Sunday, February 4, 2018

Rogues Gallery

Swords of Strange Aeons Character Creation

Making a character in SOSA is a quick and simple affair. It may seem a bit challenging the first few time, as many free form style games can be.

Each player character has 4 traits that describe them and define their abilities. These traits are either broad in scope or narrow. A broad trait will give you a +1 to the die roll, a narrow will give +3.

Each character has a defining trait, this trait can be broad or narrow, but it sums up the essence of the character in the players eyes. All rolls using this trait and bonus may be re-rolled, but the second roll must be kept.

Skill use and task resolution is achieved by rolling two dice, one being the skill roll and the other setting the difficulty.  If the number on the skill die is equal to or higher than that on the difficulty die you have a success. Degrees of success or failure may also be important on how much under or over the die result is.

There actual rolling mechanics are more complex than this, but not a lot more mind you!, but I don't want to give the whole game away. Mystic Bread games has put blood, sweat, and tears into this system so if you like what you see consider purchasing a copy.

Swords of Strange Aeons is a remarkable, flexible system, perfect for Low fantasy type settings, im my opinion, and is available in either a free pdf [Version 2] of a more fully fleshed out [version 3] available for peanuts from Drive Through RPG.

Well worth adding to your collection.

Be warned though, combat in SOSA is fast and brutal, magic is powerful, unpredictable, and dangerous.

Now you have a basic idea of how the system works, here are the fully defined characters in this drama...


The Heroes

Hagendar Finehair
Warrior of renown Broad Trait [+1], Weilder of Brightshaft the magic spear Narrow Trait [+3], Inspiring leader Broad trait [+1], Monster bane Defining Trait/Narrow Trait [+3]


Olrun Shieldbearer
Shield Maiden Defining Trait/Broad Trait [+1], Nerves of iron Broad Trait [+1], Fleet footed Broad Trait [+1], Worthy Bard Narrow Trait [+3]


Blacktongue
Wise Broad Trait [+1], Shaman Broad Trait [+1], Healer Narrow Trait [+3], Touched by the Gods Defining Trait/Broad Trait [+1]


Lugh The Rogue
Sneaky Broad Trait [+1], Trickster Defining Trait/Broad Trait [+1], Sharp eyed Broad Trait [+1], Dirty Fighter Narrow Trait [+3]



NPC's

Laugarbrekkers

Thane Gudran
Cunning Broad Trait [+1], Rich Broad Trait [+1], Powerful Broad Trait [+1], Resourceful Broad Trait [+1]

Thane Gudran's Men
Loyal Warriors of the Thane Broad Trait [+1]

The Mercenaries

Thagard Greymantle
Grizzled Veteran Broad Trait [+1], Respected captain Broad Trait [+1], Hard to kill Defining Trait/Narrow Trait [+3]

Mercenaries
Battle hardened Scum Broad Trait [+1], Many Brothers Narrow Trait [+3]


The Beast

...you'll have to wait for this one :) Mwahahahahahahah!

Saturday, February 3, 2018

Hard words and sharp blades.



Hagendar and his companions arrive in Laugarbrek and are greeted with cheers and much commotion.

Thane Gudran is most pleased to see the Famous band of four and his prospects and mood improve greatly. He welcomes them with much flattery and shows of affection and demands to feast them with honour for their first night in Laugarbrek.

Watching from the edges of the crowd gathered are a small band of mercenaries lead by Thagard Greymantle, he and his men are know well locally for deeds both good and ill. The Laugarbrekers were happy to see them arrive, but this exuberant greeting for outlanders has them grumbling in their beards and casting hard looks at the Heroes and townspeople alike.

Later that evening Hagendar's company and the mercenaries sit in Gudran's hall eating and drinking to excess. Olrun is entreated by Thane Gudran to sing some sagas and warchants. Her skill as a bard is known in many kingdoms and the gathered crowd listen and watch in awe.

During Olrun's performance Lugh the rogue notes the angry jealous stares and snide remarks of the other company of warriors. He rises from his bench and trades cutting remarks of his own, tension grows to boiling point and finally two of the mercenaries rise from their seats and rush Lugh.

