Showing posts with label Resources. Show all posts
Showing posts with label Resources. Show all posts

Thursday, 18 August 2016

Let's Read: The Book of Erotic Fantasy: Chapter 2: Rules, Skills and Feats Part 1

Welcome back, friends, for a further investigation into what a mathematician's sex life must look like.

Chapter 2 (this is really taking a while) focuses on the mechanical aspects of sex in D&D. As if reading my mind, the first header here is "Rules? For Sex?" - apparently, you should only roll dice for sex when it's important to find out how good it was. It doesn't say why the quality of the sex might be important to a game, but it at least tells us sometimes you can just fuck and not roll dice.

We're introduced to the Appearance stat - a seventh 4d6-drop-lowest roll that determines how attractive your character is. A few skills become partially Appearance-based - Bluff, Gather Information and Intimidate can be used with either Charisma or Appearance.

Do you have to flash your pecs and perfect treasure-trail to intimidate some Orcs with your App?

Are you willing to deal with the fan backlash from breaking this guy's nose?
Weirdly, Disguise is now exclusively an Appearance skill. Surely being more attractive would make disguising yourself more difficult? Looks bring scrutiny, after all, especially when you're an 18 App demigod and everyone else is either a Half-Orc Barbarian with yet another dump stat or a shit-covered peasant!

There's a table which tells us that the average dragon is more attractive than the average Dwarf, which seems weird. And that the Will-O-Wisp, a featureless ball of light, has an App score of 20.

It's literally more attractive than any normal human. A fucking ball of light.
Censored for the prudish.
It seems to be low-hanging fruit to mention that the table for aging penalties to Appearance includes Juveniles getting a +2 bonus for being "cute". With the content of this book, that seems more than a bit inappropriate.

And everyone gets a -2 penalty to Appearance checks outside of their species - except Elves, because Mary Sue.

Sidebar: Appearance and Sexual Organs isn't about having an ugly dick, but says that due to personal preferences, being well-endowed doesn't give you a bonus to Appearance checks, and doesn't assure any skill in bed. No, that comes down to Perform (Sexual Techniques), a skill we still haven't got to. 

Then we get another list of creature types and notes about their average Appearance. It has an interesting bit where Constructs require specific DCs to make them attractive (e.g. DC 30+ to give a score of 16-17), and that rotting Undead are App 1 or 2 ("Which of these corpses would you rather fuck?") and that Vampires are generally "sexy". There's a lot of vampire love going on here, and this was well before Twilight, so we can assume that Lestat had an influence here.

Then we get Size and Sex, which features some interesting quotes - "A Halfling can use fellatio to pleasure an Ogre (or vice versa)"...
Just gonna leave this here.
But if you're trying anything with something a size category away from you, that's a -4 penalty to your relevant checks - which implies there's more to fucking than just Perform (Sexual Technique) rolls. And that makes me sad.

Next time, it'll be the real meat and potatoes - How To Sustain Sex, bedroom uses for existing skills, and of course, the STD table.

Wednesday, 3 August 2016

Let's Read: The Book of Erotic Fantasy: Chapter 1, Part Three: Sex and Species

Our first chapter still has a lot of info to get through, so I'll get stuck straight into the next section – Sex and The Species, looking at (as one might guess) how the various species in a fantasy world might view sexuality.

It goes into detail regarding the “standard” sexuality for each of the Core races, with added details about pregnancy for these races. There’s nothing too exciting here, but there’s a lot to unpack. I’ll briefly summarise anything interesting:

Dwarves are so mired in tradition, there are “Dwarven Sex Manuals”, to show young (40 year old) Dwarves the accepted positions and techniques to use. (Now there's some good loot if ever I saw it...)

Elves are almost all bisexual.

Gnomes are apparently sex-toy maniacs, and see sex as way more fun than any other race.

Half-Elves are either too mature for Elves or slower to mature for humans, making puberty super awkward.

The half-orc entry makes some really unfortunate mentions of gay half-orcs sexually dominating their tribe-mates being the closest thing they get to acceptance.

And halflings are all polyamorous!

Humans are, as always, the most varied, blah blah blah.

This section also covers centaurs, doppelgangers (and their bizarre snake-like mating rituals), dryads (and their tragic single-target sexuality), giants, gnolls (with an amazing lack of mention of female pseudopenises), Goblinoids, Kobolds, Lizardfolk, merfolk, minotaurs, nymphs, orges, satyrs (total shaggers) and sprites.

Phew.

The book also makes mention of a few races (giantborn, felids, serpentines) who aren't common OGL creatures. I'd assumed these are races from other products by the same company (the way Green Ronin offers advice for adding their base classes into their other settings), but as it turns out this is Valar Project's only book.

Not that surprising.

It also gives a brief overview of the other creature types, like Aberrations, Elementals etc - which implies some things about druids (even though they said they wouldn't cover bestiality), introduces the idea of intellective necrophilia (i.e. banging a sentient undead like a Vampire), and gives a rather worrying foreshadowing in the Construct section:

"However, there is one type of construct, the pleasure golem, that is designed specifically for engaging in sex. See Chapter 6: Gods and Monsters for more information"

Well - I'm not sure if the idea of a Pleasure Golem or the fact there's a whole section dedicated to sex-monsters is worse. Let's cut our losses and say both. Both are worse.

Now I tend to avoid using the artwork from the book, but I couldn't resist sharing this piece of wonder:
1000 hours in MSPaint to keep things under control
Sidebars 
Intelligence & Sex – your min-maxed Half-Orc Barbarian with an Int less than 6? Not considered eligible in most societies for sex, apparently. It gives another tip to the idea that 10 times your intelligence score gives you a rough idea of IQ.

House of a Thousand Pleasures - describes a brothel with doppelganger prostitutes.

Next up, the section we can all use - Rules, Skills and Feats.

Joy.

Sunday, 31 July 2016

The Order of Nemesis

Image from Paizo
Paladins are holy warriors. The lead the charge against the enemies of their God, pushing back the grand forces of Chaos and Evil to the edges of civilisation, hoping one day to wipe it out entirely.

They are shining beacons of righteousness and hope to all.

Except the little people.

When the Paladins stroll through town, they ask about demonic invasions, Orc warband movements, or the doings of the Evil Overlord next door. While dealing with Capital Letter Chaos and Evil, they rarely have the time to ask about corrupt landlords, abusive spouses, or uncaring madams, and even if they do, they simply dont care about these minor doings in the grand scheme of Evil.

But The Order of Nemesis cares.

