangrove forests Falling Damage 20d6
    49 A tropical and otherworldly scape around a red river
    50 An underground cavern containing giant selenite crystals, 11m long Falling into Water 1d6
    Heat stroke 1d4
    Constitution check (DC 15, +1 for every previous check) or take 1d4 damage
    51 Unique basalt sculptures bombarded by the seawater rush along a coast Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    52 A flooded mine tunnel Falling into Water 1d6
    Falling Object 1d6
    53 Thousands of small islands and standing stacks overgrown with green shrubbery Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 54 A bay with extreme tidal highs and lows Water Dangers 1d3
    55 A trading junk with brown panel sails Falling into Water 1d6
    56 A 7km esker with calm lakes on either side Falling into Water 1d6
    57 Tall pines providing shade for moss, giant toadstools and blueberries
    58 A sea frozen over Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks

    Cold Damage 1d6

    Constitution check (DC 10, +1 for every previous check) or take 1d4 damage
  • 59 Granite spires on a high ridge more than 6000m above sea level Falling Object 1d6
    Falling Damage 20d6
    60 A 13km ice mass with large chucks of ice breaking off the face Falling into Water 1d6
    Falling Object 1d6
    Cold Damage 1d6
    Constitution check (DC 10, +1 for every previous check) or take 1d4 damage
    Tab 61 - 80
    1d60min61 Landscapes Area Effect
    61 Giant waves rolling across an open ocean Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 62 Cities carved into a mountain range
    63 A rainforest of winding rivers and diverse wildlife Darkness
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Water Dangers 1d3
  • 64 A blood red salt lake in the shadow of a mountain range Heat stroke 1d4
    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage
    65 Seemingly endless heights of a bamboo grove
    66 Intricate stone ruins perched atop the flattened peak of a lush green mountain surrounded by a barrier of peaks Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Water Dangers 1d3
  • 67 Volcanic craters potmarking an island Fire Damage 1d6
    Lava Damage 2d6
    Smoke Damage 1d6 per 2 turns
    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage
    68 Rock formations standing tall and emerging vertically from the ground Falling Damage 20d6
    69 Thousands of sandstone pillars
    70 An ancient stratovolcano with a 19000 foot summit that drops into a vast, flat plain on all sides Falling Damage 20d6
    Heat stroke 1d4
    Constitution check (DC 15, +1 for every previous check) or take 1d4 damage
    71 Red sand dunes covered with skeletal trees Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    Heat stroke 1d4
    72 Craggy peaks, verdant hills and turquoise waters lined by white-sand beaches Falling into Water 1d6
    Falling Object 1d6
    73 A 1600m deep freshwater lake filled with thousands of species of plant and animals Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 74 A beach of jet-black sand and spectacularly shaped basalt columns Water Dangers 1d3
    75 Lush green mountains rippling across scree slopes and ridges for more than 1300m before dipping into the ocean Falling into Water 1d6
    76 An archipelago of verdant valleys, steep oceanside cliffs, rows of blue hydrangeas and scattering of waterfalls Falling into Water 1d6
    77 Isolated, crescent shaped, sandy beaches
    78 Forest of colossal trees
    79 Stone needles resembling an ancient petrified forest Falling Object 1d6
    Falling Damage 20d6
    80 Surreal blue glaciers, active volcanoes, rough waterways and untouched snow Falling into Water 1d6
    Falling Object 1d6
    Cold Damage 1d6
    Constitution check (DC 10, +1 for every previous check) or take 1d4 damage
    Tab 81 - 100
    1d100min81 Landscapes Area Effect
    81 16 terraced lakes connected by waterfalls and various shades of blue Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 82 A beach with rose pink waters
    83 A tree-lined road haunted by ghosts Darkness
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Water Dangers 1d3
  • 84 Field of wild flowers in a desert environment Heat stroke 1d4
    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage
    85 Purple, pink, and blue-hued lupin flowers bloom against crystal clear water
    86 Mountain trails crowded with vineyards Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Water Dangers 1d3
  • 87 Volcanic crater with a magma pool at the center Fire Damage 1d6
    Lava Damage 2d6
    Smoke Damage 1d6 per 2 turns
    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6 damage
    88 Trees covered in thick layers of snow Cold Damage 1d6

