4: More Examples, Traits and Talents
Much of the last post was an extended example of a big mass
combat, which I realized is odd since the game will likely only have one of
those at the very end. So how about some smaller examples?
Bilbo (Burglary 4d) tries to sneak up on a trio of trolls at
night. Sneaking up on someone in moderate darkness is TN 5. There are three
trolls, so the difficulty goes up by 5 to 10. Bilbo rolls a 16 and easily
sneaks up on the Trolls.
In an effort to prove himself to the Dwarves he tries to
pick one of the troll’s pockets. The GM rules that since he’s already close to
them and he’s focusing on just one troll the difficulty modifier for having
three opponents goes away, but trying to sneak real close to someone is another
+5 difficulty, so it stays at 10. Bilbo’s player is comfortable with this and
rolls. The dice come out 11, which _should_ be a success, but the troll had
secret magic in his pouch that let it talk, so the TN was actually 15 due to
the +5 from a magical artifact. The pouch sounds an alarm and Bilbo is spotted.
Bilbo tries to escape from the trolls, but having been
spotted it’s his Atheltics or Warcraft to dodge them. Neither of them are very
good (2d), and the trolls have a combat TN of 10 normally, 15 for there being
three of them. Bilbo rolls a 4 and is snatched and popped in a sack.
Thorin, wondering what is taking their burglar so long,
sends his company to search a couple at a time. This is an error since the
company’s team bonus can’t logically apply to sneaking (having more people
trying to sneak doesn’t really help sneak…) and all of them are snatched and
popped in sacks until Thorin has to go himself. Since the company members are
all NPCs the GM can just do this – note: do not send an NPC to do a PC’s job!
Thorin’s made of sterner stuff than his men and knows
something is up. The perception check to avoid an ambush would normally be a
10, but the GM rules that advance warning from the company’s capture drops it to
a 5, and Thorin easily sees the attack coming. He rolls a 14 with his warcraft,
letting him win the first exchange. He leaps clear of the troll’s attack,
snatches a brand from the fire and whacks the troll in the face with it, giving
him a temporary advantage.
If it were a one on one fight Thorin would be in pretty good
shape here – his difficulty for the next round would be a 5, so he can probably
capitalize on the temporary advantage – but the other two trolls enter the
fight and the difficulty goes up by 5. Thorin rolls a 9 and things go south rapidly.
At the start of the next round and Thorin has lost the temporary advantage and
gained a temporary disadvantage. Thorin’s difficulty goes to a 10 base +5 for 3
foes, +5 for the temporary advantage = 20. He just can’t win this round, and a
roll 8 means he fails by 12. Thorin’s player sees the writing on the wall and
accepts being popped in a sack, knowing Gandalf is still free.
Make sense?
Back to Traits and Talents, I need to further define the
Traits, give some sample talents and set the “what is a Target Number 5” models
Athletics: what shape is the character in, how long can she
run, how much can she lift and so on? The obvious talents are
* Climb: TN 5 is a 150 degree incline with handholds
* Run: a combination
of speed and duration. TN 5 is running a mile (so a marathon is TN 20)
* Sprint: running for speed, failure means you move at the
base of 3 MPH. TN 5 is 9 MPH, TN 10 is 27 MPH (nothing past that – no running
at 81 MPH!). Each roll past the first is +5 difficulty and rolls are set at GM
discretion.
* Lift: 50 lbs is TN 5. Distributing it evenly across your
body gives -5 TN, and if that’s a TN 0 no need to roll. Each roll past the
first is +5 difficulty and rolls are set at GM discretion.
* Endurance: Endurance in terms of long distance travel has
a lot to do with the Hobbit. Going one week of travel with limited rations is
TN 5 (which means six months hard travel with limited rations is TN 20)
Burglary: how well does the character sneak, filch things
and otherwise be sneaky?
* NOT Sneaking: This is the 90% for the Trait, and therefore
isn’t acceptable as a talent. Sneaking around or in the general proximity of
someone with some cover/shadow is TN5 Increases for brightness, suspicion by
the target or the target having shaper than human senses.
* Slip Away: the ability to leave a scene without being
noticed – from social crowd scenes to the chaotic moments at the start of an
ambush. TN is 5 for a social setting of 9 or more people, increases with fewer
people, non-social, guards who are ready for your tricks. Decreases with more
people, poor light/cover.
* Escape: slip bonds, wriggle out of grips and fit through
small spaces. TN is 5 for tied ropes. Increases
* Pickpocketing: this actually covers anything where you’re
being sneaky _right next to someone_ from picking their pocket to slipping
sleeping draught into their drink to backstabbing (if that is successful you
can use your burglary instead of warcraft for one attack, but it’s very
gauche). TN is 5 for something that isn’t dangerous or obtrusive (filching
something light that is sticking out of their pocket), with increases for
damage to target, target suspicion, intrusiveness (i.e. fully inside pocket)
etc.
