Retooling Core Mechanic


Reworking the core of the game, to make it 24XXy, as follows:

= Turn Down for What? =

Your reaver has many attributes. A few examples are Brutal, Cunning, Dexterous, Friendly, Graceful, Learned, Skilled, and Tough. Your reaver also has two gifts. The first is an ability to use magic. The second is a Gift of Mag, which has a cost.

You have two or three dice: two ten-sided dice, or a ten-sided die and two eight-sided dice. Assign them to some of your reaver's attributes. You can assign multiple dice to a single attribute.

When one or many reavers engage with a situation, you and the other players set the stakes for winning or losing. Then roll the dice for the reaver(s)' applicable attribute. If no attribute applies, roll a six-sided die. Another player then rolls for whatever resists or opposes the reaver(s): a six-sided die for the World, or maybe one or more different dice for some other opposition. Highest die wins. On a tie, the reaver(s) both win and lose.

If you would rather not roll, or after you roll, you can turn down one of your reaver's attribute dice to make them win. Turned-down dice are rolled whenever their attribute is applicable. When a turned-down die is the highest one rolled, your reaver both wins and loses. Turned down dice reset when your reaver rests long enough to enjoy a meal.

Count how many times you roll. When the number of rolls matches the number of sides on all your dice, add an eight-sided die to any attribute or turn up a ten-sided die to have twelve sides. Then start counting rolls again from zero.

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