2d6+ (ToG Overhaul) - 4) Playing The Game
2d6+ (ToG Overhaul) - 4) Playing The Game
Let it be
however long it is.
Gameplay is organized into a few different
phases: The PCs can set up a new score by choosing a
target (from their claims or the faction list, for
◊ Scores: when the crew has a specific goal, example), by approaching a potential client and
zoom in on the action to see if they pull it off asking for work, or by being contacted by an
◊ Downtime: spend some time recovering, NPC who has heard of a lucrative opportunity
training, or working on personal side projects and wants to cut the crew in on the deal. A score
◊ Odyssey: travel across the ocean to a new consists of a few key elements: planning,
location, facing the perils of the sea engagement, and flashbacks.
◊ Trade: weigh anchor in a port long enough to
sell off your cargo
◊ Freeplay: any roleplaying that doesn’t fit into Planning & engagement
the other phase descriptions Your crew spends time planning each score.
They huddle around a flickering lantern in their
The order of phases is fluid. You don’t have to lair, looking at scrawled maps, whispering plots
go in any particular order, but you can’t play and schemes, bickering about the best approach,
the same phase twice in a row. As long as lamenting the dangers ahead, and lusting after
you remain at the same port, you might alternate stacks of coin. But you, the players, don’t have
between scores and downtime. Once your ship to do the nitty-gritty planning. The characters
is loaded with cargo, you could undertake an take care of that, off-screen. All you have to do
odyssey to changes ports, then use a trade phase is choose what type of plan the characters have
to sell off the stolen goods. Each phase has already made.
some rules unique to it.
There’s no need to sweat all the little details and
try to cover every eventuality ahead of time,
Dynamic Ports
2 Precious Gems
3 /4 Luxury Food
The items in demand and item availability will 5/ 6 Essential Goods
shift through three 7 Armaments
steps managed by the GM. The GM will play
out one step after 8/9 Crafting Elements
the players have completed 2 phases; this means 10 / 11 Knowledge
all of the port 12 Fashion
dynamics will change every 6 phases, in
staggered succession: This means multiple ports can have an excess of
1. Change scarcity the same good.
2. Change overflow There is one limitation: a port cannot be
3. Change faction supplies overflowing with a good
1. Change Scarcity that is scare somewhere else within their nation.
Each of the nine ports will have 1 item that is If you get this
scarce. Roll on the result, reroll the new overflowing item.
table below for each port:
3. Change Faction Supplies
Roll Cargo Type At any given time, each faction is seeking a type
2 Precious Gems of cargo and has
3 /4 Luxury Food
already stocked a type of cargo. When the
players complete a score
5/ 6 Essential Goods against a particular faction, they will claim
7 Armaments whatever cargo that
8/9 Crafting Elements faction stocked. When the group rolls for a raid
during downtime,
10 / 11 Knowledge
they will usually be raided by factions seeking
12 Fashion the cargo they have
on their ship.
This means multiple ports can be low in the During this phase the GM will adjust a faction’s
same good. There is cargo following
one limitation: a port cannot be scarce in a good the chart at the bottom of the page.
that is overflowing You do not need to determine every single
within their nation. If you get this result, reroll faction’s cargo until it
the new scarce becomes relevant in play. You can choose to
item. originally focus on
It’s important to roll for all the ports even if the the factions most involved in the current action.
players aren’t However, if you
nearby, as the demand levels influence what wait until it’s relevant to decide, it’s important
items the factions not to intentionally
choose the hardest possible option for the not always reflect larger operations, generally
players. Look at the speaking you can
possible options and roll a die to randomly assume that factions with a higher Wealth rating
determine the result. control more
Example: The crew decides to attack an outpost people.
