Double Die System: Legend Points/Whimsy, Magic and Armor
Today we will be talking about Whimsy Points, Magic and Armor. First off, Whimsy Points
Whimsy points have a variety of uses. Their primary use is fudging dice rolls. You can spend 1 Whimsy whenever you want to add +2 to a roll, 2 Whimsy to add +3 or 3 Whimsy to add +4; these are in addition to any other bonuses. You can also use Whimsy points to activate the abilities of archetype, specializations, and even the abilities of certain items. The frequency of use and Whimsy cost of these abilities vary from ability to ability. You can gain Whimsy by rolling doubles (1 Whimsy), or by roleplaying well or playing creatively or cleverly, at the GM’s discretion.
Magic in Little Folk and Double Die in general vary greatly from most other rpgs. In Double Die, you usually have one type of magic for each Stat, and you decide what types of magic you can use at character creations (often between zero and two types of magic). Unlike other skills, magic is assumed to be a d0 unless otherwise stated, meaning you have to be trained in it to at least a d4 in order to use it.
Furthermore, players come up with spells, saying what they want to do rather than referring to a spell list. The GM then tells them if that spell effect is within the domain of a magic type they know. If not, the player and the GM talk it out. Once they have both reached a satisfactory conclusion the GM decides on the difficulty of the spell based on the table below. The GM rolls dice for spell difficulty vs. the player’s magic roll when the player rolls against the environment or a willing target. The GM adds bonus to the targets roll, (an appropriate defense roll vs. the player’s magic roll), when the Player tries to cast a spell against an unwilling target. If a player succeeds on a spell roll, the spell succeeds. If a player fails a spell roll, the spell fizzles, causing the Player a small negative effect. In addition, they cannot cast spells of that type of magic for the rest of the scene.
Spell Difficulty, Bonus to Targets Roll, Example Spell (Environment), Example Spell (Vs)
2d4, +0, Create Light, Freeze with a Touch
2d6, +1, Ventriloquism, Damaging a target with moonbeams
2d8, +2, Calling a Pillbug, Breathing fire
2d10, +3, Creating a short ranged teleportation portal, Invoking fear in a group of targets
2d12, +4, Walking on water by freezing it, Trapping Someone in Stone
2d20, +8, Stopping time for a short period, Sending out a Fae sized stormcloud to attack people
I’ll go into each form of magic in detail separately, but for now here’s a teaser.
Associated Time(s): Winter, Crescent Moon
Concept(s): Protection, Artifice, The Hearth, Magic of Magic
Emotion(s): Sadness and Comfort
Element(s): Water and Ice
Associated Time(s): Summer, New Moon
Concept(s): The Body/Transmutation, Brute Force
Element(s): Fire and Light
Associated Time(s): Spring, Gibbous Moon
Concept(s): Nature, Life, Plants and Animals
Associated Time(s): Fall, Full Moon
Concept(s): The Mind, Illusion/Enchantment, The Spirit World and Death
Associated Time(s): Eclipses, Solstices and Half Moons
Concept(s): Mystery, Court, Space and Time
Notice the warding metals. In Little Folk each type of magic has a warding metal: magic cannot be cast on it’s respective warding metal, and players suffer a penalty to using magic when near its warding metal. This can range from a simple -2 when close by a warding metal, to being completely unable to use it when in contact with that metal.
Armor also works differently than most other systems. Armor has three qualities: its armor die (d4-d12), its durability and what it can block. When a target is attacked by a type of damage it’s armor can block, the target rolls their armor die. If they roll a 4 or above, the attack is ignored and the armor’s durability is reduced by 1. If they roll below a 4, the armor does nothing. When an armor reaches zero durability, it does nothing for the rest of the scene. Armor regain all durability at the start of a scene, unless otherwise stated. Players cannot wear armor with an armor die above their armor training skill.
That’s all for now. Next time I’ll start showing off an Archetype or Kith.
-Benjamin S. Paulson/Mythossanta