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Saturday, November 3, 2012

Wight, Night stalker.

These gruesome undead creatures have more in common with the common grave wight than that of the very rare barrow wight. The Grave wight are rotting corps animated by a dark essence and hunger for dead flesh. And the Barrow wight are the long dead who exist in both worlds, That of the living and of the dead.

The creatures known as the Night stalker Wight was once a living being possessed by great evil, The evil essence of great hunger and longing. The living being gives its self over to the dark essence and its soul is pulled over to the land of the dead.

The living beings body dies. But keeps its appearance it had in life. The body decays but at a very slow rate compared to that of other undead. To keep its life like appearance and to appease its dark hunger it must eat the flesh of the living or recently deceased.

No. Encountered: 1
Prime: Physical
Size: Medium
HD: 3(d8) Average 20HP
Move: 25 feet, 20 wall crawl.
AC: 13
Attack: Claws x 2 (1d6)
Special: Wall Crawl. Darkvision 120 feet
Int: Low - Average
Alignment: Chaotic Evil
Type: Fiend (Possessed, undead)
XP Value:

Combat: Night stalkers move across the urban landscape at night. Looking for those it can ambush and devour. Night stalkers are smart enough to not leave a trace. Often dragging a body to the sewers or canal. Night stalkers are smart enough to take those it believes will not be missed or searched for.
Often stalking and watching a target for a week or more to make sure it is right to not raise suspicion. Waiting in the dark even watching from above as its target sleeps, Waiting for the right moment to attack. Night stalkers will also rob graves of the recently buried, But will not eat flesh that has been dead for more than a day. If a night stalker attacks a target and begins to loose it will turn and run, Doing what it can to not be destroyed.

Sunday, October 14, 2012

Create Fetish, Arcanist only (Generic class ability) for AA

Create Fetish is part arcane knowledge and part crafting skill. It is the ability to craft a physical objects that is tied to a specific spell that focuses power from the spells source.

Arcanists especially those of the Wisdom and Charisma persuasion (but could be used for Int based as well) often must appease, satisfy, bargain with spirits and other world powers. Crafting a Fetish, which could be a holy symbol, object dedicated to a demon, or element is a sort of ritual. First an arcane knowledge roll must be made to know what Fetish will be appropriate. Correct items must be assembled and crafted into the fetish. The Fetish must be held by the Arcanist for 24 hours to bond with the Fetish. Or for a quick bond it must be held for at least 4 hours, then held is the casters hand while the spell is cast. If the Arcanist is ever with out or seperated from his fetish for more than 4 hours the Fetish becomes inert base materials.

The Fetish is tied to a specific spell. Holding a fetish while casting the corresponding spell makes that spell easier, safer or to greater effect.

For every level of the Arcanist with Create Fetish he can create a single +1 fetish. The +1 is added to spell casting rolls, +1 to the effect (damage or other efect die rolls). Or +1 spell protection (making a specific spell harder to caste on you). Total level of bonuses are limited to 3 for any one Fetish.

For example a 5th level Arcanist (shaman) could have up to 5 lvs in Fetishes. (yes I know he could not have all these spells, its just an example.)
First Fetish, A stick man with Rubie eyes and straw hair. vine wrapped wrapped around its body. Tied to Snare,+1 cast, +1 effect (in this care raises snares AC by 1 to 8).
Second Fetish, A necklace with a ruby in it, inscribed with arcane mark for flame. Tied to flame strike. +1 cast, +1 protection (casting this spell on the wearer adds a +1 to difficulty).
Third fetish, A bracelet of small shields, Each shield inscribed with a different elemental rune mark. Tied to shield. +1 cast.

Monday, October 1, 2012

Leverage as Amazing Adventure Characters.

If you are a fan or even just watched a few episodes of Leverage you can easily see the influence of pulp serials on this show.

In Amazing Adventures they are.
The Socialite

The Hooligan

The Gadgeteer

The Mastermind

The Pugilist
The Gumshoe

The Mastermind (Amazing Adventures) New class

 After doing the d20 modern to Amazing Adventures conversion I realized the Smart Hero is almost perfect for my Mastermind class for Amazing Adventures.

The Mastermind
Prime: Intelligence.
HD: D6

 Insight: (Wis) Apron studying a target for at least one round and making a successful insight roll the character can make use of the power of deduction. This will give the character some general info about the target. This could be psychological or simply physical. Like notice the type of mud on boots or that missing cufflink.

Exploit Weakness:(Wis) After the first round of combat the Smart hero can make an Wisdom roll to notice an enemies weakness. If successful the Smart hero can use Intelligence adj to attack rolls for the rest of the combat.

Savant:(Int) After spending a full round watching some one perform a skill the Smart hero can make an Int roll, if successful the smart hero can add +2 to the next use of the same skill.

