Showing posts with label Shit I Need To Get Done. Show all posts
Showing posts with label Shit I Need To Get Done. Show all posts

Monday, 15 October 2018

War Cults of the Southron Reaches Preview - The Bloodied Brotherhood

Another preview of War Cults, this time a full Cult! Ares is a fairly typical God of War, but the real fun comes from dealing with the fallout from having his Cult in your town...

Ares is the God of War, Bloodshed and Violence. A Chaotic being of great mirth and deep, sullen depressions, He represents the chaos of the battlefield and the subjugation of enemies. His worship is somewhat limited – his Chaotic aspects don’t tend to attract much respect outside of wartime.

His followers are a violent lot – more interested in strength of arms and the rush of battle than anything else, even their own safety. The rites and rituals of the cult are often linked with bacchanalian drinking sprees, bloodsports and animal baiting. Those cities which host full-time Ares Cultists accept their presence with a grimace – while they are known for their excesses and property damage, they are also fantastic when the city requires defence, or to create a sense of security during times of unrest.

The warriors recruited by Ares’ Cult are normally at peak physical strength – able to use weapons as tall as they are with ease, and take blows that would outright kill lesser men. In some of the City-States of the Southron Reaches, children as young as three are chosen from suitable parents and inducted into the Cult to be trained as warriors. They undergo intense physical training and religious indoctrination to make them the perfect servants of the Bloodied God.

Many warlike humanoids (mainly orcs and hobgoblins) will create altars to Ares after encountering his Cultists, and humanoid priests of the Bloodied God are not uncommon. And indeed, any blood shed in his name grants some measure of power – while rare, there are a few full-blown Clerics of Ares amongst the Orcish tribes of the Firgian Wastes.

Rites
Ares calls for his followers to be ready for battle at all times, and his Rites reflect that. He has no set days of worship, nor times dedicated to him – the chaos of battle can strike at any moment.

Bloodsports – the Bloodied Brotherhood takes part in ritualised fights to first blood between members. These fights can have a number of stipulations, ranging from specialised weapons (cestuses, short swords and clubs are popular options), styles (pankration, blind-fighting and with certain limbs bound) and specific win conditions (first to hit the floor, first to make a sound, last man standing), between anywhere from two to a dozen combatants. Casualties and deaths are frequent, but healing magic goes a long way to making sure they are able to continue to serve the Cult. These bloodsports are also used as a form of trial and execution for crimes against the Cult – fighting to the death. If the accused survives, they are allowed back into the fold, their crimes forgiven – Ares clearly holds them in high regard.

Bloodletting – for those members of the Cult who are considered extreme even by the low standards of the Bloodied Brotherhood, the Cult allows them to release some of their rage via controlled bloodletting. While in mad, drug-induced frenzies, the Cultist is tied to a sacrificial altar, made of dark polished stone with channels designed to collect any spilled blood. Symbols of Ares, conquered foes and other esoteric symbols are carved into the flesh of the Cultist, letting out their hot rage and excess blood. This blood is collected, to be painted onto the faces, bodies and weapons of other Cultists before battle to grant them the rage of their fellows.

Baiting – while the Cult used to perform animal sacrifices to Ares, they noticed He seemed more likely to grant them his favour when the animals were given a chance to fight back. Much like the bloodsports, these battles are either between a Cultist and a beast, or between beasts themselves. While some of these beasts are locally sourced (wolves bears, owlbears and giant vermin being favourites), the High Priests will occasionally pay for some more exotic fare for the Beast Pits.

Dramatis Personae

Xephos, Head Priest of Ares
Xephos is a giant of a man, standing seven feet tall, broad as a bear and muscled like a bull. Dark black ringlets run down to his shoulders, framing a face that looks like it might have been chisled from granite. Like many Southrons, he is frequently found nude – however, he is known for wearing the pelts of beasts he has slaughtered in the arena as headdresses and cloaks. He also maintains his nudeness even when socially unacceptable, such as during official events or political meetings. Of course, no-one calls him out on this, as his station means he could get away with slaying just about anyone with no repercussions.