* Lockpicking: TN 5 for a very simple loop lock, increase
for lock complexity till you end up with 30 for dwarvish or elvish magical
calendar based locks.
Education: how much has the character studied, what does she
know of the world and its people?
* Pathfinding: this is general knowledge of the safest/best
paths to take and how to get there. TN is 5 for settled areas, up to 25 for
navigating from a random spot out of the goblin caves back door.
* History: TN is 5 for important if minor events of the last
decade. Increases for how long ago it was (30, 90 or 270 years…), obscurity (or
fame) and location.
* Runes: This is the ability to read and decipher written
language. Reading the common tongue is TN 5, increases for complexity, age of
the document and if the language is magical.
* Locational Lore: You can pick a particular place and know
a lot about its paths, history, runes, etc. The Talent works on anything to do
with that place but offers no advantage elsewhere.
* Lore: This only comes from an inheritance, and is the
general use of magic. The specifics of each Lore are detailed in the
inheritance.
Lineage: what is the character’s heritage and how can she
draw on that when talking to others?
* Language: speaking the common tongue is no issue, but
speaking other races languages is TN 5 to TN 15 depending on how hard it is
(add +5 if it is an animal race like birds or wolves). You can eliminate the
need for a roll if you take that language as a specific talent. Gandalf has a
Languages talent and can speak many languages; Bard has ‘Birds’ and can
therefore talk to birds with no roll).
* Command: This lets you lead people into, and hopefully out
of danger. TN 5 is leading forces naturally aligned with you into mild danger.
Increases for greater threat and more dissension in the ranks.
* Courage: this lets you resist fear. TN 5 for mild sources
of fright, increases for size of the threat (major threat is +5, catastrophic
is +10) and magical nature of the threat (so Smaug is TN 20)
* Govern: the ability to debate, to bring people around to
your point of view, to synthesize the needs of the group and weigh it against
your resources. TN 5 for getting up to 30 people normally aligned with you to
agree your plan to deal with common issues(and for your plan to be a good one!)
Increases for more people, more complications and more division.
* Bloodline: you might be descended from an exceptional
family (though not necessarily royalty) and can call on that for Lineage rolls
three times per session. The best example of this is Bilbo’s Tookish nature
making him more ready and able to adventure.
Perception: how keen
are the character’s senses, and how much does she trust them?
* Sense: pick a particular sense, and uses of that sense are
at a bonus. The TN of any sense check is going to be GM determined based on
relative difficulty.
* Cavesight: dwarves, for example, are really skilled with
all awareness in caves – they can work from echoes, see with minimal light,
taste what the wind is telling them –and so gain a bonus to all Perception
rolls when in caves. This is an example of a good racial sense.
* Intuition: This is your general ability to sense danger or
when people are lying to you.
* Tracking: your skill at following people in the wild. TN 5
is tracking 1 horse and rider over soft wet ground within a day. Increase the
TN for dryer conditions, harder ground, and being a man rather than a horse,
time since passage and trying to avoid detection. Decrease the TN with
increases in people.
Warcraft: how well does the character fight, with any
weapons? Pretty much all of these have TNs based on the combat ability of the
opponents.
* Archery: TN is also
based on distance, with 10 yards or less as no modifier.
* Armored combat: this has been discussed above.
* Mounted combat: as with armored combat, unless you have
this talent being on a horse hinders you as much as it helps you.
* Heavy weapons: again, these things (halberds, two handed
swords, huge axes) are as much hindrance as help unless you have this talent
and add another die
* Two weapon pairings: You can take a specific pairing of
weapons/tools (axe and hammer, spear and shield) knowing that you’ll need both
of those on hand and both hands free to get the extra die. Note that this world
doesn’t have light weapon fencing (so no epee and dagger) just as a matter of
style
* NOT ‘swordplay’: you can’t take ‘basic melee’ or ‘sword
play’ to get an extra die, since those sorts of things are what the Trait is
used for 90% of the time; getting an extra die for that is just cheap.
This should give you a better idea of the types of Talents,
but this is by no means an exhaustive list – in fact we’re going to see a lot
of ‘new’ specific talents tied up in the Inheritances next post, such as magic
– but those are talents you can only use
if you have the Inheritance to keep them from being cheapened by over-use.
Again, another important point is that Talents are flags for
the GM. If you pick a Talent for your character you’re asking the GM to
introduce at least one instance in the campaign (if not more) that the talent
will be useful and provide a good spotlight moment for your PC.
Nitpick: Climbing a 150 degree incline is TN5? Straight vertical is 90 degrees. I suspect you mean a 30 degree incline.
ReplyDeleteActually I meant a 75 degree incline. But its good to know someone is reading!
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