Sunday, December 1, 2024

Weird House Rule Ideas, or I dont know what I'm doing

Every time a PC misses an attack roll, they get a cumulative +1 to hit for their next roll (i.e., miss four in a row and you have a +4 to hit on your fifth roll).

PCs have a new stat Stress that goes up while adventuring and fighting, at 10 Stress the character develops an affliction - ever play Darkest Dungeon? - maximum Stress is 20. At 20 Stress, the character immediatally loses 10% hit points and must save vs Death or have a heart attack and die. If Stress ever goes down to 0 all afflictions disappear.

no AC, only Dodge and Armor. Dodge lowers opponent's to hit roll, and Armor reduces damage to a minimum of 1 point.

Speed is when you act in a combat round. Lower scores go first. Weapon speed adds to Speed. Everyone starts at 10/20 and reduces Speed by their Agility/Quick

all Spells cost Constitution, 0 Constitution is out of action - fatigued and exhausted, laying on the ground, unconscious and/or helpless. Taking damage below 0 Constitution requires a Death save. spent Ability Scores require 1 day of rest per point lost 

 Simple illusions can be merely auditory or visual, but an advanced illusion is solid. It can crush, maim, or kill someone just as a real adversary might. Advanced illusions have 1 hit point + 1 hp for every Con spent to create the illusion. An illusionary dragon could breathe flame, burning a village down, and when the avenging villagers manage to finally stab their pitchforks into it's scaly hide the dragon's form merely hisses away into mist, the illusion dispelled. Those illusionary coins are heavy and shiny, and they'll sit in the merchant's coffers until the spell ends, or until someone senses the magic in them and dispels the illusion. 

 

ScoreModifier
3-3
4,5-2
6-8-1
9-120
13-15+1
16,17+2
18+3

There is nothing else.

Thursday, April 6, 2023

introducing the Red Shirt

This was my original post for the Red Shirt playbook. You can download it HERE, from my itch page.


CREATING A RED SHIRT
To create your Red Shirt, choose name, look, stats, moves, gear and Hx.

NAME
Branson, Carlisle, Chilton, Dern, Haskell, Hawk, Hendorff, Kaplan, Kenny, Leslie, Mallory, Marple, Monroe, Nell, Number Two, Number Nine, Rizzo, Tasha, Thompson

LOOK
Male, Female, Ambiguous, Hidden, or Transgressing
Display wear, scrounge biker wear, showy wear, casual wear, or vintage wear
Rugged face, sweet face, severe face, weathered face, or strong face
Dazed eyes, cold eyes, calm eyes, narrow eyes, or wide eyes
Compact body, wiry body, sturdy body, stout body, or fit body

STATS
Choose one set:
● 0=Cool, +1 Hard, +1 Hot, +1 Sharp, -1 Weird
● +1 Cool, +1 Hard, 0=Hot, +1 Sharp, -1 Weird
● 0=Cool, +1 Hard, 0=Hot, +1 Sharp, 0=Weird
● 0=Cool, +1 Hard, -1 Hot, +1 Sharp, +1 Weird

MOVES
You get all the basic moves. You get Follower and Respawn, then choose another Red Shirt move.

GEAR
You get:
• oddments worth 1-barter
• one firearm
• fashion suitable to your look, including at your option a piece worth 1-armor (you detail)

FIREARM
• 9mm (2-harm close loud)
• sawed-off (3-harm close reload messy)
• smg (2-harm close autofire loud)

HX
Everyone introduces their characters by name, look, and outlook. On your turn, describe yourself and your gang/crew. Choose another character as your leader. List the other character's names, except for your leader. You and your leader never share Hx with one another.
Go around again for Hx. On your turn, choose one or both:
• You've been trying to recruit one of them. Tell that player Hx+2.
• One of them betrayed your trust. Tell that player Hx-1.
Tell everybody else Hx+1, everybody knows who you work for.

On the other player's turns:
• Write whatever number they tell you next to their character’s name.

STARTING MOVES
Follower: you start as a follower of another player's character, you're either part of their gang or crew, subject to their approval, or you simply follow them. Your role within the gang or crew should be defined between you and the other player. Regardless they are your Leader. If you are in a position to help (or interfere) with your Leader, then you always help (or interfere) as if you rolled 10+. Your Leader can never highlight one of your stats at the start of a session.

