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harmanlindsey

Dice Engine for Turmoil of Trolls

Updated: Sep 29

Table Top Rules

The Player(s) and Guide (Game/Dungeon Master equivalent) needs 2 10-sided dice.

16+ on a role is a critical success

11-15 the Player succeeds in their action. 

6-10 the Player fails

Below 6 is a critical failure for the action

00 the player miraculously succeeds


Combat

Combat is straightforward. At the start of combat initiative is rolled with both dice and the players go in order. On a players turn they roll 2 D-10s.


16-18 is a critical hit

11-15 is a hit

6-10 is half damage

Below 6 fails to hit

00 causes an action that causes injury to the opponent or an accidental victory


Damage is dealt based on one 10-sided dice roll.  Rolling a 0 for damage is just a zero.   What actions are possible are only limited by their hands and equipment however the Player can only attack within reason.  For example the player cannot roll an 11 and attack both enemies present at once.  Offensive equipment will come with its own modifiers (i.e. Magic Weapons) and conditions rather than player abilities.  Two handed weapons are one action and a tripping or disabling action. 

Movement in a turn is situational.  Guide has discretion to what is reasonable given the circumstances. 


On 0 health. 

If a player is at zero HP the player rolls death saving throws until healed.  Players roll one D-10 dice and a 5 or higher is a save.  If they roll a saving throw, they regain consciousness and can take an action. If they fail, they are unconscious and an enemy can simply kill them without rolling, but using an action in the process. 


Magic

Magic is derived from the other plane and therefore always comes with a cost.  Magic costs 1 power per use point per action.  Magic also requires a conduit to use which can determine spells.  Player characters can either use the standard Mango conduit with its standard approved spells or go for complete chaos with a Talisman conduit (allows for spells with wildcard effects).  If the player misses with a magic attack (rolls below 11), the player still loses one magic point. Rolls below a 6 mean the magic backfires and causes 1-point in damage to the player as well as a 1D10 roll to see if there is an injury (i.e. burn, stun, etc.).  injuries are caused at a 4 or lower dependent on the spell.

Magical Applications

Conduits allow factions to define their magic through affiliations to gods, demons and willpower.  Practiced players can define their own set of powers Magic abilities are usually determined by the individual in ToT but choices and groups can define how they are gained.  Players can learn and design their spells through their conduit as needed and learn other designs as well to learn spells.  Magic spells are learned throughout the adventure either from ruins/tablets or situational skills the guide has set up maybe even learning off of a dead enemy’s conduit. Guides should not feel constrained by the rules of the spell, but apply reason because the point is always to program them later to the video game.  The Misfit Adventure team has defined some that can be easier to translate into games. 


Awakened Dictation- Gain strength, smite foes, and summon allies.  Players who have learned and studied the lessons taught to them and shared.  They have to post daily affirmations and keep abreast of new terms constantly.  Devotion to their god Virtuon comes with a subscription but there is an Ask Virtuon feature.

Spells

·       Virtue Sigil

·       Accuse

·       Smite

·       Summon Sins

·       Repel

·       Holy Weapon


The Great Truth- Cause rage and confusion along with summoning allies/creatures.  You can spread the gospel of whatever great conspiracy you have just uncovered and expose the “truth.”  You use this app to cause damage and get rid of anyone in your way.

Spells

·       Fire – In addition to damage reduce armor on hit. For example, if a hit is 8 and armor is 3, the player does 5 damage and ruins the armor for the enemy on future turns.

·       Fire weapon- +3 Damage for three turns and damages/destroys armor.  Weapon is destroyed at the end.

·       Rage

·       Confuse

·       Rally

·       Summon imps


Dream Scroll- deal with the unreal.  Players who dabble in Illusion have no real sense of what is reality is and seek to make it that way.  Strange hijinks and disguises abound with players with this app.  They can chat with an entity but its always a tad dubious of who they are talking to in the other realm. 

Spells

·       Disguise-self

·       Invisible

·       Mirage

·       Voice Change

·       Seductive Tone

·       Echo Chamber


Player Characters


Starting Characters

Players characters start with a base stat of 10 health and 10 magic points.  They can scale this however they like but the total number has to be 20 before starting at level 1.  As players level up, they gain +2 health every level.  MP gains are caused by special events or items that charge it back up.


At level 1, every player can start with a conduit and a 1 spell from an application. Human characters have a +1 to all starting stats after the first spread.  Dwarven, Lizard and Troll characters have innate abilities and do not require a conduit to use them and have +3 MP which counts as their starting skill. 


Species Specific Spells


Troll

·       Rage

·       Rally

·       Intimidate

Illusion (Gramerean proficient)

·       Disguise-self

·       Mirage

·       Voice Change

Dwarf

·       Life Drain

·       Manipulate (persuade others to do what they normally wouldn’t)

·       Barter (talk down prices or sell other items not normally traded)


Player Races

·       Trolls.  Big, bad and ugly they mainly follow groups blindly or cause plenty of trouble on their own.  Trolls tend to form around a leader and many of the races find it easy to manipulate them and breed them on farms. They tend to get easily convinced to fight blindly for their causes.  They are rabid attackers and tough with their natural magic to boot. 


·       Humans are the beings capable of all magic and thus rule Quiperia, for now at least.  Although outnumbered by Trolls and Bots they are the most formidable opponents capable of great strength and magical acts.  They heal naturally and command more authority naturally.  Although powerful, they tend to be the makers of their own destruction often using magic to build powerful bots with magic they don’t quite understand. 



·       Dwarves. Miners hellbent on finding the next big token.  They frequently try and explain the language of their currency.  Dwarvish is really just miner speak and is intentionally confusing and not straightforward.  Dwarves are constantly trying to mine for and create new currency, often disrupting the economy with the hottest new craze.  Dwarves have their own magic that builds on their skills at story telling and trading.  Dwarves are overwhelmingly male with female Dwarves being a very rare find.  Dwarves have access and command of machines from ancient times but few know how they actually work.  Dwarves have natural draining magic and an element of persuasion to them.  They can get deals and trade items not usually sold.




·       Lizard People (Gramerean).  From the desert lands of Gramerea these people are master illusionists.  They secretly run many powerful organizations and do their best to keep it that way.  They are innate illusionists and have adapted well to hiding in plain sight. 



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