TEXT: Corey Hickson
  Forged Ties
  
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  tell me about your games
  coreyhickson.com — corey.r.hickson@gmail.com —
  @CoreyHickson on Twitter
  © Copyright 2021 Corey Hickson
  It is the ties we form with others that drive us to be who we are,
  where we go, and what we do.
  Colophon
  IM Fell Double Pica for titles and Spectral for body.
  Designed in Affinity Publisher.
  Acknowledgements
  Game Design, Layout, Editing
  Corey Hickson
  Playtesters
  Emma Hansen, Matthew Foreman, Ty Bucek
  Images
  British Library
  Steven Johnson
  Inspiration
  Forged Ties was inspired by Death Stranding by Hideo
  Kojima
  and
  wondering
  what
  an
  action-adventure
  roleplaying game would look like if it was based around
  the bonds we forged with others.
  The breaking and ruin system was inspired by pathos in
  Agon by John Harper and Sean Nittner. Position and effect
  and pushing yourself were taken from Blades in the Dark
  by John Harper. The challenge dice were taken from
  Ironsworn by Shawn Tomkin. Bonds were inspired by the
  intimacy and advancement in Urban Shadows by Andrew
  Medeiros & Mark Diaz Truman.
  Many other games have inspired me to this point,
  including: Monsterhearts by Avery Alder, Star Crossed by
  Alex Roberts, and Thousand Year Old Vampire by Tim
  Hutchings.
  
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  Introduction
  Forged Ties is tabletop roleplaying system for action-
  adventure games powered by the bonds our characters
  forge with the world and those within it.
  This is the digital pre-release, that means it is still being
  developed, but is complete and playable. This system pairs
  with modules that contain the content for gameplay; for
  example, Forged on the High Seas. Additionally, there are
  guidelines at the end for building your own module to
  meet the needs of your group.
  This digital pre-release contains the bare information to
  play
  the
  game,
  not
  detailed
  examples
  or
  further
  explanations. If you’re uncertain with how to proceed on a
  mechanic, make your best guess. If you’re familiar with
  games like Blades in the Dark, Agon, Ironsworn, or any
  Powered by the Apocalypse game, you’ll be well set for this
  system and how it operates.
  Finally, this game is currently best supported on Google
  Sheets. A set of Google Sheets for the playkit can be found
  on Itch.
  
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  Licensing
  You can license the Forged Ties system under the Creative
  Commons Attribution (CC-BY) license. The intent is such
  that you can create and distribute your own modules
  providing credit for using the Forged Ties system. To do
  so, you must include the following text:
  This work is based on Forged Ties by Corey Hickson and
  licensed under CC-BY.
  
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  Forged Ties Rules Reference
  Character Creation
  1. Choose your forged tie
  The tie you forge defines who your character is and who
  they can become. Add the tie to your character sheet,
  including the XP trigger, & answer the opening
  questions. Mark the entry requirements and add all the
  traits.
  2. Assign d8, d6, d6, d4, & d4 to your stats
  Your stats will be used to determine advancement for your
  skills & will be rolled when a skill does not apply.
  3. Advance your skills
  Each of your skills is rooted in a stat. For each skill,
  advance them as below:
  ●
  For d4 stats, mark one advance in their related
  skills,
  ●
  For d6 stats, mark two advances in their related
  skills,
  ●
  For d8 stats, mark three advances in their related
  skills.
  4. Complete your crew
  Each module comes with a set of opening questions for
  your crew. Complete this step as a group, starting from the
  top and working your way to completion.
  
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  Rolling
  When
  your
  character
  attempts
  something
  and
  the
  outcome is uncertain, roll as follows.
  1. The player picks a skill, or stat if none apply
  Choose a skill that fits the narrative. If no skill applies, or
  the character does not have the skill, choose a stat instead.
  2. The GM determines position and effect
  Each roll has a position & effect based off of how risky the
  action is and how effective the approach is. The GM
  determines
  this
  based
  off
  of
  how
  applicable
  their
  approach is to the fiction.
  Position
  Controlled
  ●
  On a miss, you miss and will need to push to
  achieve this.
  ●
  On a partial success, you miss or you do it but
  there’s a minor consequence.
  ●
  On a full success, you do it.
  Risky
  ●
  On a miss, you miss and suffer consequences. Mark
  harm or breaking.
  ●
  On
  a
  partial
  success,
  you
  do
  it
  but
  suffer
  consequences.
  ●
  On a full success, you do it.
  Desperate
  ●
  On
  a
  miss,
  you
  miss
  and
  suffer
  severe
  consequences. Mark harm and breaking.
  ●
  On a partial success, you do it but suffer severe
  consequences. Mark harm or breaking.
  ●
  On a full success, you do it.
  3. Create your dice pool
  Start with the dice from your chosen skill or stat.
  ●
  If you’re using a skill, add dice based off of related
  skills.
  ●
  If someone is helping, add their dice based off
  which skill or stat they’re helping with. Stats can
  help stats, and skills can help either stats or skills.
  4. Optionally, push yourself
  If you push yourself, mark breaking and then either add
  one die or increase the effect. The die you add is based off
  of the skill you rolled, not any other dice added.
  5. Roll and take the highest die
  Roll all the dice. Your result is the highest die.
  6. Compare the die against the challenge dice
  The GM rolls two 10-sided dice,
  ●
  If the player’s die is higher than both challenge
  dice, it’s a full success.
  ●
  If the player’s die is higher than one challenge die,
  it’s a partial success.
  ●
  If the player’s die is lower than both challenge
  dice, it’s a miss.
  If the challenge dice match, the result includes either a
  new complication if it was a miss or new opportunity if it
  was a success.
  
