COVEN & CRUCIBLE: UNBOUND - A tabletop roleplaying game (TTRPG) set in a world where magic exist

2024-01-12 132

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Website: https://13thmoongames.com

Coven & Crucible is a game set in a world where magic, witches, supernatural creatures, magical animals and more exist. Magic is cast by witches: people who have studied and learned how to work it. Anyone can be a witch, but it takes knowledge and discipline, akin to martial arts or cooking or programming or any other skill.

Non witches know about magic the same way they know about taxes and dry cleaning and movies. Most people just hire a witch if they need something they can’t get through other means.

So what is magic? Magic is the manipulation of unseen forces to achieve a desired outcome. In the world of Coven & Crucible this means using materia magica, spirits, energy pulled from internal and external sources, chanting invocations, drawing sigils, lighting candles and engaging in countless other activities to make something happen. Magic occurs outside of science and the physical world. It has its limits, and in some cases it isn’t the most practical way to get something done. For those who have put in the time and effort to learn how to use it, however, they can do great things.

In the past witches were simultaneously ostracized from and consulted by the local population. They were called upon to find missing items, cure sickness, help people find love, and divine the future. Witches were also useful scapegoats when ill would befall a people. This love/hate relationship still continues today.
Coven & Crucible is a 2d12 system, meaning the only dice required are two (2) 12-sided dice. The system itself is meant to be easy to learn and streamlined so we can get quickly back to the story when a roll is called for.

There are four attributes that define a character, nine skills that define the character’s learning and experiences and seven sub-skills categorized under each skill that define where the character has focused their learnings and experiences. Those three aspects are added together to determine a target number and then, once any modifiers are applied (from situational modifiers to traits to magic items and familiars and curses/hexes) the player rolls 2d12 in an attempt to score under that target number. Special things happen, however, if a player rolls a 13 (a critical success if it’s under the target number, a critical failure if it’s above the target number). All of that tells the player if they succeed or not. The character’s levels of success is determined by their level in the sub-skill they used for the action.