controlled by the Tazwaran Navy, a Wealth 2 Estimated Fleet scale by
faction. Based on the chart, the GM knows the
Navy wealth
would be stocking a cargo type that is ◊ wealth v. A large armada. (a city’s worth of
overflowing people)
in another nation, i.e. Velia or Argyros. The GM ◊ wealth iv. A moderate flotilla. (700-1000
reviews those six ports and sees that crafting people)
elements, armaments, and fashion are currently ◊ wealth iii. Several large ships. (300-500
overflowing in the various ports. They assign 1- people)
2 ◊ wealth ii. Several small ships. (50-100
to the first type, 3-4 to the second, and 5-6 to the people)
third, then roll a 1d6 and get a 5. Based on the ◊ wealth i. A large ship. (15-35 people)
random roll, they now know the Tazwaran Navy ◊ wealth 0. A small ship. (6-10 people)
has
fashion cargo stockpiled inside their Hold
fort...perhaps On the faction ladder next to the Wealth
they confiscated some expensive silks and numbers is a letter
perfumes indicating the strength of each faction’s hold.
from a pirate vessel on their last raid Hold represents how well a faction can maintain
their current position on the ladder.
Wealth Seeking Stocked W indicates weak hold. S indicates strong hold.
Your crew begins
Overflowing in Overflowing in their with strong hold at Wealth 0.
1
another nation nation
Overflowing in
Advancement
2/3 Normal in their nation To move up the ladder and advance your crew,
another nation
4 Scarce in their nation Normal in their nation
you need to invest
coin. Your crew sheet includes an investment
Scarce in another tracker. Each box
5 Scarce in their nation
nation
requires 2 coin to fill it, and you need 12
investments to fill the
- move to crews??? tracker.
Wealth as Status
When you fill the tracker, do one of the
following:
»≫ If your hold is weak, it becomes strong.
Each notable faction is ranked by Wealth—a Reset your
measure of material investment to zero.
fortune, influence, and scale. At the highest »≫ If your hold is strong, you can pay to
level are the Wealth increase your crew
V and VI factions, the true powers of the city. Wealth by one. This costs coin equal to your
Your crew begins at new Wealth x
Wealth 0. 8. As long as your investment tracker is full, you
You’ll use your Wealth rating to roll dice when don’t can’t
you acquire an pay new investments (12 is the max). Once you
asset, as well as for any fortune roll for which pay and
your crew’s overall increase your Wealth, reset your investment
power level and influence is the primary trait. tracker to zero
While Wealth does and reduce your hold to weak.
»≫ Narratively, when you advance your Wealth liked or hated. Status is rated from -3 to +3,
you expand with zero (neutral)
the scope of your operations. Select one of the being the default starting status. You track your
Wealth status with each
expansions to add to your crew’s operation. faction on the faction sheet.
(See the When you create your crew, you assign some
Advancement chapter for details). positive and negative status ratings to reflect
recent history. The ratings will then change
Turf over time based on your actions in play.
Another way to contribute to the crew’s
development is by Faction status changes
acquiring turf. When you seize and hold When you execute an operation, you gain -1 or -
territory, you establish a more stable basis for 2 status with
your operations. Each piece of turf that factions that are hurt by your actions. You may
you claim represents abstracted support for the also gain +1
crew, primarily by status with a faction that your operation helps.
providing additional assets and influence. (If you keep your
Turf is marked on your investment tracker. Each operation completely quiet then your status
piece of turf you doesn’t change.) Your
hold reduces the investment cost to develop by status may also change if you do a favor for a
one. So, if you have faction or if you
2 turf, you need 10 investment to advance. If refuse one of their demands.
you have 4 turf, you FACTION STATUS LEVELS
need 8 investment to develop. You can hold a +3: Allies. This faction will help you even if it’s
maximum of 6 turf. not in their
When you advance and reset your investment, best interest to do so. They expect you to do the
you keep the marks same for
from all the turf you hold. them.
Reducing hold +2: Friendly. This faction will help you if it
You may perform an operation specifically to doesn’t create
reduce the hold serious problems for them. They expect you to
of another faction, if you know how they’re do the same.
vulnerable. If the +1: Helpful. This faction will help you if it
operation succeeds, the target faction loses 1 causes no
level of hold. If their problems or significant cost for them. They
hold is weak and it drops, the faction loses 1 expect the
Wealth and stays same from you.
weak. 0: Neutral
When a faction is at war, it temporarily loses 1 -1: Interfering. This faction will look for
hold. opportunities to
Your crew can lose hold, too, following the cause trouble for you (or profit from your
same rules above. If misfortune) as
your crew is Wealth 0, with weak hold, and you long as it causes no problems or significant cost
lose hold for any for them.
reason, your ship comes under threat by your They expect the same from you.
enemies or by a -2: Hostile. This faction will look for
faction seeking to profit from your misfortune. opportunities to hurt
you as long as it doesn’t create serious problems
Faction Status for them.
