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Tuesday, April 19, 2022

Sangfroid

 


Sangfroid
A Dueling Game

Gather some six-sided dice, a pencil and paper. Record your name and title.


You possess only one stat; Sangfroid. Roll 1d6+6 to determine this stat. You may start with 2 armaments listed below. Whenever you defeat a foe you may take their armament. 


The duelist with the highest Sangfroid at the start of each round goes first. During your turn you may attack or wait. You always spend 1 point of Sangfroid when attacking. This point is reduced after the attack has completed. Defenders do not spend their Sangfroid when being attacked. Waiting passes your turn to your foe. When choosing to wait, you may exchange your weapon for any other weapon you possess, choose to stand up from the ground or raise your shield for the next attack.


For each attack carried out in a round, a combatant rolls 2d6 and adds their weapon’s hit bonus. The participant with the higher roll wins the exchange and inflicts a wound or utilizes the weapon’s special. Ties result in a stalemate. A foe who is grabbed or thrown down must roll twice and take the lesser result. At the end of the round, tally wounds if received and lower Sangfroid accordingly.


Weapons - to hit value - special

    Dueling Sword - +3 to hit - Win on ties. Stalemate against other swords.

    Stiletto Dagger - +1 to hit - Disarm opponent.

    Boarding Axe - +2 to hit - Roll d6. On a 1 or 2, inflict 2 wound tallies otherwise inflict no wounds.

    Short Spear - +2 to hit - Act first in the next round.

    Studded Club - +2 to hit - Knock opponent down.

    Fisticuffs - +0 to hit - Grab foe and reduce their Sangfroid by 1.

    Buckler - Raise on turn, - 2 to hit with main paired weapon. When hit, roll 2d6 under current Sangfroid to deflect that blow.


If you are struck you receive a wound. Every time you receive a wound roll 2d6. Roll an additional 2d6 for every tally you possess when wounded again. If the result is equal to or under your current Sangfroid, you die. During your turn, if choosing to wait, you may spend 1 Sangfroid to relieve 1 wound tally. One may surrender at any point in the fight, suffering an embarrassing defeat but remaining alive.


What's So Cool About a Mortal Life?

What's So Cool About a Mortal Life?

Stronger than all men on earth, your prowess is envied and revered by mortal kings, for your aspect possesses a true touch of divinity mimicked by so many throne builders. Unbound by humanity yet barred from godhood, a bright life of glory and alienation, demi-god that you claim to be. Is your mortality so aflame it beacons the love of your progenitor? This game utilizes a GM, players, pencils and many six sided dice. The GM sets the world, the players muck it up, the GM tells how it changes, so on and so on.


Record the name given to you at birth, as well as any other names you have or will be given during this life.

Describe the way the divine has graced you, what stands you apart from others, physical or otherwise.

Choose from below to actualize yourself and your wonderous capabilities.


Who birthed you? -Choose one or birth yourself-

  • The Volcano -Fire Walking-
  • The Stallion of the Waves Who Has Seen All Shores -All Knowing-
  • God-Mother to the Pan-Creator -Beloved by All with Good Heart-
  • Furtive Consort kept Safe -Shapeshifting- 
  • Star-Formed -Faster than all Men-

What is your first feat? -Choose one or accomplish your own-.

  • Pinned the Beast Who Guards the Underworld -Wrestling - Cartography-
  • Stole Nectarines from the Firstborn of the Dead -Riddles - Climbing-
  • Soothed to Sleep the Earth's Shaking -Singing - Healing-
  • Ate the Heart of the Oldest Dragon -Fighting - Poetry-
  • Apprenticed under the Divine Smith -Metallurgy - Jokes-
  • Touched the Edge of the Ocean -Sailing - Augury-

What boons you have gained, stolen, lost, or are seeking? Be specific.

  • Something that you wear which grants an extraordinary ability.
  • A weapon you have named.
  • A tool like no other.
  • A geas, bestowed upon you at birth.
  • A final resting place yet unknown.

 Rules of this Life

As a demigod you can accomplish anything a mortal can exceedingly. When there is something you doubt you can do, try so by describing how you accomplish so. Then roll two 6-sided dice. For every beneficial factor in your favor, add 1 to your result. Factors such as:

  • Wielding your weapon or tool.
  • Adhering to your geas.
  • Using your extraordinary attire.
  • Having the high ground.
  • Knowing something's true name.

For every detrimental factor, subtract 1 to the result. Factors such as:

  • Not possessing your weapon or tool.
  • Breaking your geas.
  • Being knocked down.
  • Falling under a spell.
  • Shunning your divinity.

If the result is 8 or higher, your try is a success. If it is lower, you fail.


How to Die. When you are injured, add 1 wound and roll a die. If that die is under your wound, you perish and have come to your final resting place. 

Roll the die again. If the result is again under your wound, you have been brought into the hearth of divinity. If not, you die a mortal, glorious yet mundane.


Which chapter in life is this?

  • Witches have brought a hungry god from a far off land.
  • A plague beast drags its slimy belly between the hills, breathing poison onto fields.
  • Cruel monsters spill upon the shore from the deep ocean.
  • An envious God steals something which is not theirs to take.
  • Primordial Giants arise from their prisons to reclaim their domain.
  • A sibling has been born of who you are tasked to care for and sire.
This game was begotten by Jared Sinclair's What's So Cool About Outer Space? and kinned by its children.