
torchlite
By XineChapters
Exploring Beyond the TorchLite
The Bane Pool
Setting Definition
Phase One
Phase Two
Phase Three
Player Character Drives
Drives in Conflict
New and Temporary Drives
How Drives Change
Troupe Characters
Playing with Troupe Characters
New Troupe Characters
Retiring Characters
Dynamic Initiative
Example
Upsets
Rolling an Upset
Your Turn Under a Looming Upset
Giving In to an Upset
Contesting an Upset
Upsetting the Situation
Upsetting Interactions
Modifying *TorchLite*
The Arcanist’s Toolkit
Keystone Fantasy’s Bestiary and Emporium
Manual of Monsters, Minions & Mountebanks
Drintera
Transferring Characters to Another Game
Converting your Characters
Tales of Xadia
Keystone Fantasy
Random Characters
People
Profession
Persona
About the Designers
Exploring Beyond the TorchLite
torchlite
The best part about TorchLite is that you can add to it, extend it, patch it, twist it, and mold it into whatever shape you and your table like most. Here’s a number of options for modifying TorchLite to suit your tastes.
▶ At least one new Age (besides the first Age or the current Age) has been defined
▶ At least one new event (besides the Ill Omen) has been defined
▶ At least two new cultures have been defined
▶ Every player is comfortable having their character come from one or more of the defined cultures
▶ At least ten total elements have been defined (including the first Age and the Ill Omen event)
*On a roll of "Multiple", the character has significant ancestry from at least two peoples. Roll twice on this table (ignoring repeat results) to determine their two main ancestries, then consult Customizing Your People.
** For a cambion, determine their descent by consulting the Cambion Ancestry Table below. First roll a d8 and find the row for the resulting number. Then roll a d8 and find the column for that result. Your random ancestry result is where the row meets the column.
*On a roll of “Dual,” the character has practiced some combination of two professions, so roll twice on this table (ignoring repeat results) to determine two professions, then consult Multi-Profession Characters on page 30.
The Bane Pool
The bane pool is an optional rule for the GM that replaces difficulty dice and the GM’s pool of Plot Points. Instead, the GM maintains a special, ongoing pool of dice that works a bit like a challenge pool, but representing the overall ebb and flow of trouble and danger across the entire adventure. Usually, when a player rolls a test, the GM rolls the bane pool to oppose. At the opening of a new adventure, the GM establishes the bane pool as a matched pair of two dice. It usually starts each session at d6 d6, but it can be d8 d8 or higher depending on the stakes of the story. Whenever a player roll a hitch, if the GM wants to take advantage of it, the GM gives that player a Ⓟ, then adds d6 to the bane pool. If the player rolled multiple hitches, the GM can step up the new d6 bane die once for each additional hitch beyond the first (d8 for two hitches, d10 for three hitches, or d12 for four). When the GM adds a bane die, they may also describe something that has happened in the scene to make life more complicated for one or more player characters. Whenever the GM would add a new die to the bane pool, they can instead choose to step up an existing bane die. In this variant rule, the GM doesn’t track their own pool of Plot Points. Rather, the GM can spend bane dice like plot points, obtaining the same benefits for their GMCs that a player gets for spending Ⓟ for their PC. Whenever the rules say the GM would gain a Ⓟ (such as by activating a limit for a GMC), they gain a d6 bane die instead. Also, when the GM buys a hitch, instead of adding a die to the bane pool, they can instead choose to give the PC a complication with a die rating equal to the die that rolled the hitch. There are other ways to spend bane dice, in addition to substituting them for Ⓟ. The following special GM options are available, with each usually requiring a bane die of a particular size: To introduce a new GMC to a scene mid-conflict: Spend a bane die equal to the new GMC’s highest trait To interrupt the action order: Spend a die equal to or larger than the Agility die or Scout die (whichever is higher) of the character you’re interrupting, or spend any bane die if the interrupting GMC has an equal or greater Agility die or Scout die. To split the PC group: Spend a d10 or larger bane die to announce a sudden event that divides the party (such as a sudden cave-in, a crack opening in the earth, the activation of a hidden rune that creates a wall of fire, etc.) To immediately end the current scene in a dramatic way: Spend d12 d12 bane dice.Setting Definition
Whether you are gaming in your own original setting—which you might expand or refine over the course of the game—or using an existing fantasy backdrop such as Earthsea, Westeros, Middle Earth, the Hundred Thousand Kingdoms, or the Forgotten Realms, you can use the Setting Definition system presented here to get the whole group engaged with the world. Across three phases, all players collaborate to define elements of the setting. For an original world, this is an exercise in creative world-building; for an existing one, you’re recalling favorite details and emphasizing the ones you liked most. The latter can be just as usefulas the form, allowing your group to rediscover, reinterpret, and even simplify a world you have experience with, making it your own. This system is best deployed before character creation. Whenever an element is defined, write its name down on a 3x5 card (or a virtual equivalent).Phase One
All players (including the GM) collaborate to define two setting elements: one Age, and one event.The First Age
An Age is one of a handful of eras into which sages have divided the world’s history. Collaborate to define the first Age, an Age of myth and legend, and name it (“The Age of Myth”, “The Dawn Age”, “The First Age”, etc.), then define a supernatural event that was part of the creation of the world. This Age is not the current Age— that is a period you will define later.An Ill Omen
This element is an event, a significant occurrence in your setting’s history. In this case, it is a recent event, something that has happened within the PCs’ lifetimes. Some force of darkness, domination, or destruction—perhaps ancient but previously dormant or working in hiding—has recently manifested or escalated, positioning itself (at least to those in the know) as a threat to the entire world. In fact, it is the greatest danger the world has faced in the current age, and it is a source of fear to many. However, at this stage you don’t need to fully define the darkness itself. Just describe how this event raised the stakes, and then give the looming threat a name (even a vague one) used by those who know of it. You should also decide as a group how well-known the threat is, whether the general public believes in it, and how long ago the event happened. This Ill Omen event is an event that inspires fear. For every other event you create during this phase and the next one, specify whether that event is generally a source of fear or a source of hope. A compelling setting history will include both kinds of events. These are the only two setting elements you determine collaboratively as a group. After this, further elements are each defined by individual players.Phase Two
The GM picks another player to go first. Once a player takes a turn, they choose who goes next. Each player can only take one turn per round, and the GM must go last. After the GM takes a turn, they choose which player goes first the following round. On your turn, you do two things: First, you define a connection between two existing elements. (So the first player will narrate how the recent Ill Omen event connects to the first Age.) Record this connection the same way you record elements. Second, you define your own new element. The type of element you define is determined using the element types list below. You can either choose the type of element you wish to define or roll a d12 to determine it randomly.Element Types List
- An Age that is not the current Age
- A culture (human or otherwise)
- An event that created great hope or fear
- An important object
- An influential organization or faction
- A leader who changed history
- A legendary dynasty or lineage
- A motivating belief system or ideal
- A noteworthy creature
- A precious resource
- A significant settlement
- A unique landmark (or series of them)
▶ At least one new Age (besides the first Age or the current Age) has been defined
▶ At least one new event (besides the Ill Omen) has been defined
▶ At least two new cultures have been defined
▶ Every player is comfortable having their character come from one or more of the defined cultures
▶ At least ten total elements have been defined (including the first Age and the Ill Omen event)