Dedicated to an ancient Goddess (Nemesis, Lady Vengeance, She), considered heretical by most of the faiths of the land, The Order is made up of those who will not stand by and watch the innocent suffer. Recruited from the lowest rungs of society to protect those who can't protect themselves, they are the Grey Guardians of many a city - even if their presence is passed off as simply superstition.

Recruits are taken from those who are wronged and wish for only one thing - revenge. Once She hears their prayers, they awaken one day with an oily, grey dagger under their pillow, and a message in their hearts.

Go seek your vengeance, my Child.

If they go through their retribution, they are inducted into The Order soon after, donning no uniform bar a grey cloak and their dagger.

The Order of Nemesis always has its ear to the ground - seeking out corruption and evil in the lowest parts of society, and providing revenge for those who cannot seek it themselves. They can make excellent allies, willing to share information to take down a high-priority target, or fierce enemies if you managed to wrong someone under their protection.

Order of Nemesis Code of Honour

  • Protect those who cannot protect themselves
  • The lowest of Men deserve the same as any other
  • Any crime against the weak must be avenged
  • No man is beyond Her reach - not even Her Children
  • Forgiveness is weakness
In game terms, the Order is made up of Assassins. In systems where Assassins gain spells, they may choose spells from either the Assassin or Paladin spell lists. While they have to be at least Lawful, most are Lawful Evil.

Wednesday, 27 July 2016

What's The Deal With The Guy In The Corner Of The Tavern?

So, like I said - it's been a while since I posted here on the regular, and I'm still finding my feet with what to write about. Maybe some random tables will help get me in the groove again...

What’s With That Guy in the Corner?

Every tavern has That One Guy who sits in a darkened corner, mysteriously brooding or brooding mysteriously. What the hell is his deal?


d12
He’s Actually…
1
Recruiting for a Chaotic cult. Might be a good way to gain access to some unusual abilities… or end up chained to a sacrificial altar.
2
A thickly-accented peddler from some unheard-of foreign land. His goods are of fine quality, but unusual – odd tinctures and alchemical mixes, drugs, black powder weapons – whatever just slightly breaks the feeling of your current location.
3
Offering quests, surprise surprise. There’s a 10% chance he’s working with local bandits, who will attempt to rob the players when they reach their destination.
4
Attempting to sell phony magical trinkets to drunken patrons, preying on local fears. 1% chance that it actually works!
5
A member of the Thieves Guild, watching out for thieves of particular talent for a job, or eyeing up drunken adventurers with gold burning a hole in their coin purse…
6
A sorcerer, offering money for willing participants in various experiments. He pays well, but there’s always the chance something might go wrong… (Roll 1d4: 1 – random stat reduced by 1d4 2 – random stat increased by 1d4 3 – Minor physical change 4 – Roll on mutation table!)
7
A randomly generated Hireling, who simply wants to try and con for better prices through being so mysterious.
8
An actor hired by the tavern owner to add atmosphere. He’ll angrily shoo people away who try to break his mystique.
9
A Murder-Brother of the Assassin’s Guild, looking out for a particular target – he’ll happily give gold for information… just pray he's not looking for you.
10
The Small God of Loose Lips – will ply patrons with drinks in the hope of them letting loose some valuable little tidbit as tribute… Save vs Magic at -4 to resist.
11
A Paladin of Nemesis, Goddess of Revenge. He's keeping an eye out for the wronged and helpless, to aid them in finding their retribution.
12
Awaiting the arrival of a band of Halfling adventurers. They owe him some money, and he’s looking for some leg-breakers to help deal with his little problem…

Friday, 23 August 2013

MiniSix Firefly: Relationships

So, I got to thinking about the upcoming Firefly RPG, which will be based on the Cortex Plus system, much like Smallville and the newer Marvel RPGs.

Part of these mechanics is the emphasising of Relationships – a very important aspect in the Firefly series and Serenity movie. After all, they’re what define each of the characters, drive many of the plots, and allow us to gain some insight into why these characters are the way they are – and that’s far more interesting than laser beams and exactly how much fuel the ship goes through in a day.

So, I wanted to add some mechanics for Relationships into the MiniSix framework. These are a first-draft, so expect changes and such as I improve them.

Relationships

Relationships are the defining building blocks of characters – dependents, people they trust, enemies, even their favourite gun. All these little things affect how a character views the world, and how they will react to various problems and threats. To provide a mechanical reward for bolstering these relationships, each one acts similarly to a Flaw – you gain one bonus CP per session when you either further your relationship, or it causes you problems. Some examples:

Dependant: a child, a non-combatant husband, or a sister who’s a little whimsical in the brainpan. Spend some time looking after them on a long journey, make sure you buy them something nice while out on leave, and you might earn yourself a CP.
Watch as they accidentally crawl into the middle of a firefight, have someone use them as leverage, or take out a bar full of people while the Alliance are already on your tail, you might get one too.

Partner: either your beau, or your (not-so) trusted partner-in-crime. Or both.
Remember an anniversary, chat to them about old times, spend some “quality time” with them (whether that’s romancin’ or goofing off), even have an argument about who does the dishes or how much you’re paying them, and the CP’s up for grabs.
Risk everything to save them, watch as they get themselves in big trouble, or help them deal with their demons, and you might get lucky too.

Equipment: the ship, she sings to you; or maybe it’s the gun you took off one of the five men sent to kill you. This little (or big) beaut is yours and yours alone.
Spend some time fixing her up, keeping her pretty, or expositing about your relationship, the CP’s in the bag.
Watch her get wrecked, spend way too much cash on upkeep, or have to go without, and see how you go.

The bonus CP is doled out by the GM – if two players take a Relationship with each other, and keep having the same arguments over and over (or try and swindle you with three anniversaries, 5 birthdays and a whole host of family bereavements), you are well within your rights to ask them to try something new, and withhold the CP until they can come up with something more entertaining. Similarly, if a Relationship and a Flaw (like Dependency, Greedy, or Skeletons in the Closet) would provide multiple CPs from the same event, it’s up to you whether or not to grant one, both, or neither, depending on how the players are playing it.

Characters can start play with as many relationships as the GM sees fit. I would recommend two – more than three can be complicated, difficult to manage, and can lead to some inflated CP gain.

Sunday, 5 May 2013

Welcome To The Wall - ASoIaF By Way of 2e AD&D...

So, the weather outside is frightful, and it recently snowed in Glasgow for about two weeks straight. Between that, and playing Skyrim and watching the new season of Game of Thrones, snow has been on my mind for a while, and I decided to follow through with one of my New Years Resolution to try a game I have never tried before.