Despite the scarred nature of his fellows, Xephos does not bear a single scar on his body. While some claim he uses magical healing to maintain this appearance, most assume it is from his prowess in battle.

Much like his God, he is a man of titanic mood swings – one moment in a deep melancholy for having no equal to battle, the next a crimson rage so deep as to terrify even his closest clergy, to being the happiest man in the room. He is truly unpredictable, and a truly terrifying enemy.

Deathdealer Mercenaries
The Bloodied Brotherhood are also famous for selling their services as mercenaries, to raise funds for the Cult and find new and creative ways to murder people for their God. Mostly, they are hired by the Southron City-States during skirmishes or as a defending force from external invasions, but some will sell their services to other kingdoms, even travelling far across the world to spread the word of Ares and earn both money and renown for themselves and their God. While these travelling mercenaries will wear leather armour to keep with local traditions, they will revel in any opportunity to remain nude as they would back home. Of course, this can make them somewhat notorious in some areas.

Plot Hooks
The weekly Beast Fights have gotten out of hand, and a creature has escaped to wreak havoc within the city!

The Pitmaster is looking for a new beast for the Beast Pits, and is offering top dollar for something interesting. While out drinking, you hear tales of a particularly mean old Owlbear nesting somewhere nearby…

Two recently-joined Acolytes of the Bloodied God have been causing trouble, throwing their weight around. A few concerned citizens have asked you to deal with them quietly and respectfully (no-one wants retribution from the Bloodied Brotherhood).

Recent attacks by humanoid tribes are being led by Orcish Clerics of Ares. Might the Cult be able to use their standing to begin parlay with the invaders, or even bring them on side?

Tuesday, 9 October 2018

War as Religion

So, during my hiatus from the blog, I have collected together a few ideas for future publishing projects. One is going by the working title "War Cults", and will detail a few sample religions based around conflict and war, as well as a micro-setting based on Ancient Greece by way of D&D. Here's a quick sample...

It’s a historical truism that religion reflects what a culture maintains as important, and vice-versa. Cultures which respect academia tend to have mystery cults, those who live closer to nature worship entities with intimate ties to the elements and the land, and those with expansionist tendencies tend to worship Gods who will help them conquer and expand. A common theme amongst such cultures were “Hero Gods” – regular men who, through their skill at arms or achievements in battle, became god-like figures in their own right, or mortals granted abilities through divine heritage. This brings human motivations, including nationalism, into the realm of Godly pursuits, further driving the idea of conquest into their culture.

Many polytheistic cultures held Gods and Goddesses of Strength, War and Battle in high esteem – soldiers directly worshiped them, while those who never saw battle still sent prayers during both times of war and during peacetime. They held many different domains – from those specific to Bloodshed and Battle, to Tactics, to defending the homestead. However, the sheer act of deifying these aspects shows the ways they can be used in a day-to-day context – asking for strength, quick-wittedness or bravery in many contexts.

But, during times of war, these Gods take the centre stage. One can even see these wars as the worldly representation of battles in Heaven – God versus God, pushing to weaken the other through defilement of places of worship and subjugation of worshipers. Many of these cultures would outlaw the religions of conquered cultures, solidifying the idea that “their Gods won”, while others incorporate them into the conqueror’s mythos, creating a larger pantheon from which to draw upon.
Even in monotheistic faiths, there are often aspects of the main deity which impart similar strengths – from patron saints of soldiers, to direct divine intervention during times of war. Religion becomes not only a support for war, but quite often a catalyst.

In fantasy, this tendency becomes even more pronounced – rather than true polytheism, servants of Gods choose one to worship above all, and those who choose Gods of War tend towards a more militant stance, making them excellent characters with strong motivations.