Respawn: when you die, create a new recruit to join a gang/crew. This may or may not change your Leader. You may keep your moves and stats, but change your Name, Look, and Outlook as appropriate. Your Hx stays the same but everyone else's Hx with you resets to +0. You respawn with zero barter and a crowbar (2-harm hand messy) or a machete (3-harm hand messy), your choice. Lastly, hand your playbook to the MC and they can choose to erase then highlight new stats for you.

RED SHIRT MOVES choose 1
Nameless numberhead man: your presence alone can act as leverage for your Leader's manipulate rolls, and likewise your Leader's presence can act as leverage for your go aggro rolls.

Hold the fort: when you fight in your Leader's absence, you fight at +1harm or +1armor, your choice.

Miracle worker: you count as a crew all by yourself, for purposes of using a workspace or a garage. At the beginning of the session, roll+sharp. On a hit, you made +1barter from a recent job. On a 10+, the job benefits your Leader as well, the MC will describe how or give them +1barter too. On a miss, you're behind in your work and you owe somebody results, the MC will decide who.

I am the cavalry: when your leader marks 10 o'clock harm or higher you can arrive on the scene immediately, without any clear explanation why, by their side or in an advantageous position, your choice.

A friend in need: you get moonlighting with +1juggling. If your Leader has moonlighting, or picks it up later, then you can choose not to use it to give them +1juggling instead.

The burdens we carry: at the beginning of the session, you may ask the MC "Who is moving against my Leader and what will they do next?" and they will tell you, openly and honestly.

Death's head counsel: when you die you can prophecy the doom of the one who killed you at the hands of your Leader, roll+weird. On a hit, your Leader gets +1ongoing against your target. On a 10+, your Leader can choose to show up right now, with no clear explanation why, and you may choose to have your Respawn following them.

Dead drop: when you leave a coded message for your leader or their gang/crew, roll+sharp. On a hit, they will find it easily. On a 10+, they will understand it the moment they see it without the need to investigate further.


RED SHIRT SPECIAL
If you and another character have sex, mark 1xp. NPCs will begin following your Leader, just like you, and if they're a PC your Leader gets +1Hx with them.

NOTES
Harm clock only has 4 segments
Debilities are not available to Red Shirts

ADVANCEMENT
+1 cool
+1 hard
+1 hot
+1 sharp
+1 weird
get a Red Shirt move
get a Red Shirt move
get a Red Shirt move
get a move from another playbook
get a vehicle (detail) and no shit driver

Wednesday, February 23, 2022

deities as stories

The stories about gods are the stories of cultures. 

When ancient Romans prayed to the goddess of sewers, Cloacina, they might have been praying to a woman to unclog their toilet, but they were only praying because they had invented toilets to make their lives easier, and having the toilets meant that some higher power also needed to represent them. In the same way that modern people complain about, praise, or invoke the names of Apple, Tesla, Disney, China, or the Green Bay Packers. I think that we place a lot of stock into the relationships of corporations, without ever knowing the names of the people who make decisions or come to agreements that lead to corporations merging, cooperating, or becoming rivals. Huge faceless powers, governed in alien corners, whose methods and drives are seemingly inscrutable. In this way the modern companies are to us what the misunderstood motivations of the universe were to the ancients, deities.

Thus, I have taken a history of several companies and applied random themes to them, and over the course of their histories I make associations with their movements that could be considered narratives:

The Mountain god was uncle to the Snake god and father to the Forest god.
Both the Sky god and the Sea god were children of the Snake god.
The Mountain god raised the Sea god, the Forest god, and the Blind god as his own.
It appeared as if the Sea god had killed the Mountain god, but really the Sky god killed the Mountain god.
The Snake god kidnapped the Forest god.
The Blind god went to rescue the Forest god and both fought the Sea god in their escape.
The Sea god hunted the Blind god and they fought in a city where many people witnessed them fight to a draw.
The Blind god saved the Sea god from death, and the Sea god revealed the truth about the Sky god to the Blind god.
Both the Blind god and the Sea god adopted each other as brothers and ventured out to hunt after and kill the Sky god.

With this vague history, I have a litany of things to draw upon and create culturally for my fictional world. I can extrapolate modern motivations and transform them into a fantastical setting.