Put all these together, and you get... The Wall.
HBO's A Game of Thrones
"Welcome to the Wall, boys. You are here not as a punishment, but to perform a great service to the Kingdom. The fact you are thieves, rustlers, liars, cheats, bastards and outcasts, who have been sent to the frozen arsehole of the Kingdom is coincidental, surely. This Wall marks the end of our hold on the land. Beyond it, there are savages, The Restless Dead, and creatures you thought only lived in your grandmother's scary tales. The Black Watch's job, our job, is to man this Wall, and keep those fuckers out."

The game borrows liberally from both A Song of Ice and Fire/Game of Thrones and Skyrim, to create something almost entirely unoriginal, but at the same time a lot of fun. Hopefully, at least.

Players have been inducted into the Black Watch - once seen as an honour, one of the highest accolades a warrior can receive, to protect the Kingdom from the weird horrors of the Frozen North. As these Horrors stayed quiet for a few generations, many believe them to be gone (or to have never existed in the first place), leaving many feeling the Black Watch is an artifact of an age of superstition and unenlightened men. Hence, instead of sending great sending of criminals (mainly traitors to the crown, the dishonoured, bastard children of nobles, and those who want to be shown as an example).

I am currently swithering over which races will be available - I am considering sticking to Humans only. I can maybe see Half-Orcs, Half-Elves, maybe even Mul (Half-Dwarves) and Half-Giants/Half Ogres (the Wildlings in ASoIaF did have Giants among their numbers,after all...).

Players can choose from the Fighter, Ranger, Thief, and Wizard classes. Fighters will be most common,with Thieves and Rangers not too far behind. In order to help differentiate these relatively limited roles, each class will have a list of Kits (and optional rules) available to them.
  • Fighters get the Tight Weapon Groups Proficiency, Style Specialisation/Fighting Style bonuses, and the following Kits:
    • Barbarian (Wildling only), Berserker, Myrmidon, Noble Warrior, Savage (Wildling only), Wilderness Warrior (Wildling only)
  • Rangers gain access to the following Kits:
    • Explorer, Falconer (redone as the Crow Keeper), Feralan (Wildling only), Justifier (Black Watch only), Pathfinder, Stalker
  • Thieves gain access to the following kits:
    • Acrobat, Assassin, Bandit, Scout, Thug

However, to emulate the low-magic feeling of the ASoIaF universe, and to make the game that little bit more challenging, I am thinking about proposing a few rules for the use of magic - though I am not sure what yet. Ability checks to cast spells, a strict enforcement of material components (though they might be changed from the originals), limited access to spells, maybe even limited advancement - any NPC spellcasters will be low-level, maybe even with limits on their Intelligence scores to help keep higher-level spells out of reach. This is a game where the day is won by grit, determination and steel - not with a flabby sorcerer throwing a few spells around.

I also imagine that there would only be one (or no) Magic-Users in a group-after all, they are a valuable resource that can't be wasted. After all, most mages who commit crimes are either press-ganged into more valuable military service, or else sentenced to death. You really need just the right combination of military uselessness, lack of honour, and circumstance to end up a Wizard in the Black Watch.

Those caught practising unlicensed necromancy (using a few of the rules from the Complete Book of Necromancers) are always a good option. Their abilities to control and affect Undead creatures are much-valued when facing the Restless Dead beyond The Wall.

More on this setting as I think about it...
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Saturday, 4 May 2013

Datafortress 2020: An Awesome Cyberpunk 2020 Resource

So, Datafortress 2020 has been floating around for years on the net, and I kept seeing the link in Wisdom000's signature on RPG.net for ages, but as I've been looking through the old Cyberpunk 2020  Chromebooks for inspiration for gaming and modelling, I thought I'd swing by and see if there were any new updates.

Luckily enough, Wisdom000 has just put up a massive update, collecting loads of older PDFs together, rearranging various items, and adding new stuff.

One thing I never realised - not only has Wisdom000 added new content, they've went back and totally rehauled the Interlock system to make it the universal system it was always touted as. One of the reasons I had been avoiding running Cyberpunk 2020 was that the system looked a little dense for my tastes - but the Interlock Unlimited update he's done is simply astonishing, rebalancing the rules, adding new ones, and stripping out the chaff the system has accumulated. He's even included tons of optional rules, new ideas, and all manner of cool stuff - but, in a flash of awesome, kept the all separated out. The basics are simple, then you pick and choose which extra books you use. It's like GURPS, only it doesn't make my head hurt (as much. It's still a pretty complicated system in parts, but I am getting it a lot easier that reading through the original books).

It also has one of the most comprehensive armouries I've ever seen. The volume of gun porn somehow manages to be even greater than usual in the Cyberpunk genre. I drool a the thought of unleashing a few of these beauties. Same with the cyberware - there's a ridiculous amount of cool toys for every occasion, from the cheapest, clunkiest Soviet Block roboarms, to the sleekest Raptor legs in town. It's all there, and it's all awesome.

It's actually leaving me itching to run the game. Rarely does a set of house rules do that for me, when I find the source material too much to swallow.

Touche, good sir.

Thursday, 18 April 2013

The Triumphant Return! With Artwork By Tony DiTerlizzi!

So, I've been a little waylaid with illness, work, and hospital trips, so I've fell behind on the blog.

This will not stand!

So, to start us off - some Tony DiTerlizzi artwork, and some art-critique from a man who couldn't get into art school, and so became a scientist.

"Yess, my good gentledwarf, finest Salarian Mind-Wyrms. I ssqueezzed them mysself jusst thiss afternoon. Ffive jink. Or perhhapss the Yithhian crystal is more to Ssirs liking, eh? Only 20 sstingers."
Did you ever need a truly pimpin' Mind Flayer for your Planescape game? Simply add fez. Seriously though, this Ulithard looks like the most perfect trader in the more unusual of magical artifacts in any Planescape/Spelljammer game. DiTerrlizi adds little touches and artifacts of a character who does stuff outside their image (the fez, the useful-looking pouches), that creates a real sense of character - not just some unrealistically-proportioned model in barely-there armour sneering menacingly and swinging the most impractical-looking sword you ever laid eyes on (Wayne Reynolds, I am looking at you so fucking hard right now)... I mean, compare the above with this:
I smoulder with generic rage.
I mean, just fucking look at it. It shares more than a few things with the DiTerlizzi piece, things I applauded not but a few lines ago. For example, those "little touches" that spruce up a piece of artwork, and add character - this guy here has a billion of them. The little rings on his clothes, the weird "many-belts" wrist guards, the dagger and potion on his belt, and the wands at his hip, and his little fire-bird-bat-thing, and his awesome, cool, impractical-looking sword, and...
There's just way too much stuff going on. It distracts from any one of thee elements, making a mish-mash of half-formed ideas about what this character does.