Of course, one might also note that in many fantasy settings, gods with warfare-based domains also double as the gods of non-human races (Orc Gods are often saddled with this dual nature). This tends to push them towards expansionist tendencies, violent actions, and generally puts them straight into the antagonist camp.


(The morality of human expansionism being something to strive for, and non-human expansionism being outright Evil, is best left as an exercise for the reader).


Wednesday, 17 August 2016

Big Update!

So, regular followers will know that I've done a lot of Microlite20 content - it's my preferred no-prep system, and I use it with any new group to gauge what kind of game they might be interested in.

Well apparently, that work didn't go unnoticed - Seth Drebitko decided to take me on as a partner, so now I'll be sharing my time between here and working on the next generation of M20 content!

We have a few really cool things in the pipeline, so keep your eyes peeled for new content coming from us!

Thursday, 14 April 2016

Thoughts on a 5e Sandbox

So, over the past few months, I've been running 5e. And, much to my surprise, I've come to really enjoy the system.

When I first tried the playtest packet (way back when it was D&D Next) I wasn't a massive fan. Some of the mechanics were a little too clunky, and WotC couldn't seem to agree on which bits to keep at each change of the playtest rules, jumping from one good idea to a bunch of really terrible ones.

During development, they constantly claimed they were building a "modular" game, sort of like GURPS, which would please everyone - you could use the basic rules for a simple dungeon crawl game, then add the precise rules expansions you wanted to make the game exactly to your liking.

While that never panned out exactly, they did manage to make a system that seems to act as a nice common ground for many people - 3rd Edition fans like the simplified character building minigame, as well as the tactical opportunities presented by the game, while old-school fans like the reduced power level and simplified mechanics. Combined with the few "optional rules" in the DMG, and one gets the sense that this is an edition designed not so much as "modular", but simply very robust when it comes to house rules - one could easily use the bits and bobs they enjoyed from previous editions, combined with parts from others, without the whole thing toppling down in a horrific Franken-Heap.

And to me, that's pretty cool. Is it a perfect system? No, of course not. There's no such thing. But it's a good baseline to start on.

So, the game I've been running has been pretty awesome - most of the playtime has come from the consequences of running a 5e-ified (i.e. less randomly deadly and more tied-together) Death Frost Doom, along with hints of Vornheim and a few other sources.

However, the group is currently struggling to get together as regularly as they once managed, meaning most weeks anywhere between one and three players can't make it. This makes it pretty hard to keep any sort of long-term plot running smoothly.

So, once the last of the DFD game is done (a few more sessions should do it), I need a new plan.

Enter The West Marches.

For those of you who don't know, the West Marches game was set up in such a way as to be easy for players to drop in and out - every session was a self-contained adventure, with the group/groups varying in number, composition, even level depending on who can attend that day. Each game was arranged beforehand, with the players in attendance deciding beforehand where they will go, what their objective was for that session, etc. An entirely player-driven experience, with the DM acting solely as a neutral referee for the setting - the "plot" derives solely from the player's actions and decisions.

This means that the fact that some players are only able to make a handful of sessions isn't a huge deal - everyone who can make a session plans it out beforehand, and the players decide exactly what they are going to do, instead of having to catch up and figure out exactly where in the story they are.

As a DM, that means I will be preparing a whole bunch of dungeons, hexes with interesting contents, and fun things to do. I'll be posting things up as I go, looking at how 5e handles a player-driven hexcrawl, and the various synergies and pitfalls that come along with it.

Should be fun.

Wednesday, 24 September 2014

Pathfinder E6 - Fitting The World To The System

So, I've mentioned the E6 idea before.

For those of you not in the know, E6 is "the game inside 3.5". Players can advance to levels 6, and after that, gain feats instead of further levels.

It keeps casters toned down, lets martial characters shine, and generally keeps the game at a sweet spot where everyone can contribute without the need for ridiculous amounts of magic gear and optimisation.