The Sky god is worshiped by the expansionist empire that subjugates all of its neighbors.
The Mountain god is dead, his worshipers have been fully assimilated by the imperial culture.
The Blind god is revered by desert-dwelling nomads.
The Sea god is revered by traders, merchants, and pirates who sail along the rivers and coasts, the primary link between the nomads and the empire.
The Forest god is revered by empire-subjugated hunters and farmers, the nomads and the merchants think of the farmers as a misguided people, much like their deity of choice.
The Snake god is worshiped in secret.

And with that I have a vague history of the world, places that have clung to holy names for their cultures draw upon these deities' representations, yet they are all connected because these people are all connected. It doesn't matter if I draw these deities up as beings in some version of D&D, or just let the idea of this culture fester in my mind as a world ready to explore. All it took was looking at my own current culture and it's history to create a wholly new one.

(special thanks to wikipedia for having really detailed histories of companies)

Saturday, February 19, 2022

pedantic shopping

purchasing from multiple stores online on a Friday evening! this is probably of no interest to anyone but myself, and I wanted to track this information for my own understanding, as I would sometimes order a book and forget about it before it arrived in the mail

here is how I rank them,

in terms of delivery time, from best to worst:
Spear Witch
Monkey's Paw Games
Exalted Funeral - Tuesday Knight Games
Indie Press Revolution

in terms of pdf delivery, from best to worst:
Indie Press Revolution - Exalted Funeral - Tuesday Knight Games
Monkey's Paw Games
Spear Witch

downloads are ready upon receipt of transaction from Exalted Funeral, Indie Press Revolution, and Tuesday Knight Games, obviously an automated process, only Exalted Funeral and Tuesday Knight Games offer access to your digital content from the order confirmation page

Spear Witch and Monkey's Paw have the same layout on their stores, which implies that these are truly independent sellers operating out of a storefront or home, the other stores all had unique layouts

Spear Witch gave me a tracking number within hours, but this was merely for a label that had been created. I don't know if this was done manually, but either way they are already one step ahead of everyone else.

The next day I get a message from Sean at Tuesday Knight Games thanking me for being a repeat customer. This appears automated since there is an unsubscribe button.

On Monday, TKG, EF, and IPR all sent me tracking numbers for my orders, but these are all for labels that were created. Monkey's Paw is shipping from Canada (I'm in the US), but also appears to be in the same situation.
Only the package from Spear Witch is listed as departed and on it's way.

Spear Witch arrived first, on Saturday exactly one week after ordering. On the same day I emailed both Spear Witch and Monkey's Paw to ask about getting digital copies. Spear Witch instructed me to contact the authors of the books, since they didn't provide digital copies to Spear Witch, and Monkey's Paw sent digital copies, further explaining that they should have a digital copy attached to invoices soon.

On the following Tuesday, the order from Monkey's Paw arrived.

On the next Thursday, both Tuesday Knight Games and Exalted Funeral arrived.

The absolute worst delivery time turnaround was Indie Press Revolution. Arriving more than three weeks after being ordered, 23 days total.

almost perfectly balanced on good and bad points, but I'm inclined to favor fast delivery over pdf availability as I'm purchasing from them for the physical books, my final rankings for each:

Spear Witch ⭐⭐⭐⭐
Exalted Funeral ⭐⭐⭐
Tuesday Night Games ⭐⭐⭐
Monkey's Paw Games ⭐⭐⭐
Indie Press Revolution ⭐⭐

Thursday, February 10, 2022

empathy!

During my last gaming session I was reminded of a mechanic in the Forbidden Lands RPG, players’ characters have an attribute called Empathy, and this measures a character’s personal charm and ability to manipulate others, the skills associated with Empathy are called Manipulation, Performance, Healing, and Animal Handling … sort of broad, but each is meant to reflect the ability to read others’ emotions and adapt behavior accordingly, hence: empathy! Combat in Forbidden Lands usually lasts until someone falls unconsciousness and death is almost never an immediate consequence of combat (there’s only a 2% chance), most commonly someone falls to the ground in a Broken state, or they are Exhausted from fighting, or in rare circumstances they become Paralyzed or Breakdown from fear or despair …. Death seems rare! The thing that I really like about Forbidden Lands, and about Empathy, is that when a player’s character wants to kill a defenseless foe, someone who is considered sentient or intelligent, then the character needs to fail an Empathy roll – and even if the roll fails the player must still have their character spend a point of Willpower and suffer a point of Empathy damage in order to kill the opponent. “Killing in cold blood is not as easy as you might think.” the rules say. This is somewhat incongruous with the type of game that Forbidden Lands is, but I feel like this could be built upon and expanded. Death takes a toll, even from those who deal it out.