    Constitution check (DC 10, +1 for every previous check) or take 1d4 damage
    89 A place of fuzzy green hills rolling into the distance with butterfly gardens, strawberry farms and tea plantations
    90 Cliffs, caverns and natural arches made of red sand Falling Damage 20d6
    Heat stroke 1d4
    Falling Object 1d6
    Constitution check (DC 15, +1 for every previous check) or take 1d4 damage
    91 Dry, icy desert Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    Heat stroke 1d4
    92 An abandoned freighter ran aground on white sand beaches Falling into Water 1d6
    Falling Object 1d6
    93 A chain of jagged lava peak islands clad in green jungle, palms sprouting out of sheer cliff walls and mist drifting in and out of deep canyons Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Drowning
  • Constitution check (DC 10, +1 for every previous check) or 1d6
  • 94 Bioluminescent water emanating a dazzling blue glow from a night beach Water Dangers 1d3
    95 Millions of acres of shimmering lakes and jagged mountains Falling into Water 1d6
    Falling Damage 20d6
    96 A saline, electric-blue lake with palm tree-lined mountains and white, serpentine salt formations Falling into Water 1d6
    Constitution check (DC 10, +1 for every previous check) or take Thirst 1d6
    Heat stroke 1d4
    97 Fairy pools and endless undulations of hills
    98 Vast stretches of lavender fields
    99 Meteor shower over a spring field Falling Object 1d6
    Falling Damage 20d6
    100 Tall palm trees set against the backdrop of misty green hills and craggy mountains Low Visibility
  • -2 Movement
  • -2 penalty to AC
  • -4 Search, Strength and Dexterity Checks
    Cold Damage 1d6
    Constitution check (DC 10, +1 for every previous check) or take 1d4 damage
  •   The landscapes listed are generally very beautiful but severely out of place. As they appear to move within the vast near emptiness surrounding the players' vessels like an asteroid sanctuary. In addition, they can either be entirely spectral (i.e. they are out-of-phase wit the real environment alongside the characters) or material (i.e. they interact with things that come into contact) at the GM's discretion. Roll for Landscape Group   If the real GM wishes, they can choose to forgo an elaborate landscape and simply have the same area size be blank and customizable to the game GM's whims.
    Escaping D'em's hold counts as exposure to an alternate dimension and can lead to meta awareness.
  • Mental characteristics

    Morality & Philosophy

    Anti-Authority

    Game Master seems to take great offense to those baring authority over them. Therefore, the game GM is more resentful of the real GM than any player.
    As such, their very presence in a game changes the number of dice used in skill checks and increased randomization that complicate character motivations.   It works on a see-saw-like principle where when you use your points you automatically subtract the number of costs (never more than 3) from your pool and add them to the threats that the GM can inflict on you. You can use it after you roll but before you know the result.   The same applies for the when the GM inflicts their meta threats. The players' meta points increase again.
    Initial Meta Pool
    Meta Points Description Cost
    Information Character asks the game GM a question and get a truthful answer on the situation, environment or enemies present Varies
    Ignore Complication Avoid an upcoming complication 2
    Bonus Dice Gain a dice bonus for next skill roll. This can only be used three times per game and at incremental cost 1-3
    Escalation Specific action or decisions that circumvent the game GM's environmental changes 1
    Confidence Gain +1 Charisma (max +4) until the start of the next turn 1
    Circumstances Every time the game GM changes the environment 1-2
    Unconscious A target is rendered prone 2
    NPC Momentum Unspent points (min 3) are pooled to guarantee an NPC action Varies by Success
    Initial Meta Threats= (number of players x 2) + 1
    Meta Threat Description Cost
    Increase Difficulty -1 die roll for 1 skill per cost 2
    Truth Change or create a truth appropriate to the circumstances 2
    NPC Generation Add the number of skill dice of an NPC to the player's meta cost Varies
    Reinforcements Summon a number of low-level NPCs 2
    Buy-off Temporarily take control over an NPC or NPC suffers a complication 2
    Traits Change, remove or create a character quality in an existing PC or NPC 2
    Narrative Changes Trigger or cause problems in the scene/environment Varies
    Rival Action Introduce an unexpected or unknown enemy to the current situation 1-3 depending on notability
    Doubt NPC gains a critical success 3