His wits addled by drink, Lugh is quickly cut down by them, blood spilling on the straw. Lugh's friends rise and rush to his aid, the other mercenaries and their captain rush towards them. Fighting in earnest between the two companies begins. Olrun and Blacktongue drop Lughs attackers, Greymantle and Hagendar storm towards each other, Hagendar cutting his way through two of the mercenaries to reach him.

The two great warriors battle fiercely, long years of violence leaving no room for mercy or quarter in their hearts. Olrun drops the two remaining mercenaries meanwhile and Blacktongue begins a chant in a voice too low for a normal man to speak. His hands moving over the still form of Lugh, dark energies mingle with golden flecks snaking out and wrapping Lugh's wounds and limbs.

Hagendar and Greymantle make a wreck of the hall. Hagendar is the victor, though Greymantle is a grizzled veteran he is no match for the hero and his magic spear.

All the while Gudran is yelling for the warriors to stop the carnage and calling for his reluctant Guards to intervene.

As the Grey haired mercenary captain falls the guards rush in and stay Hagendar's hand. A fearful quiet falls over the hall and only Blacktongues weird ululations can be heard. Blacktongue clutches his temples as Lugh spasms with a sudden deep intake of breath.

Lugh rises from near death with only a few scratches on him and Blacktongue begins to scream and rave, madness shining from his eyes. Having travelled to deaths door to rescue his friend has taken a heavy toll on his mind.

Gudran his face a deep smouldering red orders his men to bind Lugh's arms and take him to the stocks.

The still living mercenaries, including their captain are carried from the hall to the healers hut, the others are removed from sight.

Blacktongue continues to rave until both Hagendar and Olrun begin to talk to him and sooth his shattered wits.

For the rest of the night Olrun watches Blacktongue sit silently, and Hagendar exchange careful words with Gudran in a dark corner.

Thinking to herself on Lughs friendship, his expertise, and whether it is worth the price of his big mouth and mischievous nature.


Grow Old Gaming - Solo?

So like some decaying noxious thing that stalks you from afar in the darkness I have risen again.

This time I have fixed my ever shifting gaze upon Solo roleplaying, of the table top / mobile variety.

It's been a bit hard for me to make it to games lately, so I thought I would give solo role playing a go.

My weapon of choice The Mythic RPG System !

I have not decided yet whether I will go all the way with the Mythic system until I read more of it. I like what I have read thus far.

At first I considered using just the Mythic GM emulator and using the Swords of Strange Aeons V3. [SOSA] rules set. It's a very nice simple set of rules that in my opinion lend themselves to a low fantasy style of play.

For my first play through in a solo game I am leaning heavily towards this set up. As I read more of the actual Mythic RPG I may change my mind and play using only the Mythic rules.

I have made one change to the SOSA rules, for convenience. I am using d10 instead of d12, as the Mythic GM emulator uses d100, so I will only have to worry about one set of dice to roll. Lazy perhaps on my part but I think it will increase speed of play and immersion if I don't have to switch sets of dice every minute or so.

The setting is inspired by a good friend of mine who has been tempting me with talk of dark age warriors hunting monsters that lurk in dark forests and cold frozen bogs.

It will be Beowulf-esque, grim, dark, and very low magic.

Mortality will be high.

I will frankly be surprised if any of my characters make it all the way through the adventure alive.

I will try to play the adventure in multiple locations, across multiple platforms. I really want to push myself and the type of play as far as I can. Because I am really keen to play something, and if I succeed or fail at it I want to know why, and that I gave it a good try.

So I will employ, pen and paper, mobile phone apps, PC web based apps, and good old imagination. Which ever best suits myself and the venue at the time.

I suspect that a combination of Mobile app and good old fashioned note book [the pen and paper kind mind you!] will be the best way forward.

Taking all that in mind...



Gudran's Doom or The Thing In the Wood.

Something dark and terrible has been stalking the dwellers of Laugarbrek over the last few months. Livestock torn to bloody ribbons, the people mauled, murdered, and maimed.

Glimpses of a great hairy thing that could be a bear, or a wolf, or some type of giant cat. The shaken whispered words give the doom a shape to fit the tongue speaking them.

The wise old man who lives nearby swears that it comes for the Thane Gudran and the beast will tear its way through all of Laugarbrek to get to him.

