DUELS
- Strike beats Feint
- Feint beats Parry
- Parry beats Strike
Flyting is a ritual exchange of insults, usually in verse, as form of entertainment or as prelude to a conflict (or sometimes as the conflict itself). Basically, insult each other until the crowd proclaims a winner or someone says something that offends the onlookers/host/gods and things go sideways.
I think flyting is heckin' cool and should be in more RPGs. So I've drafted some rules for how to model it in a game without relying entirely on calling your friends names and hoping it goes well, in the same way that we don't expect people to free-roleplay picking a lock or stabbing jerks. (unless you do in which case power to you). Plus I like it when discrete sub-experiences have their own minigames to set them apart both mechanically and cognitively.
All of these rules are untested and basically just made up on the spot in a flash of inspiration during my lunch hour. Just, y'know, caveat emptor.
Like a duel, flyting must be agreed on by both parties with stakes set and judges agreed on. Just yelling rude words at someone you don't like doesn't count. Consent is important.
In a similar vein, before beginning you must agree between players (including the Referee) how "roleplayed " insults are. You might insist that the general theme of the insult is stated ("I call him a coward"), a proper insult is said ("You eat like a dog, spraying food this way and that!"), or just skip the descriptions and rely on the mechanics. Basically the same conversation as describing the cut and thrust of combat. IN ADDITION, and this is important hence the caps, YOU MUST AGREE WHAT IS OFF-LIMITS. If you have Lines and Veils or the like set up for your game you should respect those, but it's a good idea to discuss whether topics beyond that are off-limits for the flyting, and it should be no-questions-asked. In general, err on the side of caution, eh? Avoid things that are hurtful in real life, especially if they're attached to anything structural.
With that conversation had, what are the stakes?
This variant is purely on the players. No character sheets required.
In Gatopolis no-one may harm a cat or allow a cat to be harmed. The cats are sacred. They are also a pain. They keep the rats away, people say, and indeed there are few rats to be seen. But the truly deseperate, clawing struggle that goes on when humans aren't looking is known to few.
THE CATS
Each neighbourhood has its own cat congress, and each congress is headed by a queen who rules for however long she feels like and is chosen by being whichever cat wants to do it. Queens and congresses cooperate on matters that affect the entire city.
Cat Queen Titles (3d8)
All cat queens can speak with humans. Nobody knows if becoming queen instills this, if only cats with this ability become queen, or if (as some believe) all cats can but only some choose to.
Cat Queen Powers (d8)
Each congress is more or less independent, though individual cats have only vague notions of boundary lines. The cats go everywhere, see everything, are omnipresent.
WHEN YOU LOOK AROUND YOU SEE (d12)
Befriending a congress can be a great benefit, and angering one equally fraught. In either case, the relation is likely to prove fleeting unless the humans prove themselves true allies (or staunch foes).
THIS CONGRESS (3d8)
THIS CAT IS (3d8)
THIS CAT (2d8)
All cats have a 2-in-6 chance to speak, unless the Ref feels that they should in which case they do. All cats have d8 lives remaining. If a cat is reduced to 0 HP, it loses one remaining life and returns the next morning.
THE RATS
Most of the rats just want to be left alone, to feast on the riches humans throw away and scuttle and breed and live down in the dark. But the city is old, and the things that have leaked down to its roots - demonic tissue, discarded magics, potions gone wrong, and all the detritus of humanity - have changed many of the rats turning mischiefs into malevolences. To most, there is no difference between the rats and The Rats.
IN THE DARK, THEY GNAW
THESE RATS (6d6)
Even as warped as they are, The Rats are little more intelligent than monkeys. There is a controlling force that guides each malevolence.
THIS FELL INTELLIGENCE (3d8)
WHEN YOU SEE THEM THEY ARE (d6)
1-3 Ambushing you! Skreee!
4 Eating someone
5 Carrying loot
6 Fleeing from something
THE HOODED MEN
It's said they are seen at night, lonely figures tall and broad, cloaked in dark brown or green. When they are seen, people disappear. Children, elders, the sick, those who live alone. They are never seen again. Beware the Hooded Men. They live below.
The Hooded Men are cockroaches, grown tall as a man and shifted strange by eons below the city until they can walk the streets and hunt. Below, they take anything they can find, eating flesh or dragging it back to their eggs for the next foul generation.
HOODED MAN - HD 4
Ambush Hunter. Players have disadvantage on Initiative rolls in the first round of combat.
Jagged Mandibles - STR (1 Close) 5 dmg
Stabbing Limbs - STR (1 Close) 3 dmg
WHEN YOU SEE IT, IT IS (d6)
WITH
THINGS YOU MIGHT FIND ON A HOODED MAN
1d4 loose coins per HD, shreds of clothing, undigested loot, pile of bones, freshly laid eggs, embedded weapon