Also, his right hand. Look at it. Look real hard. Hands do not work that way. Like... is that a pinky or a thumb at the right-hand side there? The artist certainly doesn't know. And, for that matter, do pecs or chests ever look like that, barring shit like Marfan's Syndrome? Also, why does he have little clip-clop cloven feet? Dude's ostensibly human, but look how tiny his little feet are!

Now what would a Halfling want with a massive, hungry-looking cobra? I have no idea, but I can think of a ton of suggestions. Firstly, he's clearly in discourse with it - not the feared expression of someone trying to convince it not to eat him. He seems open, relaxed, even - like he's attempting to barter with it. What would a sentient cobra want to buy? Or what could it be selling?
The main reason that I like this is that I plan on introducing a Stygia-equivalent into the next old-school game I run, with full rules for snake-clerics and weird magics based off human sacrifice. Part of that would be the massive snakes rumoured to lurk in the depths of the land - ancient, intelligent creatures, favoured as pets to dark sorcerers. The idea of a race of intelligent snakes has always been pretty cool to me, especially filling the role of creepy conduits to the dark Gods of a forbidding continent. This pic just gives me ideas about how to make them more "humanised".

Apparently, this is a Tasked Genie from the Al-Quadim setting, but to me she looks far too human. Not a bad thing - she demonstrates DiTerlizzi's fantastic fashion sense. Each element of the outfit flows with the rest, and makes for a great Thief-type, "street smart" character. The style fits surprisingly well with the artwork DiTerlizzi would produce for Planescape, one of the most fantastically-illustrated fantasy settings of all time. The mix of neo-Victorian, Renaissance, and a more modern eye towards composition make the DiTerlizzi fashion choices a little dated, but in a charmingly retro way.
 When DiTerlizzi was pulled to illustrate the 2e Monster Manual, it was a breath of fresh air from the somewhat lacking quality of 1st Ed/AD&D's artwork. While they got across more character than later artists, the less than professional quality of the art made the whole game feel a little... gonzo
DiTerlizzi, however, brought both character and great technical talent together, to create an almost fairytale feeling to the game. Take, for example, this Helmed Horror - a classic D&D "trap" monster.

"The room is bare, aside from several suits of armour, all alike."
"I try and see if the suit of armour will fit me, or if I can scavenge some parts of it for myself."
"As you lay hands on it, it turns and takes a swing at you. Roll initiative!"

Now, modern artists will go down the root of an obviously evil suit of ridiculously spiky armour with evil fire pouring out the eyeholes and a gnarly-looking weapon. But DiTerlizzi's take on it has a whole lot of charm. It looks like a suit of armour you might find lying around - and that's the point of the monster. It's not something that looks obviously evil, because then it would be entirely pointless. It's designed to catch you out. A nicely understated piece. It does, however, highlight one of the issues I do have with DiTerlizzi's style - all his weapons are so thin. That sword looks like a rapier/foil, and not a particularly sturdy one at that. Go check more of his art, and count how many of the weapons look like they'll break at a strong breeze.

 This guy is a Sandman. He's a man, made of sand. Yeah. However, Al-Quadim being the weird, Arabian Nights-type place it is, he's also an evil slaver who puts people to sleep before kidnapping them. It saddens me to say that Ive seen weirder monsters, but there you go.
What I like about this guy is that he's pretty much a perfect fit for the Dust Genasi race - from the awkward angles of his head, down to his dour expression and slightly "gritty" texture (DiTerlizzi love him some good linework), he looks pretty awesome.

Now we get to one of my favourite pieces - a linnorm (a massive, dragon-like wyrm from Norse mythology). Where other artists have made them just look like big, ratty, extra-evil dragons, DiTerlizzi's linnorm looks positively ancient, a true ancestor to the great Dragons - something different, yet recognisable. The shaggy hair and almost root-like tail help to add to the sense of age, and the mottled skin looks really good in DiTerlizzi's ink-and-wash style.While they are not as intelligent as dragons, this specimen seems to at least hold a sense of cunning - the hint of a smile and the extended finger make it look like it's just caught some unwary adventurers in a lie, or perhaps is about to reveal some less-than-wanted news. All in, a pretty cool piece.

So yeah - I advise you go check out Tony DiTerlizzi's website, or, if you can get a hold of them, dig out some of his 2nd Ed work. It's awesome and you won't regret it!

Friday, 29 March 2013

Dear God, MORE DELAYS

Once again, family, illness and work have kept me away from my 4th most important thing - this blog!

Fingers crossed, I should be back up and running in the next few days, and I'll be working on an actual, honest to God buffer, so these delays are less frequent.

As with all my delay posts, here's the plans to garner some excitement:
  • Finishing my Let's Read of the Book of Erotic Fantasy
  • Getting up some playtest stuff for the Generic Fantasy Skirmish Game
  • A new setting I've been cooking up, along with some thoughts on what system to run it in (and resources for doing so)
  • A few new reviews (of old stuff I own)
  • Some new reports from the Glorious Lord Admiral Black, as she scours the 41st Millennium for MORE CASH MONEY
  • And some other stuff!

Sunday, 10 March 2013

Generic Fantasy Skirmish: More Planning and Playtesting

So, while I've been posting up some Warbands and such here, I really wanted to get a playtest on the go before I start getting it all out there.

I have plans to run a few playtest games with each Warband (first round - High Elves vs Kobolds, the two Warbands who stray furthest from the game's "norm", as a cannon-fodder heavy list, and an elite list with very easy access to magic), but I also have plans to release a playtest document on here and G+ soon.

The playtest should contain:
  • Human, Undead, Kobold, High Elf, and Orcs lists
  • Weapons and Armour Listings
  • Basic Rules (including any mentioned Special Abilities)
  • And a few "optional" rules, which I would like to test out before I go throwing them in.
More info next week (assuming my days off are as productive as possible...)

Monday, 4 March 2013

Let's Read: The Book of Erotic Fantasy

So, after the (a)rousing success of my post about the AD&D Book of Sex, I wanted to share more of the weird and wonderful world of Erotic D&D with you - this time another "classic", the Book of Erotic Fantasy for D&D 3.5.