Friday, December 3, 2021

I'm kinda done with blogger

It's official, google has killed yet another platform that I loved using.
I'm going to look around for a new place to blog on, but I'm not going to delete this blog. I still get lots of hits on the playbook page I set up for Apocalypse World, and I want this final entry here to be a reminder for myself that google fucking sucks and nobody should use a platform that google controls.

However, I would not be surprised if google kills blogspot in the future and forces anyone who used to be here to archive their writings elsewhere.

I'm looking for a new place to blog, but it's not a high priority for me right now.

Instead, follow me on twitter and itch.io

update: until I get my own website and redirect all traffic there, this blog will have to stay. I am incredibly picky and fussy in my old age and I don't like any of the other options I have tried.

Friday, October 15, 2021

Apocalypse World: new Threat type: Horrors

A horror is an unnatural creature - something inherently inhuman or inhumane. It either exists on the periphery of reality, barely understood, or its presence suggests profane and aberrant mutation, and more horrors to come.
- Beast (impulse: to hunt and feed)
- Progenitor (impulse: to breed)
- Butcher (impulse: to slaughter)
- Mockery (impulse: to sow turmoil/bedlam)
- Magpie (impulse: to steal and hoard valuables)
- Flood (impulse: to spread and claim territory)

Threat moves for horrors:
- push opening your brain
- display evidence of its inhuman nature
- attack suddenly, during a moment of calm or rest
- attack silently and/or without emotion
- leave behind evidence of brutality/savagery
- defy someone’s expectations
- snatch someone into it’s clutches
- seize space/something/someone and hold it
- maim or cripple someone
- destroy someone, transforming their nature

A horror threat should always be foreshadowed. Foreshadowing should be simple and easy to follow, but doesn't have to be believable.
"They're coming to get you Barbara!"

Sunday, February 14, 2021

Luck, it's useless

Every game I've ever played that had a Luck mechanic, a spendable resource used to modify rolls or situations, it's been useless. Primarily because players forget they have it, and even with constant reminders that it exists they grow scared of using a resource they think they may not recover. Even if the Luck mechanic replenishes quickly, I've seen players avoid using it for fear of "wasting" it on the wrong things. The players end up not receiving rewards because they don't use their Luck, it just sits there.

In Dungeon Crawl Classics, Luck is so difficult to recover that players are always reluctant to use it, even when they remember it's there. Playing a halfling can help recover Luck faster, but I've seen players refuse to spend Luck past certain levels, usually just enough that they know they'll recover it all before the next session.

art by Andrew Porter

The boldest use of Luck I've seen, and the most egregious, was in a 1st-level adventure. The PCs were sneaking through a cave where a giant was sleeping, there were several traps and enemies meant to increase the risk of waking the giant, and when one player missed a roll and woke the giant another player decided to spend all of their Luck to cast a spell, ensuring that it would be cast at maximum effect.

 

Similar to Luck, but basically just Luck...

In the many World of Darkness games, Willpower is often used as a boost for rolls. I would argue this is just the same mechanic with a different name and explanation for it's use and recovery. And again, I've played and run a lot of World of Darkness games and players just straight up forget that it's a resource they can use, unless you remind them. 

I once built a character in Mage who relied upon using Willpower for a lot of his spellcasting, and the first time I used it the GM informed me that he changed how it worked. It's already an unreliable mechanic and this guy changed it to work almost exactly like Mana. Had he even read the rulebook? Who knows, I left that game after one session because he also introduced Doctor Who as a helpful NPC.

I don't have a resolution for this, I'm just saying Luck is dumb and designers shouldn't include it in their games because it gets neglected, abused, and modified into unrecognizable house rules.


Thursday, February 11, 2021

AW Psionics

...with apologies to velexiraptor, this is my take on their elegant OSR psionics system as applied to Apocalypse World.


When you wield psionic powers, speak a brief sentence to a subject - the sentence must have a Verb as the principle action of the sentence, and roll+weird. 