Your crew’s status with each faction indicates They expect you to do the same, and take
how well you are precautions against you.
-3: War. This faction will go out of its way to
hurt you even
if it’s not in their best interest to do so. They the GM might tell you that you’ll need to
expect you to investigate and gather
do the same, and take precautions against you. information in order to discover a claim of that
When you’re type before you
at war with any number of factions, your crew can attempt to seize it.
suffers +1 Execute the operation like any other score, and
notoriety from scores, temporarily loses 1 hold, if you succeed, you
you must seize the claim and the targeted faction loses the
pay a higher tithe rate to harbor masters, and claim.
PCs get only Seizing a claim is a serious attack on a faction,
one downtime action rather than two. You can usually resulting in
end a war -2 faction status with the target, and potentially
by eliminating your enemy or by negotiating a +1 status with its
mutual enemies.
agreement to establish a new status rating. As soon as you seize a claim, you enjoy the
If your crew has weak hold when you go to war, listed benefit for as
the temporary long as you hold the claim. Some claims count
loss of hold causes you to lose one Wealth. as turf. Others
When the war is provide special benefits to the crew, such as
over, restore your crew’s Wealth back to its pre- bonus dice in certain
war level. circumstances, extra coin generated for the
crew’s treasury, or new
Claims opportunities for action.
Each crew sheet has a map of claims available
to be seized. The Losing a claim
claim map displays a default roadmap for your An enemy faction may try to seize a claim that
crew type. Claims your crew holds.
should usually be seized in an orderly sequence, You can fight to defend it, or negotiate a deal
by following the with the faction,
paths from the central square, the crew’s lair. depending on the situation. If you lose a claim,
However, you may attempt to seize any claim you lose all the
on your map, benefits of that claim. If your ship is lost, you
ignoring the paths (or even seek out a special lose the benefits of
claim not on your all of your claims until you can restore your ship
map) but these operations will always be or establish a new
especially difficult and one. To restore or establish a new ship,
require exceptional efforts to discover and accomplish a score to do so.
achieve.
Seizing a claim
Every claim is already controlled by a faction.
Retirement
To acquire one for When your crew decides to retire, your Wealth
yourself, you have to take it from someone else. rating will influence
To seize a claim, tell the GM which claim on how it goes. Roll a number of d6 equal to your
your map your crew intends to capture. Wealth. If you
The GM will detail the claim with a location have 0, roll 2d6 and keep the lowest. Use the
and a description and highest die result to
will tell you which faction currently controls determine how your crew fares in retirement:
that claim. Or the 1: Current or past enemies struck, destroying
GM might offer you a choice of a few options if your
they’re available. operation completely. Describe how each
If you choose to ignore the roadmap paths when character fled
seizing a claim, and where they made a second start...or ended.
2/ 3: A trade war weakened your operation, and the nature of your position when the score
lowering your begins.
final Wealth by one. Describe how you were ◊ Assault: aggressive, attack whatever comes in
lowered in your way,
status and how that hurt each character’s anchor. primary trait is firepower
4/ 5: You protected your place in the trade ◊ Stealth: avoid interaction, primary trait is size
world, at a cost. ◊ Transport: navigate the most efficient path,
Describe what was sacrificed for your ultimate primary trait
success and is speed
how that impacted your eventual retirement. ◊ Deception: disguise your ship or bluff
6: Your operation stood strong against every through trouble,
attack. primary trait is crew
Describe how you spend your retirement and the ◊ Occult: harness a magic power, primary trait
benefits is based on
to your anchor. occult person or item
◊ Social: travel as part of a group or convoy,
primary trait is
Odyssey Phase the crew’s Wealth
Engagement Roll
The Odyssey Phase is similar to a typical score
phase but with some Once you have determined your plan and
unique twists to reflect the maritime identified the related
environment and dangers in trait, you are ready to make the engagement roll.
the deep. Your crew performs an odyssey phase This roll will
when: determine the group’s starting position when the
»≫ You want to travel more than 2 hexes on the scene opens on
world map the odyssey challenge.