A little history lesson first - when Wizards of the Coast began using the Open Game Licence for their D&D products, they had a plan - they write the books, other companies write the adventures. This would save them time and effort, which could go into writing more splatbooks, and maximise profit - because, after all, everyone wanted the PHB and their own choice of splatbooks, but only some DMs used pre-written adventure models, and with the cost of artwork, printing maps and other bits, they cost a decent chunk of change to make. Plus, if you update the rules, you'll need to buy the new ones (supposedly), but adventures are fairly simple to convert - thus meaning less cash overall.

What was realised, however, was that these companies could really write anything under the OGL, so long as they gave credit. This led to some really cool settings, some unusual new options for classes and races (like Mongoose's Quintessential series), and awesome variant games (like Iron Heroes and the Conan D20 game) but also more than a few books which pushed the envelope of what D&D was really about. One of these was the Book of Erotic Fantasy, all about sex, sexuality, and seduction in your games.

To give you an idea of the quality of this book, WotC no longer have an OGL for 4e. This book was indirectly stated as one of the reasons why.

... what the fuck am I letting myself in for here?

I'll tackle each chapter as a separate post, to avoid massive walls of text, and I might split some into multiple parts. As I have time off work, and I've been bitten by something of an inspiration bug, I should manage a post every day (maybe every other day).

Wish me luck, people - *snaps rubber glove* I'm going in. Dry.

Continue To Part 1

Sunday, 3 March 2013

Let's Read: The AD&D Book of Sex

Art by Psycho Tiyal via WTF, D&D!?
So, I've talked about sexuality in gaming a few times before, and while prepping for my AD&D game, I figured that I might have a laugh downloading the infamous "AD&D Book of Sex" - a netbook of rules and bits and boobs bobs to include sex in your games.

Well.

It's about as immature as I imagined, but there are a few stand-out pieces (both positive and negative)...

To start - the act itself. A character can last as many rounds as his Constitution score - after that, they need to start making Constitution checks (with a cumulative penalty) to keep going. Which, to me, seems... a little short. You really have to be some super-tough Adonis to last half an hour in bed? And then, there are the chances of orgasm (only 1 in 10 for women?) However, it does also list bonuses from Dexterity (representing flexibility and "knowing how to use it"), Strength and Charisma (less about looks, more about confidence), which means that even an average Joe has a decent chance to achieve a thoroughly decent innings, and even those with various stat handicaps can still do the Vertical Mambo with some aplomb.

Still - when has it been worth counting exactly how long your character managed to have sex? Most of the time, I handle sex with a "fade to black", and would find players who demanded more information in a friendly social setting to be a little disruptive, not to mention creepy. Then again, should the party Barbarian ever challenge the Bard to a wenching competition, I now know exactly how to adjudicate it. I kinda wish I didn't, but there you go.

The Bitch Rule stands out as a particularly egregious example of the immaturity in the document. Did you ever feel the need to roleplay a character with terrible PMS? Well, now can do so - and add some mechanical support, too! Surely, if you really feel the need to add such a dimension to your character (and, seriously, good luck doing so without hogging the spotlight and engaging in player-baiting behaviour), you could surely do so without having to roll to see just how bad your PMS is? Hell, I know plenty of people who suffer terribly around their time of the month, and I find this just a tad offensive.

There is also an example, from a player of the DM's who used these rules to engage in some rather disruptive bullshit behaviour. Way to prove how cool these rules are, guys.

There is also an extended section on the Seduction Roll - and, surprisingly, it's not bad! It adds various factors to the roll as modifiers and penalties, and gives a nice chance to seduce instead of simply rolling a flat Charisma check. I'd only really use it during a seduction-heavy game (like a high-political game, or maybe a Thieves Guild game, where such actions can affect the future layout of the campaign).

There's a table of sexually transmitted diseases you could catch, and the percentages of a population who are carriers for such diseases (PROTIP: NEVER go screwing in a small, lower-class village. About 40% of the people there have the clap), as well as the strange chance to develop a "sexual madness" - basically, hyper-niche fetishes. I'm... not really sure how one is more likely to catch a "mental" problem from unprotected sex, but there you go.

There's also the Magical STDs section - holy shit what.

"Acidic Secration (sic)- The sexual partner receives 2d8 points of damage on any round (DM's choice) during each sexual encounter."

Dude, a 1st level Commoner can die in like 2 rounds with a housecat. What the fuck is this shit?

"Orgasmatic Polymorph - Upon an orgasm, the inflicted polymorphs into another creature, save those that are noncoporeal, from as small as wren to as large as a hippopotamus. Furthermore the victim gains its physical mode of locomotion and breathing as well. No system shock is required. This affect does not give the new form's other abilities, nor does it run the risk of changing personality and mentality. The duration of the polymorph is 1 turn per constitution point."

...

"Kursk, we need to cross this chasm, but we have no way to fly across!"
"Don't worry, Dallara - I have visited the Brothel of Many Things, and left with a new gift..." *unzips*

...right.

And, for those times when a player really needs to know exactly what the hooker he picked up is like, the document includes a Random Prostitute Generator!

It's a bit more in depth than that - it includes stats, weight and height, available "services"...

The new spells are a mixed bag. Some might see some use, or make for particularly flavoursome choices (pardon the pun). But there's a few which are somewhat dubious...

Sex Change - "The DM must make sure the victim of the spell acts in the manner appropriate to the sex. If not, then the spell doesn't really seem powerful."

So, you have to make sure the player plays to the basest stereotypes of their new gender? The Barbarian now has to feel broody and worry about breaking her nails? The Wizard must lech on every female in sight, now that she's a he? Don't like.

Mordenkainen's Lubrication, Know Sexual Preference, and Sterility as Cantrips are all fine by me, and might just make it into my games.

Power Word: Castrate - what is this I don't even... why?

There are quite a few spells which are marked "Kiss of X", which are basically touch-range spells with a little more oomph than those of a similar level (balanced out by having to get really up close and personal with the target). These are fine, and could be a cool addition to a Bard's Spell List.

But the one which really, really freaks me out?


Summon Cissaldan (Conjuration/Summoning) 

(As in Harlan Ellison's short "How's the Night Life On Cissalda?")