On a 10+, your subject acts out the sentence, making your intentions manifest, for as long as you are within sight of them or you decide to end the effect

On a 7-9, the effect occurs but choose 1:

- the MC can change any 1 word of your sentence

- others hear you and know something odd originated from you, they might come after you now, or later

- something from the unfettered realms sees you and moves closer, maybe it arrives!

On a miss, the MC rewrites the sentence using the same Verb.


Possible Verbs are: accept, adopt, approach, become, bring, build, change, continue, describe, distribute, ensure, explain, fail, fight, forget, get, give, go, hide, hold, ignore, introduce, lead, leave, lose, mention, neglect, offer, open, prepare, prevent, pursue, recommend, reveal, say, stop, take, tend, wait

Saturday, January 9, 2021

no comments allowed

I have had to restrict commenting because I've been getting too many spam comments originating from this blog in my mailbox. Right now, you can only comment here if you have subscribed to the blog - I think that's how it works, though I don't know how you would subscribe on blogspot. However, I am sharing links to any blog posts I publish on my twitter and as public posts on my facebook. Comment in one of those two places please.

More of my game writing is happening in notebooks, longhand. Transcribing will take a little bit of work, and that's only if I decide to share it. And this will be the last time I write about the state of this blog (until I eventually migrate away). As google operates blogspot I just assume they will eventually shut it down. They have already changed blogspot enough over the last two years that I don't enjoy writing here anymore.

Monday, January 4, 2021

Original Dungeons & Dragons booklets reproductions

My first project for 2021 was a little more work intensive than I first expected it to be. 


I created facsimiles of the original D&D white box booklets, using the pdf files sold by WotC as a source for the pages. I had been curious about tracking down an original set of the white box rules, but even poor condition books run for $500 or more. This was a rather cheap way of reproducing the booklets.

I did this because I wanted to feel the actual booklets in my hands and read through the rules. The tactile nature of being able to flip through the pages of a book lends a different weight to the words than a pdf can supply. This will now give me some sense of what it might have been like to own the original booklets in the 1970s. 

I started collecting Classic Traveller books for the same reason, the pdfs just felt like raw information and didn't carry the same gravitas that holding a book does. The rules finally had weight, pardon the pun.

I only ran into one hiccup with the OD&D booklets. There was one picture that was completely black, and I was already running out of ink, as you can see in my first image the red is muted and a magenta color is more prominent on booklets 1 and 2 (printed in reverse order). For this picture I had to make some adjustments, so I tried muting the black and I didn't like how it looked. I experimented with a simple white ink fill tool expecting to get a horrid a white blob inside of a rough black outline of what the picture was, and I was pleasantly surprised to see that the tool worked as designed and left only an outline of the original image. I used this for the final printed page.


I believe it only took me about 4 hours of total time to put everything together and get it printed off, but with the ink on some pages faded and reddish instead of black I now want to buy some fresh ink and reprint second copies. Still, I shall be spending the next few days poring over these booklets as if they were brand new, to feel some echo of the excitement and curiosity that gamers felt when they were first published.

Thursday, December 31, 2020

a retrospective of my entire blog

I'm looking at my history of posts this last year and I am not surprised at my great lack of output. There was a great silence between April and December. A gulf of nothingness that might as well signal the death knell of this blog's longevity. Yet I also have 58 draft posts that just linger, unfinished and unedited, that I never look at. I am still writing, I just having nothing I feel like sharing.

I'm not sure if this is the best place to share my ideas. I long to post all of my ideas, whenever I have them, but I dither and waver and either don't write my idea down or when I do have inspiration to form my thoughts into words I simply hold onto the writing like a note, never glancing at it again.

This year has been shit!

I haven't been locked inside like 1/3rd of my countrymen, I've still been working every week, hoping for an errant day off where I can just lie in bed, rest, or play video games. 

My energy is at an all-time low. Despite this, I ran a few games this year. Freebooters on the Frontier, Mork Borg, and an Apocalypse World one-shot.

Nothing stuck.

I haven't played anything since October. Correction: I haven't GMed anything since October. I want to play something! I'm sick of being a GM, and I think I need to play a game, even if I don't think the GM is doing a good job, just to stoke the fire of my tabletop creativity. 

Being stuck with voice channels on Discord might also be a factor for my malaise, but with any luck, and an expeditious vaccination regimen, that might all change. Soon. In a few months.