It removes some of the "zero to hero" charm of D&D, but it also brings forth the gritty nature of the lower levels. There's little in the way of resurrection, or city-levelling spells, or even planar travel. Things are just... Lower scale.

And as such, you can't just throw an E6 game into any old setting. Many have high-level NPCs running around, well-developed cosmologies that you can visit, and scads of ridiculously overpowered villains hovering around. Eberron is probably the closest match for E6, although Ravenloft would work really well too. Planescape... Maybe. It would take a lot of weird jumps and fits to manage it, but hey - that's Planescape in a nutshell, really.

The Forgotten Realms is right out.

So, in my mind, the best setting is one which takes the lowered level cap and grittiness of the rules and makes them integral to itself - a land based not on the assumption of super-powered murderhobos, but where even the greatest warriors can be knifed to death in an alleyway, where wizards can murder a village but are next to useless against an army, where dragons are A Big Fucking Deal.

I plan on making a setting on the blog, talking about various techniques you can use to tailor settings to mechanics and how I plan on doing low-fantasy Pathfinder.

Stay tuned for more this week!

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...)

Saturday, 2 March 2013

Generic Fantasy Skirmish: Adventurers - Giant-Kin Warrior

"Even if we are told to pick a manly name for the game, Genocidicles is a bit much."
     -No. 1336, Things Mr Welch Is No Longer Allowed To Do In RPGs

For those warbands who want to pack a little extra punch, the Giant-Kin Warrior is a great addition. As well as high FV and Grit values, he has a few special rules up his sleeve that make him a formidable opponent. Of course, he's expensive, and his gear won't come cheap either - but he'll more than make up for it with the number of skulls he'll crack.

Heroism FVSVSpeedSpecial AbilitiesBase Cost
2+ +4+2+1Leader, Hard to Kill, Combat Master, Terrifying, Stalwart48

Armour None (5+ To-Hit)
Heavy Plate (8+ To-Hit)
Shield (+1 to Armour)
Weapons Zweihander Sword (+3, -1 Heroism Penalty)
Warhammer (+3, -1 Heroism Penalty)
Greatclub (+2, -1 Heroism Penalty)

Suggested Minis

The D&D Minis line has a few Goliath/Half Ogre minis, but you'll probably want to touch up the paintjobs a bit... the sculpts are fairly decent though, so they're a good option if you want to field this guy with little cost.
For those with a bit of a tight budget, the GW Lord of the Rings Half-Troll would make a great Giant-Kin, if perhaps a little too monstrous for some Warbands, and you get two for £8! It's somewhat weird that GW's flavour text suggests that the trollish blood of these guys is only "a rumour"...


As always, Reaper Miniatures can provide a few cool minis, but this one has a nice, dynamic pose - something to consider when dealing with smaller groups of troops.


This guy from Hasslefree Miniatures has a wonderful old-school charm to him that's just crying out to be lovingly painted...

And this guy is one of my favourite sculpts from Heresy Miniatures. He deserves a good home.

Friday, 1 March 2013

Generic Fantasy Skirmish: I Need A New Name

So yeah - Generic Fantasy Skirmish isn't going to cut it. The system need a new name, and I'm stumped.

It's based on In The Emperor's Name, so I had thought about a play on that - but In The King's Name sounds a bit... meh.

In The Name of The King is the subtitle to that odious Uwe Boll Dungeon Siege movie.

For King and Country sounds a bit too regal and wargame-y.

Maybe something like Mordheim - a place, or object. But I wanted this to be pretty explicitly generic - to allow it to stand in for any setting you might wish to use.

Any suggestions? Should I use your suggestion, you will have the chance to win a prize, to be disclosed at a later date (when I think of one).

Generic Fantasy Skirmish: Nature Spell List

Credit: Azurenex
So, the last of the first batch of spell lists for my fantasy conversion of In The Emperor's Name - the Nature Spell List. There's a strong focus on battlefield control spells here, allowing the Caster to create cover, terrain, and to affect enemy movement. I have also included a little attack/utility spell in there, to allow for some degree of flexibility (something I aimed for in all the spell lists). I also picture the Wood Elves will find that extra "oomph" of use in close combat - I see them as having bonuses to Speed and SV, rather than FV.