    Personality Characteristics

    Motivation

    Dominance

    The special statuses of natural ones and 20s when rolling dice are extended to other numbers, in order to throw off everyone. D'em may not immediately instigate this exaggerated rule change.
    After rolling a natural multiple of 20: 2, 4, 5, 10 and 20.
    1d100 Critical Hit
    1 - 5 Max Damage
    6 - 9 Max Damage x 2
    10 - 14 Max Damage + second attempt
    15 - 18 Max Damage + opponent roll fumble
    19 - 40 Double Damage
    41 - 47 Double Damage + second attempt
    48 - 53 Double Damage + opponent roll fumble
    54 - 59 Double Max Damage
    60 - 64 Triple Damage
    65 - 68 Triple Damage + second attempt
    69 - 72 Triple Damage + opponent roll fumble
    73 - 76 Triple Max Damage
    77 - 79 Quadruple Damage
    80 - 81 Quadruple Damage + second attempt
    82 - 83 Quadruple Damage + opponent roll fumble
    84 - 85 Quadruple Max Damage
    86 - 89 Action reduced by 1 until healed/repaired
    90 - 94 Opponent blinded for 1d6
    95 - 96 Loss Appendage: Max Damage + 1d20 per attack
    97 - 99 Stunned for 1d6
    100 Instant Death
    After rolling a natural 1, 3, 7, 11 and 13.
    1d100 Fumble
    1 - 9 Drop Item
    10 - 17 Drop Item 10 feet away
    18 - 23 Drop Item 20 feet away
    24 - 27 Drop Item 30 feet away
    28 - 37 Prone
    38 - 45 Prone + Drop Item
    46 - 51 Prone + Drop Item 10 feet away
    52 - 55 Prone + Drop Item 20 feet away
    56 - 57 Prone + Drop Item 30 feet away
    58 - 62 Lose initiative next turn
    63 - 68 Next attack have all rolls disadvantaged
    69 - 73 Opponent attempt another hit
    74 - 78 Hit self at regular damage
    79 - 84 Opponent automatically hits next turn 1d20
    85 - 88 Opponent automatically hits on all attacks next turn 1d20
    89 - 93 Lose next attack
    94 - 96 Lose this and next remaining attacks
    97 - 98 Opponent immediately critically hits
    99
  • Weapon or vital item breaks
  • If not applicable, treat as 98
  • 100
  • Automatic hit on closest ally within 10 feet of PC
  • If not applicable, treat as 99
  • Therefore, only numbers 6, 8, 9, 12, 14, 15, 16, 17, 18 and 19 on the "Vindictive Results Chart" have unchanged rules.

    Social

    Social Aptitude

    Vindictive

    GM has a poor attitude when interacting with everyone. This manifests in wanting to keep certain skill checks, that the PCs roll, a secret until the effects reveal themselves. PCs choose 1 or 2 skills (for the sake of fairness) and every time they use those skills, the have to rely on the pre-roll chart.  
    Using the chart below at the start of each session, players roll 2 sets for their respective checks and the results are recorded for a total of ten each. Remember to include all the positive and negative modifiers abilities that are normally considered with those roles.   Then the real GM rolls that die for the column number being referenced and the values under the column for the particular player will be the skill check. The next time the stated skill needs to be checked, the real GM will use the values from on the next column; and so forth and so forth.   Where bonuses, or any other advantages or disadvantages, come into play, the real GM includes the next immediate column value and choses the highest or lowest among them.
    10d10 1 2 3 4 5 6 7 8 9 10
    PC 1









    PC 2









    PC 3









    PC 4










    Alignment
    Chaotic
    Current Status
    Imprisoned
    Current Location
    Conditions
    Honorary & Occupational Titles
  • Narrator
  • Mother
  • Game GM
  • Children
    Current Residence
    Phylactery
    Skin Tone/Pigmentation
    Halo-like Blue
    Known Languages
    Omilingual


    Cover image: Naruto-Rasengan

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