 Happy new year! I hope it is.

Sunday, December 6, 2020

the Fungal Creeps

 

Spore by Stuntkid

Humanoids with radiant fungus growing out of their skin. The fungus doesn't take a single appearance, it can form as a mossy fur, tiny mushroom caps protruding through hair and from ears, slime molds dripping from mouths and fingernails, polypores lining the chest and legs. Those infected eventually turn violent and insane, if they haven't already been subsumed by the fungus.

They will eat anything, and when they encounter living creatures attack fearlessly until their prey is dead. While fungal creeps usually don't attack with weapons, their limbs have become terribly strong and capable of tearing living beings apart. In fact, letting a fungal creep tear off an arm to snack on it might be an effective strategy to distracting one.

Fungal creeps don't attack one another, and if a fungal creep infects someone (see below) while fighting them it will stop to find a new target.

Fungal creeps act alone, but occasionally can be found resting in groups (1d6).

Armor: as Chain, fungal creeps that were wearing armor don't use it effectively but are still difficult to hurt

Attack: two 1d8 clubbing attacks, if both attacks hit the same opponent they will grab (no save, STR check to escape) their victim and start biting (1d6 automatic hit every round until freed) and the victim must save against the infection (at disadvantage, rolling twice and taking the worst result)

Special: fungal creeps regenerate 8 hit points every round, fire damage won't regenerate back

Defense: every attack that is scored against a fungal creep causes the attacker to roll a saving throw against the fungal infection (vs Breath or CON)

Infection: infected characters don't feel different right away but within one day start growing fungus of some kind on their skin or from their orifices, after one day of infection the character can regenerate 1 hit point / round, after two days the character starts regenerating 2 hp/round, and so on. Once the character is regenerating a number of hit points equal to their hit dice, their brain has "died" to the fungus and they become a Fungal Creep. The infection is neither a disease or a curse and nothing short of a Restoration of the body will remove the fungus. However, a simple Blessing will prevent the fungus from growing stronger for one day.

Tuesday, April 7, 2020

Scribus vs InDesign

I had the idea that since I'm looked up in my house now is probably the best time to sign up for InDesign and see if I can convert some of my Apocalypse World playbooks into InDesign. I gotta say, InDesign feels like a very slick and user-friendly interface for somebody who wants to work quickly and easily, but the obscurity of their terminology is absolutely frustrating. Every time I want to do something I have to google it, literally. The interface is so unintuitive that I spend several minutes scrolling through every option and still can't ever find what I'm looking for.


I just started building the second page of this pdf, and only just discovered (on accident) how to create wider margins for the columns. When I try to go back to the first page and adjust, it changes nothing. Which means I can do one of two things:
1) google several tutorials on how to adjust text, images, and preserving the layout since adjusting the margins doesn't automatically do all of that
2) just rebuild the first page with wider margins

2 sounds easier, but both are ridiculous options. Scribus, at least, just moves things around when you change the spacing of objects.

Everything about Adobe's monopoly on these sorts of tools is stupid, and I hate it. And now I'm part of the problem too. Cheers!

Monday, April 6, 2020

Completely re-writing D&D combat; or, Blocking, Dodging, Hit Points, and You

Eva M Brown wrote "Instead of hit points use your hit die. When you're hit you can roll any number of hit die. If you roll higher than the damage, you keep your hit die. If you roll lower, you lose all that you bet.
Alternatively, you can just sacrifice hit die acting that they are maxed value. So, if you're a 4th level barbarian, and take 24 points of damage you could just take 2 HD worth of damage and call it good or roll any number of your HD hoping to roll higher than 24.
" and thinking about how this would change combat to being much more active is how I started on this idea.

Let's say Hit Points are supposed to reflect stamina instead of health, and Hit Dice are the real deal for determining whether a character is healthy. Low-level characters? Still easy to kill. But I'm getting ahead of myself. Ignore the magic system of D&D for a moment and let's just focus on combat. Hit points are a measure of stamina, and when they run out you're exhausted, can barely move, are incapable of taking action, and can only barely defend yourself from being attacked.

Blocking
Hit points are still there, but when you attempt to block an attack your armor (and shield and weapon altogether) provide a defense dice pool against the damage you take. You roll the dice of your armor and if the damage exceeds it, you take the difference against your Hit Points. You can add Hit Dice to this defense, but if the damage exceeds what you roll you lose the Hit Dice instead of the Hit Points.