»≫ You travel more than 1 hex within the Reef You start with a dice pool of 2d6. Add modifiers
Lands to the roll result
Your travel, no matter how far, is summarized in based on the following:
a single odyssey Take +1 for any that apply:
phase. »≫ Plan uses a dominant trait (e.g. ship’s
When you want to travel, map out the route on strongest feature)
world travel map. »≫ Route is never more than 2 hexes from land
You can see how many hexes it will take. If it »≫ Ally or patron is assisting
requires an odyssey Take -1 for any that apply:
phase, you will want to review the route to »≫ Plan uses a weak trait (e.g. ship’s weakest
make sure everyone feature)
agrees with the plan. If the crew charts a longer »≫ The route is not the most direct course
route, it may »≫ A faction is interfering
hurt their engagement roll, but will allow them The roll result determines the crew’s starting
to avoid the more situation during the
dangerous parts of the ocean. odyssey challenge:
Natural 12: Exceptional result. You’ve already
Plan overcome
Your crew will pick a plan type for the odyssey. the first obstacle and you’re in an excellent
This plan position for
summarizes your main strategy for making the what’s next.
journey safely. It 10+: Good result. You’re in control when the
influences your engagement roll, both in the action starts,
modifiers to your roll 7-9: Tense result. You’ve hit your first
complication when
the action starts. You can choose a monster, either from the
6 or less: Bad result. Disaster has struck, and bestiary or one of your
you’re own creation, or roll randomly to determine
desperately responding when the action starts. what the group faces.
When the GM narrates the opening scene, the The tables are designed so mythical creatures
action and the are optional; they
dangers will reflect the type of plan the group can also be rolled randomly, or chosen.
chose. Tier I
Odyssey Challenge 1: Spotted shark
2: Lightning Snake
The odyssey challenge defines the phase. Each 3: Vampire Pod
significant trip, the 4-5: Hook Eel
group faces one main threat; once the threat is 6: Next chart or mythical monster
eliminated the rest
Tier II
of their travel passes with relative ease.
1: Venom Ringed Octopus
The GM will review the route the group chose
2: Colossal Squid
and determine the
3: Spider Crab
highest ranked zone the crew will pass through.
4-5: Banshee Sea Lion
(Zone 1 is lowest;
6: Next chart or mythical monster
zone 4 is highest). The zone will determine
which table the GM Tier III
uses for generating the challenge. 1: Swallowfish
Roll 1d6, and consult the proper zone table. 2: Bedeviler Beetle
3: Siren Seal
4-5: Doppleganger Lizards
Challenge Tables 6: Next chart or mythical monster
Zone 1 Tier IV
1: Wealth I Institution faction 1: Snapping Cay
2: Wealth I Trade faction 2: Bloody Maw
3: Wealth II Trade faction 3: Gulper
4-5: WealthI Underworld faction 4-5: Chameleon Shark
6: Next table 6: Next chart or mythical monster
Zone 2 Tier V
1: Wealth II Institution faction 1: Sickle Shark or mythical monster
2: Tier I Monster 2: Abyssal Worm
3: Wealth II Underworld faction 3: Leviathan Star
4-5: Wealth III or IV Trade faction 4: Blobfish
6: Next table 5: Lion Crab
Zone 3 6: Sunken Salamander
1: Wealth III Institution faction Mythical Monsters
2: Tier II Monster 1: Sea Raiders
3: Tier III Monster 2: Jinn
4-5: Wealth III Underworld faction 3: Undine
6: Next table 4: Merfolk
Zone 4 5: Centaur
1: Wealth IV or V Institution faction 6: Harpy
2: Tier IV Monster
3: Tier V Monster The Odyssey Score
4-5: Wealth IV or V Underworld faction Now that the GM knows the odyssey challenge,
6: Firestorm with Sea Raiders you jump into the
middle of the action. The GM narrates how the
Monster Tables ship comes across
the challenge, the crew’s initial reaction based While the default setting assumes a certain level
on their plan, and of fantastical
their current situation based on the engagement power, your group can define the supernatural in
roll. a way that makes
The scene plays out like any other score. Players sense for your setting. If you want a low-magic
describe how they setting, it can be
react, roll dice, and cope with the chain of described as part of the set religious practices.