Something I have been considering is allowing Warbands who take a particular Spell List to gain access to unusual units - so, the Arcane list grants Golems or Elementals, the Necromancy list allows one to take Skeletons and Zombies outside an Undead Warband, the Divine list minor angelic servants, and the Nature list certain types of animal. The idea of a lone Wood Elf Druid and her menagerie of wolves, bears, ravens and big cats is pretty cool to me... but we'll see. I might just be overcomplicating things for the sake of it.


SpellRangeDurationEffectHeroism To Save?
Swarm6" Radius1 TurnInsects swirl in a 6” radius of the Caster, granting them and anyone else in the radius soft cover.No
Entangle12"1 TurnAll enemies in a 6" radius of the designated target point move a if in heavy cover (-3")Yes
Aspect of  The BeastSelf2 TurnsThe Caster gains one of +1 FV, +1 Speed, or Flight for the duration of the spell.No
Hedgewall12"3 TurnsThe Caster creates a dense wall of vegetation 1" thick, 2" high, and 8" long. This wall blocks Line of Sight, and can be attacked (Armour 10) to create a hole large enough for one creature to look through (and make ranged attacks).No
Windcall12" RadiusInstantThe Caster creates sudden gusts of wind, which force enemies in range to make a Heroism roll or be pushed back by D6" in a random direction. Those who match their Heroism total are still Knocked Down.Yes

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

Monday, 25 February 2013

Generic Fantasy Skirmish: Adventurers Preview: The Thief

So, to add some more fun to my conversion of In The Emperor's Name into the Generic Fantasy Skirmish Game, I wanted to add a classic element - Adventurers.

Aside from the usual scattered armies of Men and other races, there are those who follow a more "freelance" approach to warfare - those who don't fight for their countries and history, but for their own legends, and the riches of long-forgotten kings. These mercenaries and brigands, euphemistically titled "Adventurers", will work for any cause, so long as the pay is right. They could also be those amongst their races who have worked long and hard to acquire skills and training that sets them aside from the rank-and-file.

These guys are similar to Necromunda's Hired Guns - free-floating characters who can be recruited by many different Warbands to bolster their numbers, or shore up their weaknesses. As I am also planning a Space Hulk-style Dungeon Crawl variant for these rules, these guys will also be included as a Warband for that game. Each one is purchased via the Strange Ally rule (costing an extra 5 or 10 points, depending on their Grit/Heroism score).

A feature that I might add is that each Adventurer may work with certain Warbands without paying that Strange Ally rule - it would be weird for the Elven Ranger to have trouble working for a Wood Elf Warband, for example.

Our first preview is The Thief - your classic Rogue, capable of great feats of dexterity, hiding in shadows to leap out and plant a dagger in your kidneys, and possessing the type of street smarts that a General might not consider.

HeroismFVSVSpeedNotes and Special AbilitiesBase Cost
4++3+2+1Leader or Nose For Trouble, Infiltrate, Inhuman Climber, Defensive Master25 (30 with Nose For Trouble)

Armour Light Armour (6+ To Hit)
Amulet of Protection (7+ To Hit)
WeaponsThrowing Dagger (+1)
Short Sword (+2)
Shortbow (+1, 18")
Hand Crossbow (+1, 12")
Flintlock Pistol (+1, Heroism Penalty -1, 18", Backfire)

New Weapon Special Qualities
Backfire - black powder weapons are not the most... reliable. On an Attack Roll, any natural 1 makes the weapon inoperable, and the wielder is required to make a Heroism roll or be Knocked Down. Once the weapon has been rendered inoperable, it can be used as an Improvised Weapon (for Flintlock Pistols) or a Club (for Rifles).

