a blog of short and medium length ttrpg thinking posts

Monday, December 18, 2023

talent, time and tools

Being a universal 2d6 resolution mechanic and some extra bits.

An attempt succeeds if a roll of 2d6 is at least equal to the required target number:

  • You have an appropriate talent, time and tool: 5
  • You are missing one of those: 6
  • You are missing two of those: 7
  • You have none of those: 8

A roll of 10+ (regardless of target number) is a clean success. A particularly stressful situation may require a clean success to avoid costs or complications.

Talents

Create a character by giving them 2-3 traits or skills and however many talents your Referee finds appropriate. 

If you don't start with a talent you must:

  • Practice for a season with a skilled teacher or three seasons on your own for the archery, climbing, thievery or any weaponry talents.
  • Slay three armed foes by your own hand for the fighting talent.
  • Become initiated into the inner mysteries of a cult for its ritual talent.
  • Survive ten days in the bush without aid or supplies for the wilderness talent for those environs.

Combat

Talent. The fighting talent is for hand-to-hand or hand weapons and the archery talent for bows. No talent is required for crossbows or guns. Weaponry talents do not affect the target number of attacks, but they allow the attacker to use any special properties of the weapon.

Time. You have time if the target is surprised. 

Tools. Close weapons for hand-to-hand and non-close weapons otherwise.

An armed attacker gets +1 to their roll if their target is unarmed. A character with a longer weapon than their opponent starts with a +1 advantage to their attacks, but a clean success seizes the advantage from one's target (or seizes it back).

In hand-to-hand, a clean success damages, disarms, pins or throws one's target. Otherwise, success merely holds them. A held character may do any of those to their opponent with a clean success. Otherwise, success reverses the hold. Any success by the holding character may damage, disarm, pin or throw the other.

Magic Rituals

Magic rituals are done with one roll but involve a sequence of steps. Some might require all of the following, and some only one or two:

  1. Guarding the space
  2. Guarding the magician
  3. Opening the way
  4. Fixing the terms
  5. Closing the way
  6. Purifying the magician
  7. Purifying the space

Talent. Each cult has its own path of rituals, any its ritual magic talent counts for any ritual on that path. Anyone with such a talent is aware of the presence of other talented magicians and of powerful spirits, and may address them mind-to-mind.

Time. Rituals of 1-2 steps take 10 minutes, minus one for every time the size of the group of magicians doubles. Each additional step doubles the time required.

Tools. Guarding or purifying magicians requires oils or potions for each. Guarding or purifying the space require candles, diagrams or smoke to fill it. Opening the way requires an arcane connection to the recipient of the power. Fixing the terms requires a symbol of what is to be done. Closing the way requires a symbolic weapon.

If the power invoked by a ritual is an intelligent spirit, a clean success is needed to avoid some additional price being demanded. Offering a sacrifice adds +1 to a ritual roll to deal with a spirit, or +2 if the sacrifice is extremely dear.


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