Thane Gudran is an old man and clings to life jealously, he is vein and proud. Many agree with the wise old man, and say that he has brought this Doom on himself and all of Laugarbrek.

The Thane sends word out across his lands. It reaches far beyond his borders, "Heroes a worthy challenge awaits, come slay this doom that stalks my lands. Rich reward and glory wait for the brave and victorious."

Hagendar Finehair sits with his companions Olrun Shield-bearer,  Blacktongue, and Lugh the rogue, in a warm feasting hall in the south. They hear the message and the much garbled tale that
accompanies it.

Without speaking each look at the other and nod.

This will be the last evening for a while that they will spend together in comfort.

It is Hagendar's doom that he must seek all the great beasts of the world or they will in time seek those that he loves most.






Friday, June 17, 2016

Abracadabra babble




Say that five times as fast as you can.

As promised here are the magic guidelines I have been working on for my home brew of Risus. It has been a long road to get to this stage, and all the work below has been based on/inspired by, the hard work of many other tinkerers on many different systems. I have just arranged and nudged all that work in a way that works for me.

MAGIC

All spells have a base difficulty rating of 2. Each aspect you add to the spell increases its difficulty rating and raises the target number needed for success.

Spells have following aspects.

Range: Touch/Ranged/Area effect. +1 difficulty rating per

Time: Instant/delayed/short duration [1 scene]/long duration [1 day+]/permanent, until dispelled +1 difficulty rating per

Damage: harmful/maim/deadly +1 difficulty rating per level

Transformation: difficulty rating depends upon the amount of change required.

Detection: difficulty rating based on how hard a thing is to detect. Its strength or amount of obfuscation.

Protection:  increase difficulty rating on how much harm the spell negates or how long it stays in effect to negate it.

Summon/Dispel/Banish:  The strength of the spell/effect/supernatural being increases the difficulty rating.
Distraction: +1 difficulty rating for casting in combat or when other dangerous or intrusive environmental influences are in play.

Casting on the fly: +1 difficulty level if the magician decides to ‘wing it’ and make  up a spell on the spot. Magic may look spontaneous sometimes but it always works better if you are prepared. Magicians can still prepare the spell and include components [appropriate ones] to reduce the difficulty of casting on the fly.

Concentration: -1 difficulty rating if 1 action is spent preparing the spell.

Component: -1 difficulty rating, if the spell requires some kind of physical component to be consumed upon casting.


SPELL DIFFICULTY RATING

2       Cantrip
5       Minor magic
8       Spell
11     Ritual/Complex magic
14     Unstable/Powerful magic
17     Greater Sorcery/Dangerous magic
20     Miracle/Catastrophic magic

AFFRONT

Affront is the degree of diversion from the natural state of order caused by the magic unleashed by the character or NPC. The universe pushes back against the magicians efforts to make it conform to their will.

Affront works much in the same way as a wealth check. The GM determines the amount of affront caused by the casting of the spell and assigns 1 to 3 die strength. The Player then makes an opposed check with their main  magical cliche.

Success means there is no change to their magical cliche and the spell has its intended effect.

A tie manes the spell works and the magician loses 1 die of their main magical cliche due to tiring caused by resisting the backlash of universal affront.

Failure means the spell fails and no effect is achieved. Also the magician must roll on the spell failure table to see if there are any further ill effects. [The spell failure table will follow next post.]




RESISTING MAGIC

Some magics are able to be resisted. If the target is aware of the magical attack, or it goes against the targets fundamental nature or wishes Then a saving throw may be allowed.

Magical attacks that mimic non-magical cliches or attacks/effects generally may not be resisted.

In all cases it is up to the discretion of the GM to allow or deny a resistance check.

If a check is warranted then the character or NPC may make a resistance check with the most appropriate cliche for the type of spell, or their main cliche [usually highest, but it should be the cliche that defines the character or NPC].

The GM assigns a target number and a normal roll follows. Success means that the spell fails, with no other ill effect to the character or the caster. Failure means that the spell takes its intended effect.


EXAMPLE SPELLS

Light 20 [feet]
Time                     1 scene +1 DR
Transformation     light to dark +1 DR
Ranged                 20 foot radius +1 DR
Concentration        -1 DR

DR [5]
Affront [0]

Summon Familiar [Task]
Time                Complete 1 assigned task +2 DR [1 day]
Summon          Minor entity +2 DR
Concentration   -1 DR
Component       Blood and clay -1 DR

DR [8]
Affront [2D]

Next time I will post the spell failure table, some more example spells. 