Level: 9
Range: 30 yards
Components: V, S
Duration: Special
Casting Time: 9
Area of Effect: None
Saving Throw: None

The casting of this spell will cause an interdimensional connection between the world of the spell caster and the alternate world of the Cissaldans. The utterance of this spell attracts one Cissaldan which will come through the connection and attack whomever the spell caster directs the spell against. The recipient has an immediate desire to "do a disgusting thing with a disgusting thing" and will fall upon the Cissaldan with much vigor. The recipient will not be able to do or say anything else since his or her complete concentration is centered on the Cissaldan. The two will continue to copulate until the recipient dies of starvation. There is no known way of separating someone (or something since the Cissaldans do not discriminate in any way) from a Cissaldan until the recipient dies. After the death of the spell recipient, the Cissaldan will return to the world from which it came. Cissaldans are described as having two penises, two vaginas, and are physically "disgusting" to look at. They, however, love to make love so to speak, and can physically adapt to any sexual physiology.

EWWWWWW! Man, I knew that Ellison was a total pervert, but maaaaaaaaaaaan that's nasty... and what purpose would this spell serve that a little Finger of Death wouldn't, in a far less disgusting way? I mean, no save is pretty good, but... ew.

Now, onto "Magic Items Your Mom Wouldn't Approve Of", a list that varies between useful and offensive quicker than Bernard Manning with an engineering degree.

The Lipsticks of the Houri grant those Kiss of X spells, anywhere between 5 and 30 times (5 applications, 1d6 kisses per application). Pretty good, for between 1000-9000gp. I can see these showing up for that Bard I mentioned earlier... or being back-planted into 1E, where they had a Houri Class (which was also pretty cool).

The Ring of the Bulls gives you a massive knob.

    Die Roll   Ring Type           Effect
      1-5      Calf                Add 1/3 of the size
      6-9      Young               Add 1/2 of the size
     10-11     Bull                Double the size
      12       THE BEAST           Triple the size     <- dangerous
 
For some reason, the little arrow makes me think it's a hand-written note by some amateur mage who passed out from blood loss the first time he tried it...

The various items against pregnancy (including a Ring of Protection that... doesn't go on your finger) are decent - I would include them as flavour in most campaigns (like Pathfinder's Gentleman's Snuff).

Then there's the Sword of Castration, which is like a Voral Sword... only not. The Underwear of Chastity, bane of all Bards, is your standard magical chastity belt. Fairly sure I can find a use for that in any game.

After that, we get to the Houri Kit for Wizards - with another new special rule for seduction, and a few negatives. A nice little Kit, though I would see it as a better option for Bards than Wizards, but hey - horses for courses and all that.

Then, there's the full prostitute generator, and a list of ways to stat up a brothel (including a nice sample House of Ill Repute), a list of  "Sexy Monsters" for other sources, and a table to roll on to see what kind of porn you find raiding a humanoid's lodgings. None of which I would personally use, but there you go.

To finish off, there's a handful of weak adventure ideas, and a pair of  "happy" (in the sense of a Happy Ending) and "touching" (in the sense of BAD TOUCH) tales from sexy games the writer had run before.

All in - I've found a handful (if that) of redeemable features, most of which wouldn't require anywhere near as much detail as this guy seems to want to go into.

All in, the e-book is a 4 out of 10 - could try harder.

Wednesday, 27 February 2013

Generic Fantasy Skirmish: The Divine Spell List

"Yeah? Well, my God has a hammer!"
     -Nick Fury

So, where the Arcane Spell List had a bent towards damage, the Divine Spell List is more about support - the classic archetype of the Cleric who is more healer than warrior. In addition to that, they can buff their allies, and grant extra options in combat. Most Clerics will supplement these spells with the ability to wear heavy armour, as well as decent close combat ability.

SpellRangeDurationEffectHeroism To Resist?
BlessTouch3 TurnsEither add +1 to Armour or FV. This can be either the Caster, or one ally in base contact.No
HealTouchInstant The Caster may grant one out-of-action figure a free Heroism roll to come back into the game. They cannot take any actions until the following turn.No
Divine Guidance12“InstantThe Caster can shoot at an enemy figure, even if they are concealed by cover or if line of sight is blocked. Cover gives them no protection.No
Show The PathSelf1 TurnThe Caster creates a clear 6" path through an area of soft or hard cover directly adjacent to himself. He or others can move along the path in single file, until it fades.No
Touch of HeroismTouch3 TurnsThe figure touched gains a Grit attribute of 2+ for the duration of the power. Note this cannot be used to increase a Caster's spellcasting ability.No

Remember, these rules are as-yet unplaytested (though the core ItEN rules are pretty well balanced), so I am not 100% sure the effect some of these new spells and warbands will have on the game. Hopefully, I should get a few playtests up and running over the next few weeks - if anyone is interested, comment here or shoot me an e-mail!

Tuesday, 26 February 2013

Generic Fantasy Skirmish: The Arcane Spell List

"A Thaum is the basic unit of magical strength. It has been universally established as the amount of magic needed to create one small white pigeon or three normal sized billiard balls."
     -Terry Pratchett, The Light Fantastic

Magic is a big art of fantasy literature and gaming, so I wanted to expand its role in this conversion. The original list of Psyker Powers for In The Emperor's Name is pretty varied, and all Psykers and Sorcerers and such gain access to the same powers from that list. I wanted something a bit different - a few seperate lists, which help to provide flavour to a particular Warband, and offer some degree of tactical depth in choosing which Casters to field.

The Spell Lists I am planning at the moment are as follows;
  • Arcane - a list for Wizards, Sorcerers, and other more offencively-oriented Casters. Provides a good mix of offence, utility, and battlefield control. Available to most Warbands.
  • Divine - a list for Clerics, and maybe some Priests. Mainly buffing and defence, though there might be a few offencive options in there too.
  • Necromancy - debuffs, some offence, and a few "False Life"-type healing spells. Most associated with the Undead, Dark Warriors, and some Human Warbands.
  • Nature - all battlefield control, with a few good defensive options too. Most associated with the Wood Elf Warbands.
So without further ado, the first draft of the Arcane Spell List:

SpellRangeDurationEffectHeroism To Resist?
InvisibilitySelf2 TurnsThe Caster can become invisible, granting him the Infiltration rule if used at the start of the game, and rendering it impossible to draw Line of Sight to them until the effect ends. This effect is ended prematurely when the target attacks, is hit, or otherwise interacts with an object (opening doors, carrying loot, etc).No
LevitateSelf


InstantThe Caster can rise up to 12" up any structure/object in the Movement Phase in addition to their normal movement.No
Lightning Bolt20“InstantThe Caster may fire a bolt which becomes a 20“ line - all enemies in that line take a hit, and the bolt is treated as a +1 ranged weapon, with Cover applying as normal.No
Magic MissileLoSInstantCounts as a ranged weapon shot at +2.No
Wall of Flame24“


3 TurnsThe Caster can produce a 12“ wall of flames, anywhere within 24“ of the Caster. This acts as Soft Cover, and can be crossed by making a Heroism Roll (failure means taking a hit as per the Flamethrower rules).No

Saturday, 16 February 2013

The "Mellified Men" - an OSR Monster!