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  Stats
  Your character has five stats which your skills are based
  upon.
  Each stat has a track associated with it. These tracks will
  fill as you mark and clear Bonds with other player
  characters. When a track is full, reset the track and
  advance one skill related to that stat.
  Wit
  Your mental acuity and deductive powers. Roll Wit when
  it comes down to a question of calculation or acumen.
  Power
  Your raw physical power and staying force. Roll Power
  when it comes to feats of force with the body.
  Speed
  Your agility and ability to move quickly. Roll Speed when
  it’s a matter of quick reflexes or precision skill.
  Face
  Your charm and circles. Roll Face when you’re trying to
  interact with someone or connecting with your network.
  Soul
  Your inner fire. Roll Soul when you are relying on your
  heart or need to pull through with pure determination.
  
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  Skills
  Each core skills is rooted in a stat. Other skills are listed
  with their tie and will list if they’re rooted in a stat. Some
  may not be.
  Study and Survey
  Study applies when you try to understand what is before
  you, or make conclusions based off of the information you
  have. Study is not used when you do not have the
  information at hand. When you’re trying to gather
  information, consider Survey.
  Survey is used to notice or discover something unknown
  to you. You use your senses to gather information. Survey
  is not used to understand what you see. When you’re
  trying to understand what you can see, consider Study.
  Overpower and Resist
  Overpower applies when you are trying to use your
  physical force to impose a change. You use your force to
  make something fold, or bend, to your physical will. You
  do not use Overpower to stop someone from imposing
  their physical will on you. When someone is imposing
  their physical will on you, consider Resist.
  Resist is your physical ability to stay change. You stand
  your ground using your body and physical force to prevent
  their change from happening. You do not use Resist when
  you are trying to change something in the world. When
  you
  are
  trying
  to
  enact
  physical
  change,
  consider
  Overpower.
  Finesse and Traverse
  Finesse applies when you require physical precision, like
  threading a needle or carefully placing a trap. You use your
  precision to make some expert motion. You do not use this
  when you’re trying to cross distances or keep pace. When
  you are trying to close a distance, consider Traverse.
  Traverse applies when you need to cross some distance,
  whether by swimming, crossing dangerous terrain, or
  another mode of transportation. You do not use this when
  you’re trying to do something precise with your hands.
  Instead consider Finesse.
  Parley and Consort
  Parley applies when you offer promises, seduction, or
  threats to get what you want from another person. It’s
  used to be convincing. It does not used to find someone
  and it is not used when nothing is being offered. If you’re
  trying to find someone, consider Consort. If you’re not
  offering promises, seduction, or threats in exchange for
  something, keep roleplaying or make that offer.
  Consort is used when you’re trying to find someone within
  your network. It is used when you ping your web to see
  who might have what you need. It is not used when are
  meeting with someone and offering them something.
  When you are with someone and offering them something
  for what you want, consider Parley.
  Forge and Resolve
  Forge is a special skill. It is used when you advance your
  tie. Forge is not typically rolled otherwise, but it may be
  forked in if you’re specifically trying to forge a bond with
  someone or someones.
  Resolve is used when you use the accomplish something
  using your inner resolve. It applies when you want to stand
  strong facing otherworldly horrors, or when you are being
  impacted by the magical bonds of a spell and wish to break
  free.
  