I will also post the expanded cliche list I have cribbed together from all the hard working members of the Risus online community.

Again, thanks for reading,

Don




Thursday, April 14, 2016

HaVe FuN HoMe BrEw iT.



"Had I right, for my own benefit, to inflict this curse upon everlasting generations? I had before been moved by the sophisms of the being I had created; I had been struck senseless by his fiendish threats; but now, for the first time, the wickedness of my promise burst upon me; I shuddered to think that future ages might curse me as their pest, whose selfishness had not hesitated to buy its own peace at the price, perhaps, of the existence of the whole human race."  Mary Shelley Frankenstein Chap. 20.

Ok, maybe a little bit over dramatic, but it's what goes through my head every time I pick up the scalpel, the needle and twine, and electrodes to any gaming system.

In no way does it stop me though :P

In my latest effort I am attempting to bring more realism and grit to the Risus rules set. I also want some of the operatic feel that the great works of fantasy and Sci-Fi that I have really enjoyed reading and playing.

The original bare bones, the classic rules for Risus, can be found here, along with a heap of extra bits and pieces and cool downloads and links to community groups. All of the things that make Risus an amazing game.

If you find yourself interested in the game and want to look deeper you can join the International order of Risus. This will set you back $10.00 US and gives you access to the Risus Companion 
a 64 page explanation/expansion/oddity that will deepen any gaming experience. You also get a groovy membership card with a hand drawn L.C.B. [Little Cartoon Bastard] on the back by the Author himself.

After much reading of the game, the companion, and the many fan made mods and sites dedicated to Risus [esp. Risusverse] I have chucked what I thought might be useful into a cauldron and the result floated to the top and was skimmed off, and tweaked a bit by yours truly and slapped down on the pages below.

The rules below were for a gritty campaign where the player characters were a band of ambitious rouges making their way in a time of war in R.E.Howard's Conan universe. Conan himself was waging civil war for the Throne of Aquilonia at the time.

I give you...

Home Brew Realistic Fantasy Rusis

As promised here is some more material for you to digest. Mostly character creation stuff, cliche selection, race selection, and some equipment prices.

Characters are created from the usual 10 d6, with an extra dice for hook and tale to bring it to a 12 d6 total.

No side kicks or shield mates in this one, your on your own I am afraid.

I am using re-scaled Risus rules for targets so 1 dice is proficient, 2 skilled, 3 master, 4 legendary. 4 is the max for any character, you may encounter cliches higher in your adventures but they are reserved for magical and or superhuman creatures beings. Your everyday NPC will be limited to 3 dice.

To give you and idea of the target numbers you will be expected to meet;

Easy: 2
A Bit Hard: 5
Challenge: 8
Nail Biter: 11
Life or Death: 14
Saga Inspiring: 17
Miraculous: 20

And I have run out of adjectives or smart phrases.

Exploding Dice

We will also be using the Exploding Dice optional rule. Where each 6 rolled may be rolled again and added to the total. Subsequent 6's may also be added and rolled again., ad infinitum.


Starting Gear
 
You will start out with tools of the trade and any normal equipment that seems likely you would have in your day to day activities.

Character Background
A good background, does not have to be long, just kinda cool, and you might get a nice bonus for putting in the time to make one.

Without further ado...

Physical FIGHTER / ROGUE

Physically oriented Clichés choose active, projective force first; passive, resistive force second; and thoughtful interaction last, or not at all. They try to see every challenge in terms of how they can use their muscles and athletic prowess to prevail.

Cliché Suggestions: Acrobat, Adventurer, Assassin, Archer, Bandit, Barbarian, Berserker, Champion, Fighter, Gladiator, Guard, Hunter, Knight, Mariner, Nomad, Outlaw, Pirate, Ranger, Rogue, Soldier, Thief (see below for other suggestions)

Cliché Modifiers: Active, Ambitious, Animated, Brash, Brawny, Callous, Courageous, Fast, Graceful, Ignorant, Laconic, Mighty, Nimble, Rugged, Stealthy, Strong, Surly, Tactless, Tough, Vital

Tools of the Trade include a dangerous looking hand weapon, an equally dangerous ranged weapon, serviceable armour, and dusty boots.

