Continuing on with the Savage Worlds Mistborn (Part 1 here), here are the races.
Noble Edge, Starting d6 Smarts, +2 Charisma
-1 Toughness (Pampered), Minor Hindrance Arrogant
+1 Toughness (Hardy), Starting d6 Strength (Manual Labour)
Minor Hindrance Poverty, Minor Hindrance Outsider Continue reading
Allomancy is one of the power sets from Brandon Sanderson’s Mistborn series. It revolves around Mistborns people with access to all the powers and Mistings people with access to only one power. These powers are fueled by the composition of metals and their alloys.
There is an rpg out there made by Crafty Games that brings the world to life, but maybe you don’t want to learn a new system. I hope to help you out a little by giving you my take on some of the metals. Continue reading
Art Credit: JeeHyung lee
In this months Blog Carnival hosted by Kobold Press we’re talking about magic. I don’t get to play a PC too often but when I do I enjoy playing the Caster/Mage/Nano/etc. I don’t want to be the most powerful person in the group or have an arm full of damaging spells, I want options. Magic gives me options, and boy do I love options. I’m not someone who gets analysis paralysis, in most situations I’m running on instinct. Continue reading
That first post started to get pretty dense. Time to turn this into a series.
Here is the first post.
With the aim of this game having some tactical options we have three classes of actions; half turn, full turn actions and special.
Far Beyond Humanity is an supplement for the popular Uncharted Worlds (follow the link to read our review).
The book is broken up into 8 Districts (Chapters), so lets run through them.
This is all concept and is likely changing (in my head) as I write this.
I’ve been pondering on a game concept, I love science fiction and know doesn’t want to wreak havoc in a huge stompy robot every once and awhile. It began with an idea for a mechanic; which I’m sure someone has had before me but it’s not one I’ve encountered in the real world.
Lets use ammo for this one, you fire your weapons on a round and instead of track each bullet you roll a dice. You currently have d10 ammo and after you fire your weapon you roll a d10, on a one you drop down a dice to d8. This continues on until you roll a 1 on a d4 and then you’re out of ammo.
There were other ideas that came to the table, some of which be familiar to regular readers of my musings.
Before we get into this, I have to say, the book is beautiful. I can’t think of the last book I’ve gotten that was this nice looking. This review is going to be in two pieces the first will cover the book by itself and the second will cover the game in practice.
The Dark Entity
A creature from another world, it feeds on the life force of other leaving them as husks.
Its up to you to decide the origin of the creature, picks what suits your story best. The adventure only calls for something evil or twisted:
- The shadow of a fallen god
- A tortured soul, new returned as a revenant seeking revenge
- A demon sent forth to gather essence and then to use this essence to tear open a path for an army of its kind
They should have fearsome powers. The mummified bodies scattered throughout the city are the result of its hunger and not the result of the city being turned into a tomb.
Possible abilities, based on how scary you wish this creature to be:
- Level drain (a golden oldie that will lose you friends) – If this creature wounds a character it steals a level from them and adds it to itself
- Life drain – Any damage done to a character is turned into hit points for the entity
- Possession – This will give it the power to disrupt parties, move without causing alarm and perhaps forward it plans
What will the entity be in your story?
What powers will it have?
Long ago a proud and powerful city stood at the foot of a mountain. This was a place of great wealth and influence, but some people wanted more as they always do. Deep in the caverns of the mountain a group gathered and worshiped a dark entity. The entity demanded blood and the worshipers obliged, tempted by promises of untold and limitless power. With the blood of the hundredth virgin the entity broke through into our world, creating a massive explosion in the depths of the mountain and reawakening this sleeping volcano.
Now many generations later this city is all but forgotten, faded into myth hidden beneath 100 feet of ash and stone. Until one day a traveler noticed a church spire emerging from the ground, now the race is on to find the cities treasures before someone else does.
This is the beginning of a series into an adventure I’m working on, so more to follow.
In most games death sucks, so lets look at softening the blow. This was written with Lamentations of the Flame Princess in mind, but will work with any D&D style game. If people are interested I could look at moves for different classes.
Final Strike – As you die make a counter-attack on the creature that killed you – Roll <your level>d6 and apply this as damage to the creature.
Cleansing Fire – Your patron god delivers a vengeful fire through your body in your last moments – Roll 1d6 those of your alignment gain that many hp, those of other alignments lose that many.
Screaming Fissure – Upon your death the chaotic forces you’ve kept at bay break free, centered on your body a dark fissure appears in space and time. Everyone in the area roll vs Paralyze, those that fail are sucked into the fissure and deposited somewhere else.
Always Prepared – Upon your death roll a dice:
Odd. A scrap of paper with the blueprint of a possible trap falls from your pocket
Even. The key to a unknown lock falls from your pocket
Do you do anything to soften the blow of death?
I can also suggest this from James Young: Funerals for the Fallen.
This is something I plan to use as well.