Cool Minis

Sunday, 24 February 2013

Generic Fantasy Skirmish: Kobolds

"Can't be that bad, can they? They're just Kobo-"
     -famous last words of Kellen The Overoptimistic

Yep, it's everyone's favourite trappy little dog-lizard sadists, now in skirmish form!

For those of you who don't know - I am converting In The Emperor's Name into a more generic fantasy skirmish game (imaginatively titled Generic Fantasy Skirmish for the moment).

I wanted these guys to be cheap - Kobolds normally operate in hordes, using numbers rather than skill. And, in skirmish games, it can really make a difference - drowning the more elite armies with the weight of your dead (after all, when it's a d6 you're rolling, failure is common enough)...

So, some of these guys have some of the new rules/abilities I've been working up. Some are taken straight from the Core Rules and other Retinue Lists (the Small ability is pretty much what Gretchin get, and the Infiltrate ability is just a more freely-available version of the Alpha Legion Special Ability), but some are completely new - they'll feature more in later posts.

TypeHeroismFVSVSpeedNotes
Sapper6++0+0+2Small
Sniper5++0+2+2Small
Sneak5++2+0+2Small, Infiltrate
Wyrmshaman4++1+1+2Leader, Small, can buy spells @ 10pts from the Arcane spell list
Wyrmguard4++2+1+2Leader, Small, Defensive Master

TypeNotesRestricted To
NoneClothing [5+ To Hit]
LightLeather Armour [6+ To Hit]
MediumHide, Chain,  [7+ To Hit]Wyrmguard

Amulet of Protection [7+]Wyrmshaman

TypeNotesCombat Bonus
ImprovisedTree Branch, Chair Leg-1
LightDagger, Club, Sling+0

Pick, Shortbow, Hand Crossbow, Throwing Dagger, +1
MediumShort Sword, Mace, Staff, Spear, Sword [Wyrmguard only]+1

Crossbow, Javelin [Wyrmguard only]+2

New Special Abilities [5pts Each]
Infiltrate - some characters are particularly good at hiding - these characters always deploy last (in case of multiple opposing models with this ability, use an Initiative roll - winner deploys last), and can deploy up to 12“ from the table edge, so long as they are not in Line of Sight with any enemy models.
Small - Small characters are unable to use Heavy Weapons or Armour, but can move through Difficult terrain without penalty. This ability costs no points, but the model representing the character must be small.

I'm still working on these, including rejigging costs and some abilities for weapons (like re-making the Ranged section so Melee can be a little more dominant), so these are a work in progress!

As a bonus note, miniatures!

This pair would make a perfect Wyrmshaman and Wyrmguard...

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

Monday, 21 January 2013

Dredd: How To Game It

Pictured: THE LAW
So, because I was ill as fuck over the weekend, the girlfriend's flatmate picked me up a copy of Dredd on DVD to cheer me up.

I loved the movie. It managed to perfectly recreate the look of the comics - I wasn't all that convinced by the choice of South Africa, at first, but it turns out that Cape Town pretty much looks exactly like Mega-City One. It mixes ultra-modern, sleek aesthetics with junker vans and slums, and even has those wonderful mixes (like the futuristic flyover built from concrete, cutting through a regular "Americanised" street, with shanty houses on one side). It's awesome!

The casting was good - Olivia Thirlby makes a slightly younger-than-usual Psi-Judge Anderson, but pulls off the "badass rookie" pretty well, and Urban nails it. Lena Heady was a little take-it-or-leave-it as Ma-Ma - I can think of a lot of female actresses out there who could have brought more to the role. But, she wasn't terrible. Plus, movie-geek rage happened when her scar make-up couldn't stay consistent between shots.

The SFX were well-realised - they added to the scenes, rather than dominating them (a common problem in bigger-budget movies). Practical effects are used for most of the movie, with the real exceptions being the scenes powered by the perception-altering drug Slo-Mo - thus adding to the feeling of unreality (and, in theatres, most of the 3D elements were Slo-Mo scenes as well!).