consequences. Once the The information
challenge has been addressed, the score ends. received may even be intuition or insight, rather
You can now pick what type of phase comes than divine
next. If something revelation.
in the area of the challenge catches the players’
interest, (like the
discovery of a secret Sea Raiders fort), you can
move into free play Ritual Magic
or propose a new score. Otherwise, play moves To enact a ritual is to come into contact with
into downtime or deep sea forces and
a trade phase at your new location. entreat them to do your will. It is a practice with
considerable risk.
Seafaring?????
Finding a ritual source
MYSTICAL POWERS To learn a new ritual, a PC must first find a
Mystical currents flow around the Desideria source. A source may
Sea, as much a part be secured as payoff from a score—perhaps you
of the region’s identity as it’s bright blue waters steal a ritual book
and bustling trade. when your crew robs a temple of a maritime
All people can reach out to these mystical cult. You might also
energies. Some are able secure a source as the goal of a long-term
to turn its powerful tides with their will, but project—by consorting
most are swept up in with cultist friends, studying ancient texts, or
its thrall, sacrificing control for a glimpse into some other method
miraculous depths. you devise.
There are countless mystical traditions for
understanding and
Learning a ritual
relating to this current. Some pray to their Once the source of a ritual is found, you may
deities; others scrawl undertake a longterm
out arcane formulas based in perfect numbers project to learn the ritual. Most rituals will
and means; and still require an
others use signs and patterns in the natural 8-segment progress clock to learn. The player
world. More recent and the GM answer
cults center the magical current in the Reef questions about the ritual to define what it will
Lands that brought the do in play and
firestorms and Sea Raiders. what is required to perform it (see below). The
While all people can attune to mystical energies, player records
the response back these answers in their notes for future reference.
will depend upon how they shape their Ritual Questions
approach. A priestess may 1. GM asks: “What does the ritual do and how is
receive visions from her goddess; a marine it weird?”
cultist may hear voices Player answers.
of the merfolk; a farmer may receive a sign in a 2. Player asks: “What must I do to perform the
lightning bolt or ritual, and
rainstorm.
what is its price?” GM answers. The cost can tides are not playthings and cannot be
range from a coin offering to traveling to a considered a reliable or safe
sacred site to heroic feats to source of power.
prove your worth.
3. GM asks: “What new belief or fear does - move to downtime or characters???
knowledge of this
ritual and its attendant mystical forces instill in
you?” Sea Raider Tech
Player answers. The Sea Raiders introduced Renaissance Era
technology to an
Performing a Ritual Iron Age world. Those who own a device keep it
To perform a ritual, you must have at least one within the family,
action dot in passing it own as an heirloom designed to give
Attune, then follow the method outlined by the them an edge in
answers to the whatever business they pursue.
ritual questions. Most rituals will take one Ever since their arrival, humans have tried to
downtime activity to reverse engineer their
complete, though the GM may call for two (or wondrous machines into contraptions of their
more) downtime own. Any progress
activities for very powerful or far-reaching is gained through risky experimentation. In
rituals. Some rituals some corners of the
may be partially performed during downtime world, tampering with such forces is considered
and then fully an invitation
manifested at-will later by completing the last for bad luck. Other groups take a pragmatic
incantation or ritual approach, and ban
action. In this case, simply make a note that the modifications to prevent explosions.
ritual has been If you want to experiment with the technology,
“primed” and may be unleashed at a later time. it is best done
All rituals must be prepared with some act of in secret...and far away from official rule. Some
commitment: money, pirate fleets
sacred instruments, sacrifice, or proving your specialize in recovering Sea Raider artifacts
worth. Once you from the Reef Lands,
have made the commitment, you must make a then cracking them open while still far out to
Resolve resistance sea. Any progress
roll to determine how much stress is causes. they make is a closely guarded secret...as they
If a ritual is dangerous or troublesome to begin to build up an
perform, make an action advance arsenal.