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  Exhausted
  Some abilities may ask you to mark Exhausted. Once
  Exhausted, you cannot use the same or another ability
  which requires you to mark Exhausted.
  You clear your Exhausted status at the end of each
  session.
  Armor
  Some abilities may ask you to mark Armor. Once marked,
  you cannot use the same or another ability which
  requires you to mark Armor.
  You clear your Armor at the end of each session.
  Heart, Breaking, and Ruin
  As your character pushes themselves and faces challenges,
  they will begin to wear down and break.
  When you face certain consequences and push yourself,
  your breaking track will advance until you are broken.
  When you mark broken, mark one harm “broken.” After
  you are broken, you will advance ruin.
  If you mark a ⦿ ruin space, you immediately choose a
  ruin advance.
  At the end of the session, you recover your breaking
  track, but only to the amount of harm you have left. For
  example, if you have 2 harm, you will start the next session
  with 2 breaking marked.
  Ruin does not clear. It will continue to advance where you
  left off if you become broken again.
  If you have heart, you clear heart before marking
  breaking.
  
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  Harm
  Harm is descriptive ways in which your character has been
  hurt. They will build up as a result of consequences for
  risky and desperate misses or risky partial successes.
  If you have no room for additional harm, but take harm,
  you instead mark breaking. You may rewrite one of your
  previous harms to reflect the new harm, though (still
  marking breaking).
  If harm is resolved in the fiction, remove the harm. For
  example, if your character marked “scared,” but time has
  passed and they’re no longer scared, then remove the
  harm.
  You may also clear harm when you Forge or at the end of
  session. See the rules on forging or the end of session
  move for more details.
  
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  Forged Ties
  Forge is a special skill. It’s your ability to forge ties. It’s
  rolled when you complete requirements in your tie.
  When you roll Forge, fork in a die based off of your
  Forge track. Your Forge track progresses via the end of
  session move and your XP condition.
  Advancing Ties
  To advance your tie, you must mark the requirements
  listed at your current level by accomplishing what it is
  listed. You cannot mark requirements ahead of the level
  you’re on. When you mark a requirement, roll Forge,
  If someone helped you meet the requirement, they mark
  their Bond with you.
  ●
  On a miss, despite what came before, the tie will be
  tested. Mark breaking & answer ‘what new
  difficulties await me as I forge on?’
  ●
  On a partial success, the tie ebbs and flows. You
  may mark breaking and remove harm, then
  answer ‘what new opportunity is at stake and how
  is it in danger?’
  ●
  On a success, the tie will strengthen. You may
  mark heart or remove harm, then answer ‘what
  new opportunity awaits me and how is it accessible
  to me?’
  When you complete all requirements for a level, advance
  the tie. To advance a tie, choose a number of traits from
  the tie based off of the level completed.
  ●
  When you enter the tie, choose all traits.
  ●
  After the first level, choose 5 traits.
  ●
  After the second level, choose 4 traits.
  ●
  After the third level, choose 3 traits.
  ●
  After the fourth level, choose 2 traits.
  ●
  After the final level, choose 1 trait.
  Breaking Ties
  We have to break ties to forge new ones. At the end of a
  session, you may choose to break your tie (even if it’s not
  advanced to completion). Remove the tie and write it into
  your legacy.
  ●
  If you completed the tie, choose one advance to
  add to your character sheet.
  ●
  If you completed your Forge track, choose one
  advance to add to your character sheet.
  The advances you add to your character sheet are now
  available to be taken when you complete your advances
  track.
  Next session, choose a new tie. Add the tie to your
  character sheet, including the XP trigger, & answer the
  opening questions. You may instead choose to answer the
  opening questions after you have completed the entry
  level.
  Forge Track
  The Forge track represents your momentum towards your
  goals. You can choose to advance it at the end of a session
  based off of how much your XP condition came up. See the
  end of session rules.
  Your Forge track determines the size of the die you add to
  your Forge rolls when you roll Forge.
  
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  Bonds
  Bonds are the ways in which we learn from each other and
  deepen our connection to the other player characters in
  the game. They are complement to the forged ties which
  give our characters connection to the greater world.
  When another player marks a requirement you helped
  them complete, mark your Bond with them. Your Bonds
  are specific to the character you marked it with and cannot
  mark it with them again until you resolve the Bond.
  When you share a moment of intimacy or reflection with
  another character, you may choose to resolve your Bond
  with that character. If you do, clear the Bond, answer the
  question ‘how have I grown from my bond?’, mark your
  advances track, and choose a stat track to mark based off
  of how you have grown.
  If you have filled your stat track, clear it and advance one
  skill related to that stat. If you have filled your advances
  track, clear it and mark one advance.
  Intimacy and reflection can come in many forms. You may
  share physical intimacy, emotional intimacy, or another
  kind of intimacy that you and the other players have
  consented to the characters engaging in.
  End of Session
  At the end of the session, mark any requirements you
  completed during the session, rolling Forge for each one.
  If another player character helped you to complete it,
  they mark their Bond with you.
  Then, consider your XP condition. If it happened once,
  choose one. If it happened multiple times, choose two:
  ●
  Clear 1 harm
  ●
  Advance your Forge track
  ●
  Mark 2 heart
  Lastly, clear your breaking track to the number of harm
  you have and clear Exhausted. For example, if you finish
  the session with 1 harm, clear your breaking track except
  for one space.
  