But, the thing that stuck in my head was how much fun it might be to run a game in the setting.

The first thought was a skirmish-style game, as I've been wanting to try a little bit more wargaming recently. Necromunda is pretty much already a hab-riot on the tabletop, but the rules for playing as a smaller, elite force (like the Arbites) as versus a larger gang are a bit wonky. Plus, the Arbites in a campaign game have a few issues (like the system of replacements and hiring).

Inquisitor28 could be a good fit, particularly inspired by this post. A small group of Judges/Arbites, controlled by one player, and the inhabitants by another player (or multiple players). You could have simple survival as the goal, but it's always more fun to have a clear objective in Inquisitor (perhaps, similar to the movie, the Arbites have to protect a witness/perp, and the other gangs need to make sure they don't get out alive/they're the ones who kill the witness/they steal the witness away for their own nefarious purposes). I'd maybe consider modifying the rules to reflect ammo (even just price up clips, etc), and track wounds a little more "realistically" for the Arbites. Building a multi-level environment might pose a problem, but it surely can be done!

There is also a new Judge Dredd miniatures line and Skirmish Game from Mongoose Publishing, which are both pretty top-notch. The rules are a free download, for one thing, and the miniatures are sculpted suspiciously similar to the Wargames Foundry 2000AD Miniatures, and their Street Violence Range as well - meaning that you have a lot of options for this one.

I'll pop up a quick review of the rules soon.

I also thought about full-on roleplay in the setting. While there is a Judge Dredd system out there, I was never a fan. So, searching about, I thought MiniSix could make a good starting point. But, then I thought - really, the Warhammer 40k setting has borrowed so much from the Dredd setting, that it's time to give something back...

I'll pop up some conversion ideas for running Dredd in the WH40kRPG system this week - stay tuned!

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.

    Friday, 4 January 2013

    New Years Resolution 1: Play 10 Games I've Never Played

    It seems pretty simple, at this juncture - expand my horizons by 10 games over the course of the year.

    Well, as the wonderful girlfriend has started running a Call of Cthulhu game, I can cross that one off my list. Technically, it's done with Risus though, so I'm not too sure.

    I've put together a quick list of games that I thought might suit this situation: any other suggestions, feel free to comment!
    • Shadowrun - yes, I still haven't got around to this one. That will change, though - I found an old sourcebook (Shadowbeat) which focuses on the media and entertainment aspects of The Sixth World - and I found it pretty interesting. I think I'll combine the ideas presented within with an older idea of mine - Roadies, a one-shot I concocted for Risus. The players take the role of the roadies for PowerBastard - an up-and-coming young band, full of spirit, angst, "meaningful creative output", hard liquor and mescaline. Can they save the band from crazy stalkers, rescue them from the cops, put their competitors out of business, and get them on stage on time?
    • Agon - I'll admit to having next to no information on this one, but my girlfriend has had the book for ages, and still hasn't had the chance to play. So I figured - why the hell not? Adds one to my list.
    • Advanced Dungeons and Dragons 2e - yeah, this one is kinda cheating, but I've heard a lot of people give a lot of love to this system, and I never got the chance to play it. Which is a real shame - after finding a bundle of .pdfs of the older books, there seems to be so much cool stuff in there - fair enough, the Complete books have a few borked moments (Hi, Bladesinger, I'm looking at you), fairly arbitrary elements (like demi-human level limits, class restrictions, and some of the stuff to do with stats), but the variety of kits, cool items, and awesome setting materials more than make up for it. It also seems to be the most house-ruled game in existence (barring the original AD&D), meaning I can pretty much do as I please with it. This might be the game I try and run via G+ Hangouts.
    • Savage Worlds - never did get to use the system. I'll maybe write up some stuff for a setting, or just use one of the many Savage X Hacks floating around on the net (I distinctly remember a pretty awesome Firefly/Serenity one from a while back...)
    • GURPS - Gods help me.