Shields add 1d4, 1d6, or 1d8 depending.
Armor ranges from 1d4 to 1d12.
Weapons add small bonuses, anywhere from +1 to +5.

Meaning, a low-level enemy like an orc is at a disadvantage against a well-armored opponent, but the breath weapon of a dragon is going to damage its victim regardless of how well-armored they are.

If your Hit Points are reduced to zero, you can only wager Hit Dice and one piece of armor/weapon to avoid damage.
If your Hit Dice are reduced to zero, you are unconscious or soon to be dead.

Dodging
Every character has a dodge modifier that starts at +10 and is only decreased by what sort of armor they are using and the weapon they are carrying.
Most weapons are -1, but a few are -2 or -3. All polearms are -4.
Armor ranges from -1 to -5.
Shields are -1 or -2.
Meaning, yeah, you could have a -1 Dodge if you're wearing full plate and carrying a heavy shield with a halberd.
You roll a d10 and add the modifier to your roll, if it exceeds the attack roll then you successfully dodge. You can't dodge forever though because it costs Hit Points every time you use it.

She failed a dodge roll.

What about attacking?
It changes a lot. Though I think this sort of modification would work better with Lamentations ruleset, to fit it in other systems you'd need to get rid of class-based attack bonuses. Weapons would have to add modifiers to attack rolls, or you could have weapons give a variable bonus similar to the way Dungeon Crawl Classics gives warriors an attack bonus with a dice roll.

I'm not sure what the best way to modify it would be, but having an active defense is certainly more appealing to me.

Parrying
I have never seen a ttrpg create an elegant way of using parrying effectively. I'm all ears if you have an idea how to apply it in this system. For now, I expect making an attack roll against the attacker's roll is the only way to do it. Leaves a lot down to luck instead of skill, which I don't like.

Sunday, April 5, 2020

re-introducing the Haunted

Everything we have is robbed from graves, from corpses entombed in their own homes, from the dead cities buried under dirt and water, from the past and its memories. Do you think they see you, with their crowpicked eye-holes? Can you hear them speak, with their black and bloated mouths? Yeah, go ahead, son. Brush it off. But there’s more things under these shattered heavens than you think. The dead far outnumber the living now. And I have to wonder: is there still room enough in hell?



I realize that it's been a whole fucking year since I worked on these playbooks, and I'm sorry. All of the work was done, all of the artwork was finished, but one day I was just lazy about sitting down and formatting the pdf, and then I kinda forgot that I had this project to finish. One day turned into a week which turned into a month, and all of a sudden people online are asking if more of these playbooks have been converted to second edition and I think "Oh shit! I never finished those playbooks!"

Long story short, once upon a time Johnstone Metzger granted me permission to convert his Heralds of Hell playbooks into a legal-size format, and I asked him again for permission to revise those same playbooks to the second edition rules for Apocalypse World, which he granted.

Here is the Haunted, with new artwork provided by Marie Ann Mallah.

LINKS
letter size
legal size
full book size


(only one Herald left!)

Thursday, April 2, 2020

River Banshee

When newborn daughters are thrown into rivers, the grim necessity of a desperate family to rid of itself of another mouth to feed, they sometimes rise again as the whispering undead. These creatures become one with the waters of the river, seeing and hearing everything along the ripples of water. They will whisper sweetly along the riverbanks, hoping to draw the curious out to them. Legend says that any who draw near a river banshee are stricken with deep sadness, and their voices will become paler and softer until they can only whisper out their words. In truth, a river banshee collects secrets and often places slivers of these secrets into a victim's head, literally. Someone who has succumbed to a river banshee's whispering will have a razor thin line of flesh that is scored or scarred. Anyone living with a river banshee's secrets in their head will slowly start to die, their sadness will slowly overtake everything they do until they collapse and refuse to move, or simply never rise out of bed in the morning. Only magical intercession can remove the secrets in one's head, for the secrets must be drawn out of the victim's head through placation and inducement.


A river banshee literally opens its victim's skull and whispers the secrets into their brain. Being interrupted in this task can mean the victim will be instantly killed. The safest time to approach a river banshee is while it is trying to lure a victim to the river it resides in.