You Are Known For... keeping watch, repairing arms and armour, giving and taking orders, getting help from old buddies, military protocol, intolerance for foolishness, picking pockets, failing to realize that everyday life isn't a life or death struggle, never playing it by ear, and inability to just relax.

Mental - WIZARD

Mentally oriented Clichés know that might equals right - they just don't like it. To them, every encounter is a chance to show that wits and words are superior to steel and sinew; that plans and preparation trump muscle and mayhem; and brains are superior to brawn - or at least not as sweaty.

Cliché Suggestions: Alchemist, Conjurer, Elementalist, Enchanter, Illusionist, Loremaster, Mage, Necromancer, Philosopher, Sage, Scholar, Sorcerer, Warlock, Wiseman, and Wizard

Cliché Modifiers: Airy, Attentive, Bespectacled, Cautious, Condescending, Creative, Feeble, Inattentive, Intense, Learned, Long winded, Oblivious, Observant, Patient, Productive, Shy, Sickly

Tools of the Trade include a big dusty book, wimpy looking weapon, a staff, writing implements.

You Are Known For... doing research, writing scholarly papers, identifying arcane things, losing lucidity while indulging in decadent vices, fear of carousing, athletic incompetence, and being inscrutable.

Spiritual - PRIEST


Spiritual Clichés believe that the cosmos is embodied in a wholeness and implicate order; a weave, warp, and weft; a Master Plan. Spiritual Clichés are committed to right action - they just can't agree on how right action should be defined.

Cliché Suggestions: Ascetic, Cleric, Druid, Elf, Healer, Monk, Mystic, Oracle, Paladin, Priest, Shaman, Witch

Cliché Modifiers: Centered, Dignified, Divine, Fertile, Focused, Innocent, Inspired, Loyal, Motivated, Naive, Patient, Pure, Righteous, Self-righteous, Serene, Twilight, Understanding, Unperturbed

Tools of the Trade include a holy symbol, modest garments, a hammer for smiting infidels.

You Are Known For... ministering to the needy, interpreting oracles, dealing with church bureaucracy, seeming holier than thou, never getting down and dirty, hatred for making exceptions, and having no sense of humour.

Emotional - DIPLOMAT / SPY / ENTERTAINER

Emotional Clichés see the world as a web of interaction between sentients. They analyse and work with relationships. They like to scratch backs and have theirs scratched in return - and not just backs, either. They are often slaves to passion.

Cliché Suggestions: Bard, Courtier, Dancer, Entertainer, Juggler, Minstrel, Noble, Courtesan, and Troubadour

Cliché Modifiers: Attractive, Charming, Clueless, Easy, Enthusiastic, Excited, Flaky, Foolish, Friendly, Generous, Loving, Lunar, Passionate, Perceptive, Persuasive, Sexy, Vivacious, Witty

Tools of the Trade include several changes of clothes, a musical instrument, jewellery, silver tongue, dog-eared copy of 'How To Win Friends and Influence NPCs'.

You Are Known For... lack of shame, love of crowds, anecdotes about indiscretions, never putting in an honest days' work, failing to pay the piper, falling into bed with the first charming local you see.

Alignment
Alignment represents your overall philosophy of life. Luckily, Alignment is just another Cliché! Just pick one from below, or make one up, and tack it onto one of your existing Clichés. If you put it on a Cliché with a lot of dice, then ethical concerns will wind up being important to the character. If you put it on a lesser Cliché then, for you at least, ignorance is bliss.

Angry
Brave
Cheerful
Cautious
Forgiving
Greedy
Helpful
Lazy
Prankish
Vengeful

Encumbrance
Keeping track of the weight of objects, from coins to cadavers, is tedious and frustrating. On the other hand, having to drop something valuable to make space for something potentially vital, only to have it turn out to be worthless is hilarious.
Therefore you can always carry ten things. Each thing you carry beyond ten is worth a die of encumbrance. Any time you need to do something requiring ease and grace (like avoid falling into a pit, or earn a few extra coins pole-dancing), you must defeat your encumbrance. Also, you must defeat the encumbrance in a CONFLICT THAT ISN'T COMBAT (Risus p.4) in order to add another item.
Some types of items collectively count as 1 item: coins, potions, ammunition, and Tools of the Trade (Risus p. 2) consume only 1 slot each.