roll (usually Attune) to see if unpleasant
consequences manifest. If Finding an Artifact
a ritual has an uncertain effect then a fortune To create a new device, you must start with a
roll should be made Sea Raider artifact as
to see how well it manifests. your guide. An artifact can be bought on the
Each performance of a ritual is a unique event, blackmarket, stolen
and may not always from a collector, or recovered from the Reef
work the same way each time. Rituals are a way Lands themselves.
to bring in a wide There are rumors that some monsters of the
variety of arcane effects into the game. Use with deep feed on the
caution! If you artifacts; cut one open, and you might find an
ever go overboard, address the questions again intact device. If you
to establish new are not sure where to start your search, you can
weirdness and costs if things have gotten out of begin a long-term
hand. The mystical project to track one down.
descriptors that you have a clear idea of its
Inventing impact.
To invent a new device or modify existing gear ◊ Scale: a closet; a small room; a large room;
with advance several rooms;
technology, you need to Study the original a small building; a large building; a city block.
artifact as a long-term ◊ Duration: few moments; few minutes; an
project. Most designs will require an 8-segment hour; few hours;
progress clock to a day; several days; a week.
invent and learn. The player and the GM answer ◊ Range: within reach; dozen paces; stone’s
questions about throw; down the
the invention to define what it will do in play road; several blocks away; across the district;
and what is required outside the
to create it (see below). The player records these city.
answers in their ◊ Force: weak; moderate; strong; serious;
notes for future reference. powerful;
Creation Questions overwhelming; devastating.
1. GM asks: “What type of creation is it and
what does it do?”
Crafting
Once you have invented an item, you need to
Player answers. A creation might be mundane,
actually craft it.
alchemical,
Spend one downtime activity to make a Tinker
mystical, or divine.
roll to determine
2. Player asks: “What’s the power level of this
the stability of the item you produce:
item?” GM
6 or less: has two uncanny traits
answers by providing 1-4 magnitude tags to
7-9: has one uncanny trait
define the
10+: no uncanny traits
limits of the item. (See magnitude below).
Except in the most skilled cases, all Sea Raider-
3. GM asks: “What rare, strange, or adverse
based inventions
aspect of this
are unstable and unpredictable. If your invention
formula or design has kept it in obscurity, out of
has an uncanny
common
trait, discuss the possibilities with the GM.
usage?” Player answers.
These should be quirks
4. Player asks: “What creatures or people will
that affect the narrative in potentially interesting
be drawn to this
ways, but don’t
item?” Sea Raider power always seems to
render the item useless. The severity of the trait
attract the wrong
should match
kind of attention. GM answers by choosing a
the overall magnitude of the invention. An
type of beast
invention that plays
or faction interested in the technology.
a musical tune loud enough to fill a small room
Once you’ve invented a formula or design, you
will go awry differently than an invention
can craft it by
that unleashes an electrical storm
using a downtime activity. Once you use a Sea
across a city block.
Raider artifact for
Think of these traits as an extension of the Sea
an invention it has effectively been destroyed in
Raiders’ otherwordly
the process. If
influnece. They flood the mundane world with
you want to create another invention, you will
odd magic or
need to find a new
destruction.
artifact.
MAGNITUDE UNCANNY TRAIT EXAMPLES
◊ Unpredictable: sometimes the item does the
When you determine an inventions
exact opposite
magnitude you do not need to
of its intended effect
exactly define every dimension of its effect.
Choose just enough
◊ Omen: using the item causes confusing
visions of the future
◊ Portal: sometimes using the item causes
creatures from the
Sea Raiders’ homeland to appear
◊ Mutate: using the item causes temporary
changes to your
appearance
◊ Babble: using the item causes you to only
speak gibberish
for several minutes
◊ Herald: using the item causes a loud sound
◊ Disturbance: using the item changes the local
weather in
some way
◊ Offering: the item must absorb coin to work