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  Game Runner’s Guide
  Hacked Ties
  Ties are built with hacking in mind. You can write ties to
  fit the game you want. Below are guidelines for writing
  your own ties.
  Requirements
  Requirements can come in any form, they’re just what
  needs to be done before a tie can be taken.
  ●
  Story requirements - something you’ve done in the
  narrative
  ●
  Mechanical requirements - a certain skill, or tie,
  related to the module
  ○
  Require a core skill to be a certain level
  ○
  Require a non-core skill
  ○
  Require to have completed a previous tie
  When writing requirements, it can help to answer ‘what
  does this character’s story look like?’ and then fill in each
  level, one after the other, based off of those answers,
  starting with the entry level.
  Traits
  The set of traits in a tie follow a guide:
  ●
  Two traits advance your core skills
  ●
  Two traits advance major skills based off of the
  module
  ●
  One trait advances lore skills based off of the
  module
  ●
  One trait advances minor skills based off of the
  module
  Major skills can be categorized as skills that will be
  applicable across the whole adventure. If you’re in a
  seafaring
  adventure,
  that
  might
  include
  sailing,
  or
  swashbuckling. These will come up often and others
  might have them, as well. They are more applicable than
  minor skills.
  Minor skills can be categorized as skills that will add
  flavour or potentially influence behaviour. They add tone
  to the tie. It’s unlikely any of the others will have these
  skills, as they can be very specific to the tie. In a seafaring
  module, the might include skills like digging, or drinking.
  The player will be able to use them in a niche.
  Lore skills are a special type of skill. You might recognize
  these as wises if you’re familiar with Burning Wheel! Lore
  skills come in the format Name Lore. For example, Great
  Beast Lore, Ancient Ruins Lore, Spiced Rum Lore, or Rat
  Lore. They are information your character contains on
  specific knowledge and their ability to establish facts
  about them. They’re rolled when a player wants to
  establish canon about their lore. They’re forked in when
  they do something involving that lore.
  Changing Traits
  While a typical tie has traits which offer you a set of skills,
  there’s a variety of variations. These traits replace the ones
  which offer you major skills.
  ●
  Allows you to spend a new kind of resource
  ●
  Allows you to choose from multiple skills to
  advance
  ●
  Provides you with armor against a certain effect
  ●
  Allows you to move harm to breaking under certain
  circumstances
  Hindrances
  A hindrance might be offered by a tie because that tie
  offers a trait that is exceptional. A hindrance is a trait
  which reduces one or two skills.
  
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  Advances
  Advances
  are
  capstone
  abilities
  that
  change
  your
  character or offer them some kind of new power which
  they can evoke. Examples listed below.
  ●
  Allows you to do something out of the ordinary
  ●
  Add an extra die or increase effect in a specific
  circumstance
  ●
  Push
  yourself
  to
  a
  supernatural
  talent
  for
  exhaustion
  ●
  Mark breaking to use a supernatural talent
  Advancement Requirements
  Each tie comes with a set of advancement requirements.
  These requirements set out the path one will complete to
  advance. They can be broken into major and minor
  requirements. Some ties will tend to have more soft
  requirements and some will tend to have more hard
  requirements. Each tie should come with approximately
  15-20 requirements, a mix of soft and hard requirements,
  and assuming you complete a few requirements each
  session, those ties will last roughly 6-12 sessions.
  Major Requirements
  Major requirements are hard narrative requirements.
  They prescribe a task or accomplishment to achieve. They
  take the spotlight and require your character to actively
  pursue a goal.
  Minor Requirements
  Minor requirements are softer narrative requirements.
  They might prescribe a way to behave or way to address a
  problem, but not what the problem is. They can be done
  during other parts of the narrative.
  
  Forged Ties is tabletop roleplaying system for
  action-adventure
  games
  powered
  by
  the
  bonds our characters forge with the world
  and those within it.
  Play with a game runner and a handful of
  players in whichever module you choose, or
  create your own. Play for a couple sessions or
  play an extended game.
  
SOURCE: textdata/thevault/Forged Ties/Forged Ties 1.1.pdf