 So, a little last minute, but here's my entry for The Grand Original Map Contest!

These guys will be statted out for OSRIC/Generic OSR D&D.

Centuries ago, there was a race of men, their name lost to the ravages of time, who worshipped nature in all its myriad forms. However, every so often a cult would arise to venerate one particular aspect of nature above all others - the deeps of the sea, fire, or in one case, the humble bee.

Well, the not so humble bee - this particular cult had found a species of bee whose honey held strange properties. It seemed to both radiate and absorb magic, and could "store" spells cast into it. Whether this was a natural mutation, the design of some curious wizard or divine intervention, the cult latched onto this new-found source of power, and began breeding and keeping the bees, collecting their honey, and worshipping them as divine agents.

As their belief swelled, and their breeding became more complex and refined, they finally birthed a Queen of such great size that, even as a larva, it dwarfed all but the biggest men. This Queen was seen as an Aspect of The Great Queen - the Mother-God of all bees, if you will. Around her, men and bees constructed a great hive, a labyrinth of honeycomb that stretched for miles underground.

As part of their strange rituals, this cult would add their lesser dead (slaves, drudge workers) to the Great Hive, allowing them to nourish their charges even after they had passed on.

Their more respected members were submerged in the honey vats after death - the honey acting as a preservative, mummifying the corpse with little other work needed.

Their greatest members, their Mages and Priests, were allowed to choose the date of their death. When this date had passed, they began eating nothing but honey - slowly, they would waste away, but their bodies would radiate strongly with magic, as it suffused every fibre of their being. When the finally passed, they were sealed into their own honey-filled casket, and the surviving members of the clergy would perform arcane rites and blasphemous rituals on them to ensure that they would be spared the worst of the ravages of death, to join the Great Queen and become one with the Hive.

However, for some reason (recent surges of magic, disturbance of their resting place, specific alignment of the stars), a few of these Bee-Priests have risen, and have began production once again - and they'll do anything to keep their practices secret.

In terms of appearance, these "Mellified Men" resemble other preserved corpses - their skin is leathery, with a yellow-brown colouring, and surprisingly little obvious decomposition (barring the wasting of muscles, and some of the thinner sections of skin having bones showing through). Some wear jewellery and ornamentation, clearly as part of their burial attire.

The Hive

Even the walls of this place are laced with the corpses of the cultists. Some sections have retained an odd semblance of life, powered and maintained by the power of the honey even after centuries. 
Sticky, brittle bones reach out at you as you pass, hoping to serve their Queen from beyond the grave.

No. Encountered: 2d8 metres
Armour Class: 5

Hit Dice: 10HP/5ft
Attacks: Special

Damage: 1d6
Special attacks: See above
Special Defences: Spell immunities

Magic Resistance: Standard
Intelligence: Non-


The Hive Wall does not act as a creature as such, more like a trap - anyone passing within 5 feet must make a Saving Throw vs Breath Weapon or be grappled, and take 1d6 damage per round they are grappled. Once grappled, the character may make a Strength check/Bend Bars roll once per round to escape The Wall's foul clutches, and may take no other action until free. 

Drone Zombies

These shambling creatures, taught skin a yellowish-brown hue, seem to be the workers and grunts of the operation. They don't seem too bright.

Use the standard OSRIC Zombie stats, with the following changes:

Special Abilities: Hivemind
Int: Non - Special
Hivemind: In groups of at least 20 other Drone Zombies, each Drone Zombie's Intelligence rises to Low, making them capable of using weapons (change damage as appropriate) and basic ambush tactics. They will still fight to the death.

Hive Guardians

These creatures seem to be infused with a strange intelligence and vitality - they seem less decomposed than their fellows, and are capable of some very complex strategies. These zombies can be seen taking charge of Drone Zombies in non-controlled situations, and when controlled may act as "generals".

Use the standard OSRIC JuJu Zombie stats, with the following changes:

Special Abilities: Hivemind Synapse
Hivemind Synapse: Hive Guardians may grant the effects of Hivemind to groups of Drone zombies numbering less than 20,  so long as they remain within 50 feet of the Hive Guardian (line of sight does not affect this ability).

Bee-Priests

These Undead wear fine robes spun from silk, decorated with complex geometric patterns (mostly hexagons), and are decked out in fine jewels. These spellcasting Undead are frequently found leading large groups of other Mellified Zombies from the back, providing support and heavy firepower.

(Turned as type 10)
No. Encountered: 1d4
Size: Man-sized
Move: 120 ft
AC: 1
Hit Dice: 8+3
Attacks: 2
Damage: by weapon or spell
Special Attacks: See below
Special Defences: See below
Magic Resistance: See below
Lair Probability: 25%
Intelligence: Exceptional
Chaotic evil
Level/xp: 8/3,810 + 12/hp

These creatures share other undead’s immunity to charm, hold, and sleep spells. Electricity and cold
does only half damage, and they are unaffected by normal weapons. They also the ability to cast spells either as a Cleric or Wizard of 10th-level. Most will use the Inflict Wounds spells to heal their troops, along with classic offensive spells.

Similar to the Hive Guardians, these creatures possess the Hivemind Synapse ability, except they can maintain it out to 200 feet.

Most of these creatures will travel with a guard of 8d10 Drone Zombies, and 1d10 Hive Guardians.

Monday, 11 February 2013

Generic Fantasy Skirmish: More Thoughts

So, I started back at converting In The Emperor's Name to represent a fantasy skirmish system. I mean, sure, there are dozens of skirmish systems floating about the net for free, there's Mordheim and such, but ItEN is just such a cool little game, and it's very easy to hack, change, add new Retinues and such, that I couldn't resist.

I had thought about making my own system (based off d10s, similar to the new Mongoose Judge Dredd game), but meh - too much work. Maybe some day...

