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Seekers (Tabletop Concept)

Humor this very rough idea.


You're a Seeker. You're not really any harder, better, faster, or stronger than a baseline human, even if you're furry. You don't have any special abilities. Think of yourself as a really plucky treasure hunter.


Body - Think STR, DEX, or CON.

Mind - Think INT or WIS. Most magic.

Soul - Think CHA. Some magic. Also, HP!


HP = 3 + Soul


All values typically range from -1 to +2

The absolute min is -2 and the absolute max is +3.


Assign -1/0/+1 across three stats, or roll 1d6 for each stat, where 1 = -2, and 6 = +3, so on.


Roll up the relevant stat when you wanna do something.

2d6 + STAT

10 or more = Success

7 to 9 = Struggle

6 or less = Failure


Success means just that. You did what you wanted to do.

Struggle means you did your best, but there's a complication, the GM will explain.

Failure means not only did you probably not make it happen, but some complication arises as a result!


If you need to do damage, think about whether your method would reasonably do damage first. If you're really sure about it, and so is the GM, then go ahead and roll up the relevant stat to hit.


Punches, knives, pistols deal 1 damage. Think light, multi-purpose, easily concealed weapons.

Rifles, spears, swords deal 2 damage. Think large, clearly-dangerous, possibly regulated weaponry.

Maybe other weapon types deal more damage, or deal less. Who knows.


If that feels very dangerous and lethal, that's because it is.


Let's talk harm as established. If someone points a pistol at your gut and shoots, the harm as established is you get shot, in the gut. And take 1 damage. Simple! The GM should be as honest as possible about what would be harm-as-established and what would be the risks if you decide to roll for a particular thing you wanna do. Likewise, you should be honest and straightforward with the GM, when it comes to what you're trying to accomplish with a roll.


Let's talk Consequences. Many items, abilities, and so on have Consequences associated. Generally, if you roll badly, like a 6 or worse while using said item or ability, you'll need to pick a Consequence from the list associated with the item/ability/etc.


Enemies might also have Consequences associated with them! 


Yes, this means you might get TF'd or something. In fact, that's much of the point!


Besides your generic roll to do something, you have 3 basic abilities you can use.


Take a Hit - Taking physical harm? Roll + Body.

Success: Take 1 less damage, or halve the effect.

Struggle: Either take the harm as established, or take less damage but in exchange for some other drawback. Your choice.

Failure: Take an even worse overall outcome than what would've been harm as established.


Take a Look - Studying someone, something? Roll + Mind.

Success: Ask the GM 3 questions about what you're looking at.

Struggle: Ask 1 question about what you're looking at.

Failure: Your distraction invites miscalculation or ambush.

No need to roll this more than once unless the situation's really changed.


Take a Breath - Just experienced serious mental/spiritual anguish? Roll + Soul.

Success: You remain in control. It doesn't get worse, nothing takes hold of you, and you just take harm as established, if there was harm to take.

Struggle: You loosen your grip. Whatever messed with you has gotten the better of you, expect this to be turned against you later. If this kind of thing has kept happening and there's  Consequence(s) associated with it, pick one.

Failure: You totally lose it. Whatever trouble was established, make it double. Or if there's a relevant Consequence list, pick one from that list.


Let's use examples


You Take a Hit, from a pistol that would've dealt 1 damage, but you get a Struggle result. Either you take the 1 damage as established, or take another outcome... Like the bullet instead hits an ally. In this case, the instructions for Take a Hit clearly say it's your choice.


If you were spooked by the Soul-Sucking Spider, and Take a Breath, scoring a Success, then nothing else really happens, aside from the humiliation of getting scared. But if you received a Failure result, then not only did you get spooked like a little punk, but you also take a Consequence of your choice from the Soul-Sucking Spider's list. Try not to pick the one where you get your soul sucked! 


Soul-Sucking Spider Consequences (Examples)

[ ] Get your dick sucked

[ ] Get trapped in webbing

[ ] Lose one of your items

[ ] Get your soul sucked (This kills you, duh)


Things that might entertain you

Enemies have consequences associated with them, but how about items? What if you picked up a cursed Anubis statue or something? it'd probably turn you into an Egyptian jackal eventually, but until then you could commune with the dead or summon jackal guardians to fight by your side. Might be worth the risk! Similarly, you could learn a new spell but each time you use it, you must Take a Breath, therefore risking a Consequence from the spell's associated list.


So on, so on.


Talking edge cases

Okay, suppose the particular enemy is defeated or disposed of or otherwise a non-factor. If it makes sense, clear their associated consequences from your character. No need to worry about their webbing but if they poisoned you, you keep that Consequence until it clears your system. If it feels like it was a permanent transformation like growing a new tail or something, the GM should err on the side of what's more interesting, so keep that tail!


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