Thursday, 7 January 2016

"thieves can too, motherfucker"; by Johnstone Metzger

I'm posting this here to preservate this wonderful work, as the original link on the author's old web is broken; If you're mr. Metzger and you want your game out of my blog just ask!

THIEVES CAN TOO, MOTHERFUCKER! - GET IT HERE!

What is this about?

It's a -kind of unfinished- game where the players are all thieves on the city of thieves, and they go around stealing things and playing heists. I like everything about this one; from the concept, the approach, the mechanics (On a hurry: roll 2d6 and assign one to achieve your goal -on a 1,2 you miss, on a 3 o 4 you succeed partially, on a 5,6 you succeed- and other die to avoid danger -on a 4,5 or 6 you do it, else you fail. Some traits may grant you more dice to roll). There is also a totally different sub-system for magic, (because all thieves have a little magic). The whole thing reminds me a lot about Lupin the 3rd, and Daredevil and Elektra for some reason. I've never played it yet, but I hope to do it someday.
There is a line that I liked specially, that goes somehow like this "When the heist is over, each player can say one thing that has changed forever on the city of thieves".

It's author did a remake years after, which can be found on it's blog here:
https://redboxvancouver.files.wordpress.com/2014/05/den_of_thieves_20140505.pdf

It changes the whole concept of the game, to a strange mix of rpg and boardgame played only with a french deck. Though it's very interesting and finely built, I think it might be a little overcomplicated. Maybe I'll try it or do a mix of both.

Sunday, 3 January 2016

2d6 system reworked


Synthetyzing a bit more what I did on The Great Silence entry, with a more sword fantasy approach. I'm also hinting a treasure-based economy (you recover quantities of treasure, and must sell them to re-fill your bag once it's empty)



Roll 2d6 at the start: for each result, you get +1 on the corresponding stat (on a 5 or 6 you can choose a stat yourself). When you reach an even level (2,4,6,8 or 10) you get a +1 on a random stat.
Toughness (brawling, enduring physical harm, strenght feats)
Dexterity (shooting, reflexes, anything regarding precision)
Eerieness (force of will, raw charm, casting spells)
Wisdom (general knowledge, insight and intuition)

Then choose your starting class (warrior, wanderer or mystic) and roll on your table for your starting ability. You start at level 1. On every odd level (3,5,7 or 9) roll again for an extra ability of your class. If you get something that you already had, roll in any other class' table.

WARRIORS start with their favored weapon and one from the list below:
1. An ugly scar. +4 HP on every rest.
2. A battle creed. +2 damage with your favored weapon.
3. A seizing trance that grants you +2 armor when you fight, but you risk acting foolishly.
4. An oath that must be kept. +1 to all endurance rolls.
5. A missing eye. +2HP every rest, +1 damage with your favored weapon.
6. A sworn enemy. +2HP every rest, +1 damage with your favored weapon.

WANDERERS roll for their starting talent. It will let you attempt things that are restricted to other people, and you can treat any relevant missed roll like if it was a partial success.

1. Thievery and stealth. You get a ring of lockpicks or a vial of poison.
2. Survival in the wilderness. You get some medicinal herbs or a faithful pet (choose one)
3. Potion brewing and medicine. You get a mysterious potion and a medikit.
4. Awareness and Insight. You get a harp (cast spells at hearing range) or any ranged weapon
5. Acrobacy and stunts. You get a grappling hook or any melee weapon.
6. Tinker and artifactry. You get a bag with your job's tools and a chosen object you've got is customized (+1 damage, +1 armor or has an extra utility; but needs resources, daily manteinance or has a side effect)

WIZARDS roll for a mystic power. You start with a walking cane (d6 damage two handed, re-roll a spell roll once a day)

1. Scry. You can attempt to discern things through yout divination method (choose one: tarot cards, silent meditation, watching the wind carry a handful of dust, etc). On a hit, you can ask up to three questions to your GM (he will answer truthfully). You can later spend the unasked questions to give +1 to any further roll (describe how your insights helped you on the task)
2. Tame. When you create an intimacy channel with a target (by touching it, locking eyes, meditation or similar) you can attempt to implant a subtle suggestion, fascinate or learn a secret from it. This may work also on some objects like locks or candles, or in forces like fire or the sea.
3. Ward. You can attempt to lay a temporary protection over something or someone. It acts as a shield against a chosen danger (heat, unwanted attention, rain, mind control, intruders, etc) or gives +1 armor in combat. You must take time writing the symbols to achieve long-lasting effects.
4. Mend. When you touch a target and call upon its inner force, you can attempt to restore 1d6 HP, mitigate an ailment of body or spirit, or temporarily fix a broken thing.
5. Call. You know old rituals to summon supernatural and nature spirits. On a hit, you can ask them to fulfill a simple mission within their capabilities, do d6 damage, answer a question within their knowledge or bring you a small object from beyond. On a 7-9, spirits may ask you for favors themselves, claim a prize or escape from your control.
6. Bond. Your totem animal, element or force (describe it!) has granted you a gift. Choose one between: Shapeshifting into a related form at will (use eerie on all rolls when in that form); re-roll any failed combat roll once a day using + eerie (describe how your totem helped you) or the ability to summon it, with a +1 to it if you have the Call spell.

You start with a small bag of silver coins. It should cover cheap things like a beer, a night at the inn, some ammunition or a candle.
Whenever you buy a piece of gear (an axe, a bow...), roll 1d6. On a 6 you can buy it, but if you do, you're out of money and must sell a treasure to fill your bag again. When you buy expensive gear, you're out of money on a 5 or a 6. More expensive things may require you to pay one or more treasures.

WEAPONS AND ARMOR
fists: d6-2 damage.
daggers, slings: d6 damage, easy to conceal.
axe, bow: d6+1 damage.
longsword: d6+1 damage, expensive, you can use Toughness or Dexterity.
two handed sword, polearms, longbow: d6+2 damage.
shield: +1 armor.
leather: +1 armor.
chainmail: +2 armor, expensive.

RESOLUTION (is the common World of Dungeons/Pbta one, I just like it!)
Whenever you do anything risky, roll 2d6 and add the appropiate trait.
On a 12+ you succeed beyond expectation or gain an extra advantage. In combat, you can also deal double damage or choose a second target.
On a 10+ you succeed without much effort. In combat, deal damage. If your attack is specially suited to the situation, you do double damage.
On a 7-9, you also suffer a cost or complication.
On a 6 or less the threat comes true; GM will describe how. If you survive, you get 1 XP. Every 10 XP you get a new level.

Some examples of costs, complications and threats:
-suffer an adequate debility
-GM introduces a new danger
-expose yourself or others to danger
-face a difficult choice
-lose some equipment
-you suffer damage (1d6 for common hazards, 2d6 if the threat was overtly dangerous)
-a pending threat comes true

You start the game with 2d6 Hit Points.
Whenever you rest, you can re-roll your HP: roll 1d6 if you camp in harsh conditions or 2d6 if you find a confortable place, like an inn. If your result is lower than your current HP, discard it.
Should damage take your HP to 0 or below, you can still roll to endure

(When you must endure, roll the highest of Toughness and Eerieeness. On a 10+, you can ignore your wounds, at least for now. On a 7-9, you stand, but suffer a debility or other complication. On a miss, you're as fucked as the situation demands)



The fell types font is taken from http://www.iginomarini.com/