So, the current work is to:
  • Convert and re-jigger the weapons list (many of the unpowered melee weapons in the list share the same stats, which would make a game like this kinda boring), rewrite the Ranged weapons options (as a fantasy game, hand-to-hand is more appropriate - so maybe shorten the ranges, cut out most of the "heavy" weapons but leave the option to buy greatbows/flintlocks/cannons for a slightly higher price).
  • Work out a rule to represent smaller combatants (ensuring they have a lower Grit score, etc), possibly with a special rule...
    • Small - characters with this ability can only use Light weapons and cannot wear Heavy armour, but can move through difficult terrain and full speed, and gain... some other bonus I haven't thought of yet.
  • Spell Lists - most Warbands will have access to a Caster unit (Wizard/Shaman/Cleric/whatever), who can buy spells, but each will only have access to a handful of possible Spell Lists - like, Wood Elves can buy spells from the Nature lists, Dwarves from the Rune-smith list, etc. Currently thinking of the following:
    • Death/Necromancy (debuffs, allows access to Undead in the Warband)
    • Life/Healing (all buffs)
    • War (all offense)
    • Shadow/Illusion (some debuffs, some offense, some defense)
    • Nature (battlefield control, healing, maybe some summon-type stuff)
  • Write out the Retinue/Warband lists. So far, my thoughts are:
    • Humans - the "baseline", stats-wise. Fairly balanced, with a variety of troop-types available.
    • Dwarves - have a higher Grit than others, mostly tough "tank" units, with a Rune-wizard available (using spells that buff others and themselves), as well as the option to buy things like Heavy Bolt Throwers and all that nonsense.
    • Elves - three separate lists so far...
      • High Elves - any High Elf model can buy Spells for 10 points, and their Mages can buy them for 5 points. A wide selection of spell-lists available.
      • Wood Elves - higher SV and Speed, access to Nature spells, maybe a Beast-tamer unit, mainly skirmisher/stealth-type units.
      • Dark Elves - higher FV and Speed, access to Illusion spells, maybe some rules for Poison weapons.
    • Kobolds - poor stats, but so cheap you can buy dozens of the little buggers. Comes with access to the Draconic Spell List.
    • The Green Tide - Orcs (tough but slow), Hobgoblins (nice and balanced), Goblins (small and sneaky), Ogres (big and tough) who might get a re-do of the rules for Stupidity, maybe allow another Beast-tamer unit, gain access to the War Spell List.
    • The Forces of Darkness - something like the classic Warriors of Chaos, big, tough, slow, access to some weird special units, and stuff like the War and Death Spell Lists.
    • Adventurers - more like "Hired Guns", to be purchased by any army (using the Strange Ally rule), but include an option to take them for no extra cost in certain warbands (like the Elven Ranger being free to work with the Elven Warbands, but costing extra points in the Human Warband).
    • And, of course, a few others as they come to me.
One thing that caught my eye in ItEN was the Appendix for using the game to play Space Hulk-style games - which really flipped a switch somewhere. Mainly because, it would be simple enough to use those rules as a framework to create a "dungeon crawl"-style scenario for the game - perfect! I might add rules for the Defending Warband to buy traps, turn it into a real Tucker's Kobolds deal...

Sunday, 3 February 2013

Have You Heard The Blessings Of The Plaguefather?

So, another bout of the Dread Lurgy as laid me low this weekend. But have no fear - I am currently working, in between illnesses and sleeping.

I'm preparing my entry for the Grand Original Map Contest over at Tenkar's Tavern. I don't want to give away too many details, but a conversation with my girlfriend about Mellified Man and insect worship will play a very strong part in the adventure...

Stay tuned for more details!Enhanced by Zemanta

Tuesday, 22 January 2013

SHOCK HORROR NEWS - WotC Re-Release ALL THE PDFs

Yep, they're re-released all the old D&D .pdfs, including a whole host of new ones, over at www.dndclassics.com.

At the start of the lifespan of 4e, WotC removed all the PDFs from their website, citing piracy and other issues as the reason they withdrew. 4e's sales suffered, especially as Paizo continued to release PDFs of all the new Pathfinder content.

I, for one, applaud this move - it's good to see that the OSR movement as picked up enough steam to be picked up by a company currently facing a lot of problems and sniping from all corners.

This should be interesting. I expect WotC's stock to rise in the next few months, just in time for the release of D&DNext...

EDIT: Apparently, there are some issues with PDFs people have purchased previously not being available, but WotC are stating that they intend to release the remaining PDFs "in waves"... time will tell if they hold to their promises!

Monday, 21 January 2013

AD&D2e - Making the Ruleset

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    So, this is not a complete set of house rules and optional systems, and let's face it, there's no such thing - especially where the OSR is concerned, there'll always be new, exciting and weird things to throw in.Instead, these posts will act as an accompaniment to my reading of the Massive PDF of ALL The 2nd Edition Books That Are Now Out Of Print, as well as peeks into a few other books not included or otherwise forgotten. When I finally accumulate all the rules I wish to keep/toss out/change, I'll post them up in one (really fucking long) post, or even in a .pdf for the players (and your lovely selves).


    So, without any further ado:

    • No Racial Minimums - maybe it's coming from the newer generation of gamers, but I like to think that I can pick a Race, and not have to roll to see if I qualify for it (I mean, you're trying to tell me there are no sickly dwarves?)
    • Stat Generation - I like players to have some control over their characters, so you have the choice - either 4d6, drop the lowest, and allocate as you wish, or the Class Stat Arrays from the various Complete books, which allow players to play a specific class easily (and come with a host of drawbacks, too).
    • Demihuman level limits are out. I don't know how long the game will run (most certainly not long enough for this to be an issue), so this shouldn't come up.
    • Sub-Races - the various Complete Race books ensured a proliferation of sub-races that almost matched 3.5's excesses. I'll skim them, and include maybe one or two extra subraces, but not much more than that.
    • Complete Book Of Humanoids deserves special mention here, as it's pretty swingy. A few of the races here (Half-Orc, Half-Ogre, maybe the Hobgoblin and Minotaur) are pretty standard and acceptable, but some are just too weird, and some are just plain broken (both over-and-underpowered). Again, I'll skim it and make a list.
    • Speciality Priest, and Preists of specific Mythoi, are in. They might be a touch more powerful, but they add some real flavour to the game. Gods and Pantheons are fairly up for grabs at the moment, so I'll take suggestions...
    • As for Kits, I'll most likely let the players pick ones they want, then give them a yay or nay. Some of the Kits are a lot more powerful than others, and some aren't that great, but have major repercussions on the game. I don't want Kits that tie a player too strictly to one place or organisation, so I'm currently combing through the Kits to see what ones fit... I'll make that my next post.