Monday, November 19, 2018
Sunday, November 4, 2018
But now you've taken a look at the rules, and you're not sure if you'll ever be able to play that game. How is anyone supposed to remember all those things? Page upon page upon page of rules. How?
30 Weird classes: 43 percent done
Traditional classes (fighting-man, cleric, magic-user, thief): 100 percent done
8 Subclasses of traditional classes: 100 percent done
Magic rules (including Arcane Accidents and Dooms): 100 percent done
300 Spells: 100 percent done
Divine Powers (clerical miracles): 100 percent done
World-building tables: 0 percent done
Saturday, November 3, 2018
I've been looking for a name for my new fantasy game. Didn't find it, at first, but it was right there in front of my eyes, the whole time.
Darkworm Colt -- an epic fantasy of swords & magic
This is not only the name of my blog, but also appropriately weird, hitting all the right notes. Darkworm Colt takes its inspiration from Bakshi films, Heavy Metal 1 and 2, and other 60s/70s/80s fantasy movies. It will will contain:
- a system based on Into the Odd/Electric Bastionland, i.e., super quick and easy to handle
- 30 weird character classes
- 4 traditional old school character classes, with
- clerics coming in two flavors: traditional clerics and holy men/women/hermaphrodites. Clerics use clerical insignia (item-bound spells) to do magic, holy people use guru prayer beads that bestow a new temporary power upon their wearer every day.
- 300 spells (colluted from Chris's list and Ben Milton's knave)
- simple level-less magic system with magic dice a la GLOG
- probably tables to generate mood and appropriate descriptions
I'm pretty happy with how it's developing at the moment.
I'm currently working on a game that uses the Into the Odd/Electric Bastionland rules, but transplants the action into the fantasy genre. Depending on your mood, you can either pick the "weird" classes the game offers, or stay traditional and play one of the backgrounds of the original D&D game: cleric, fighting-man, magic-user or thief.
When you decide to play a cleric, you have two options:
Friday, November 2, 2018
HH is a sourcebook for Unknown Armies 1st edition. An in-depth description of a clued-in cabal of mystics and the non-magickally gifted people following them. They're calling themselves "the Sleepers", and their self-ascribed job is to police the Occult Underground for abuses that might lead to exposure of real magick. Sounds cool. The concept certainly is, and that's what pulled us into buying every single sourcebook for Unknown Armies.
But. BUT. BUT.
Traditional Background: Magic-user
You can manipulate the unseen forces of nature with your magic items.
You get: staff that might have stored 1 additional spell (2 in 6 chance), robe, pointy hat, spell items
You start with
1d8 spell items
1d6 spell item
1d6 spell items, and a huge debt (10 rare artifacts to pay it off)
1d4 spell items
1 spell item, and a huge debt (10 rare artifacts to pay it off)
Traditional Background: Fighting-man
You have learned how to fight.
You get: one-handed weapon (1d6), two-handed weapon (1d8, bulky), armor (1); In armed combat, roll 2 dice for damage, and take the result you want.
Where have you learned how to fight?
In the best warrior academy of the land. When you kill an enemy, you immediately may attack another opponent.
In the School of Shadows. Make a DEX test to avoid damage from a ranged attack. This counts as an action, and you may not attack in the same round.
In the School of Hardknocks. Your toughened body absorbs damage like 1 point of armor even when you‘re naked.
In the School of Divine Serpent Fangs. If you roll a 1 for damage, roll again and add the result.
In the back alleys of your town. In unarmed combat, when you are hit, ignore damage that‘s 4, 6, 8, 10 or 12.
In the Courtyards of Dirt. You‘re carrying a rotting disease (+1d4 damage after a fight is over, and 75 percent chance your opponent will be infected).
Traditional Background: Cleric
Your god talks to you.
You get: one-handed blunt weapon (1d6), armor 1, 1 holy symbol (item-bound spell)
Tell me about your god!
A loving, beautiful god. 4 in 6 chance: Heals all lost hp after a short rest. 1 in 6 chance: Heals all lost attribute points after a short rest
A protective god. WIS test to banish undead.
A trickster. Roll 2d20 when trying to persuade or act convincingly.
Your mind is your god. Make a WIL test when you witness any spell, miracle or magic. Failed test means you can‘t explain it rationally and can‘t use any magic item or spell for 24 hours.
A god that doesn‘t care, but you worship him regardless.
A god of vengeance and spite. Every act of mercy you show will be punished: 1d4 damage.