A river banshee is frail with malleable bones that protrude from skin mottled and thin like lace. If one is near, the whispering sounds like a young girl's voice, eager to share her knowledge with a wily accomplice. If it is tricked into revealing itself it rarely fights and always flees when outnumbered. Lights and loud noises can also prevent a river banshee from appearing.

HD 1
Defense as hide
Attack +4 or DR 13
Ribcage grapple 1d6
Save vs Petrification or Wisdom, to avoid the lull of their whispers
Morale 5

Sunday, March 22, 2020

d20 cryptic things for NPCs to say and then laugh

1. With enough reason we will make slaves of ourselves.
2. I wish I could see those fields of green once more.
3. All your life will be for naught when you find what you seek.
4. Small, simple things are all that is required to change one's soul.
5. Prison is a blessing for those who need it.
6. There are stranger ways to seek one's fortune.
7. Our fates always have surprises waiting for us when we least expect them.
8. The swamp can be a cold place, but I find it very warm.
9. This light suits me, if I need more darkness I can always make more.
10. Who holds the strings of our marionettes?
11. The things we tell ourselves to afford succor.
12. Where will you be when you are relieved of your fears?
13. I knew at once you were not to be trifled with.
14. When men lose their salvation, where will devils hide?
15. Share your spirit with the light, you still have a chance.
16. Falling down a deep dark hole wouldn't be the worst thing to happen to you.
17. My allies have abandoned me. Or did I abandon them?
18. I have always suspected that the gods don't approve of mortals such as you and I.
19. Do not eat. Do not drink. Nourishment is its own reward.
20. Light. Life. Violence. Forsaken.

Saturday, February 8, 2020

goblins are a nematodal disease

Goblins don't fear death because they have a very peculiar form of immortality: As long as a dead goblin is eaten by another goblin, all its memories will be passed on to that goblin - including any memories from previous consumed goblins! And since goblins are voracious cannibals, most goblins remember dozens or even hundreds of lives (and deaths), and see it as little more than an inconvenience. Goblins are not cowardly, they are gleefully suicidal with absolutely no concept of self-preservation or survival instinct.

Goblins throw themselves at opponents in giggling hordes no matter how many get slaughtered, knowing that only a single brethren needs to survive to 'resurrect' their accompanying horde. Goblins have little sense of individuality, believing themselves to be fragments of one mind, cursed to grow and splinter into many selves for all eternity.

Goblins don't reproduce like any other animal. As they age, they grow bulbous sores on their body and eventually their skin molts off and this 'skin' grows like a fungus, clinging to tree trunks or along cavern walls. It thrives in darkness, but this 'skin' will flourish in virtually any environment with moisture. It grows larger and eventually bursts open, shedding one to two dozen baby goblins that are virtually identical to the one who molted them in the first place. Goblins never eat this shed skin.

Goblin bites can get infected very easily. Anyone suffering from a goblin bite is likely to have skin that slowly turns gray or sickly green. After a few weeks, they may begin to forget who they were and start behaving like a goblin. After three months they will have completely transformed into a goblin, with no memories of their previous self, and no memories from the goblin who bit them either. Nothing short of magic can reverse this infection once it has taken hold.

Goblins frequently try to force their own blood and flesh into the mouths of victims because ingesting goblin flesh will turn a humanoid creature into a hobgoblin. This transformation is similar to when a person transforms into a goblin, but it's much quicker taking only a month for a complete transition. A goblin who eats a hobgoblin not only gains the memories of that hobgoblin, but will begin to grow into a hobgoblin with the personality and memories of the hobgoblin; this process also takes about a month. Hobgoblins will always keep some goblins around, despite their obvious contempt for their inferior cousins - when a hobgoblin dies, assuming it's a hobgoblin the others still want around, they'll go grab the nearest goblin and feed the corpse to it.

However, one hobgoblin eating another is a severe taboo, because of the result - a bugbear, a monstrously huge goblin that hunts and eats other goblins and hobgoblins. A humanoid creature that consumes the flesh of a hobgoblin will also turn into a bugbear, this process takes about three months. Bugbears tend to be solitary and avoid each other, even goblins and hobgoblins don't want them around.

A bugbear who eats another bugbear will turn into a troll. Trolls will consume anything and everything, but no further mutations are possible.

- - -
The concept of goblins as nematodes was originally created by Sam Anderson. I just expanded it a little.