Wealth

Like every thing else in Risus wealth, or lack there of, is a cliché. Your character starts with a wealth cliché of 2d6. When wishing to purchase items that are not part of you tools of the trade you must engage in CONFLICT THAT IS NOT COMBAT [1 roll test] (Risus p.4) with the target cliché of the item you wish to purchase. The more expensive, rare, fantastic the object the higher its value cliché is.

If you lose the combat then you still purchase the item but you lose 1d6 of your wealth cliché. You always have a minimum of 1d6.

You can gain a d6 to your wealth cliché buy discovering treasures, or perhaps as rewards from grateful nobles or clever rich farmers who know how to hide their wealth from the tax man. Treasures or rewards if they include any kind of monetary value will have it represented in a number of d6 Wealth cliché.

i.e. Fabulous glittering treasure of the Greedy Dragon 5d6 Wealth. The members of the group can then spilt up the treasure in whole d6's between each other. Each d6 of treasure wealth will in crease the characters wealth by a corresponding d6.

So there are the basics.

Next time I'll post the expanded cliche examples we used for inspiration with our characters. I will also show you the finer details of how magic is handled in this setting. A slight twisting of the Risus rules but one that is more intuitive, and less arbitrary for players and GM's alike. 

Thanks for reading,

Don

Wednesday, April 6, 2016

Once more unto the breach...

A friend of mine just published an inspirational post on his blog. 

Your adventure ends here. I can only hope he intends to journal his experiences playing through the Jackson Livingston Choose your own adventures.

I loved them as a young man, and love them still 30 years later.

I have been quiet for far too long here, and intend to strive again for part of my original goal for this blog.

I realise that I have neither the time nor the fortitude to regularly post on the creation of a gaming world. I was far too ambitious and need to trim my expectations of motivation and inspiration.

I will continue to post about my RPG experiences, game and adventure design, and any other wisp of fickle fancy I manage to trap on this page.

I have not however been idle in the physical realm. Scribbling down jots and jits, of this and that, in doctors and dentists waiting rooms, parked in the car, or watching TV or you tube on my PC. I am an eternal tinkerer, dabbler, a gaming dilettante.

I fall in love with every system I read, yet have to pull them this way and that. Never quite finding my one true rule set.

My latest efforts have me torturing the Risus RPG  one of the most beer and pretzels rules sets out there. But like the game GO  its upfront simplicity hides a depth that I have yet to fathom. For me it is the system I keep coming back to. In Risus you really do get back what you put in.

It has been my endeavor to find a variation on the basic Risus rules to support a gritty, more life and death, yet operatic style of play. Sort of Tolkien crossed with R.E. Howard.  The biggest problem I have had thus far is conveying to any prospective players that this is possible. As well as gently letting them down when they discover that the freedom that Cliches as class and skills are quite challenging to mash together into a good 3 dimensional character.



In following posts I will lay out the results of my vivisection of the Risus cannon and set it to shambling before you like a grotesque chimera of all my evil GMing desires.

I am happy you see. Happy that I have [in my own humble opinion], finally achieved my aim of a home brew version of Risus. A brew I can adapt to a wide range of settings with little effort, and a great deal of fun.

Stay tuned for Rules, concise setting, and one night adventures that span all times and spaces!

Don.

Thursday, October 30, 2014

Fourth Age Cartography

It has been a few weeks now and I apologise for not putting any new pieces up.

However, ready for an all hallows gift, I have for you, some maps! Only roughs for the time being, to further flesh out the world I am creating.

They follow the time line in the previous post and I have the relevant dates with some small amount of information for each at the top margin.

Without further adoo....

Fig 1.









Fig 2.






Fig 3.





Fig 4.





All maps are hand drawn by me, as if you couldn't tell :P, and are works in progress. At later dates I will refine them and add legends and some colour to make them more meaningful.

Glad I managed to squeeze in something before the end of October at least :)

Happy Halloween!

Thanks for reading,

Don.