Plan: (Int) Before entering combat or a dramatic situation the smart hero can make a plan. The smart hero makes an intelligence roll. If successful all allies get a circumstance bonus equal to the Smart heroes Int Adj. For a number of rounds equal to the Smart Heroes level.

 Level HD    BtH    EPP
1         6 HP    0         0
2         d6       +1     2,601
3         d6       +1     5,201
4         d6       +1    10,401
5         d6       +1    20,801
6         d6       +2    42,501
7         d6       +2    85,001
8         d6       +2    170,001
9         d6       +2    340,001
10       d6        +3   500,001
11       +3 HP  +3   750,001
12       +3 HP  +3  1,000,001
13+     +3 HP   *   +250,000
* +1 per level

Heroes Unlimited (palladium Books)

Heroes Unlimited
I have been looking through the Heroes Unlimited book by Palladium books. Its pretty amazing in so many ways. For one it is classless. Instead it has archetypes. The book is 352 pages and is nothing but character creation info. It is chock full of options for characters. It covers a ton of ground. Just about any kind of hero you can imagine. From super training, psioncs, Magic, cyborgs, Mutants, and even robot characters. As well as many many other archetypes.

This version of the book is revised second edition. The whole layout of the book is cleaned up and rearranged from the previous edition. Its got to be the easiest and cleanest main book of any Palladium game.

I would say this could easily be a main book for a lot of other styles of games. You could make cyberpunk characters with this book. You could make any form of modern fantasy characters with this book.

This book could also be a book of options for any other Palladium games. Since the setting is an SDC setting its easily compatible with all of them. It could also be used for your own conversion, from MDC to SDC since a lot of the cyberware and magic is SDC version of Rifts ones.

This could easily be one of the most useful Palladium books for character creation options. As well as an amazing book for making super heroes.

Palladium RPG, Exceptionaly Attributes.

I have seen it posted a few times in different places that people dislike the exceptional attribute rule from Palladium books.

The rule is if you roll a 16-18 you roll an additional d6 and add it to the attribute. If you roll a 6, roll the d6 again. and add it again.

The supportive problem is that you can never get a 16 as an attribute. Since 16 is the lowest attribute that gets any bonuses I have trouble seeing players complaining about this.

My easy fix for this is roll a d6, But count 6 as a 0. So you are rolling a d5 with a 0 on it. If you roll a 5 roll the die again and add it. If you roll a 0 the attribute stays as is. That is it.

Modern Siege (using Amazing Adventures)

I was looking over a few notes I did for converting d20 modern to Castles and Crusades. Or more accurately I was thinking about using the siege engine for a modern game. Now with Amazing Adventures in my hand it renewed my interest in this idea.

So here is my take on the Modern classes in AA fashion.

First up the Strong Hero.
Prime: Strength.
HD: D8
Action points: 5

Level   Bth     Def 
1           +1       +1
2           +2       +2
3           +3       +2
4          +4       +3
5          +5        +3
6          +6        +3
7          +7        +4
8          +8        +4
9          +9        +5
10       +10       +5

Extreme Effort: A strong hero can take a full round action any time test of strength is needed for a +2 bonus. +3 at level 4. And +4 at level 8+.

Melee Smash: A strong hero gets a +1 to all melee weapon damage. +2 at level 5. And +3 at level 6+.

Ignore hardness: A strong hero can find weakness in objects. Dealing an extra d4 damage to inanimate objects. D6 at level 6+.

Next up the Fast Hero.
Prime: Dexterity.
HD: D8
Action points: 5

Level   Bth     Def 
1           +0       +3
2           +1       +4
3           +2       +4
4          +3       +5
5          +3       +5
6          +4        +6
7          +5        +6
8          +6        +7
9          +6        +7
10        +7       +8

Evasion: Any time the fast hero makes a defensive roll to take 1/2 damage the fast hero instead takes no damage. +1 bonus to defensive rolls at level 4. +2 at level 6. And +3 at level 9+.

Increased speed: A fast hero adds 5 to his base movement.

Quick reflexes: A fast hero get a +1 bonus to all initiative rolls. +2 at level 5. And +3 at level 8+.

Next up the Tough Hero.
Prime: Constitution.
HD: D10.
Action points: 5

Level   Bth     Def 
1           +0       +1
2           +1       +2
3           +2       +2
4          +3        +3
5          +3        +3
6          +4        +3
7          +5        +4
8          +6        +4
9          +6        +5
10       +7         +5

Damage Reduction: A Tough hero can shrug off damage that would wound a lesser hero. Tough Heroes ignore 1 point of damage from all melee and ranged attacks. 2 points at 4. 3 points at 8+.

Remain conscious: A Tough hero adds +4 to all rolls to stay conscious or to resist being knocked out.

Robust: Tough heroes add +1 to all hit die rolls for adding hit points. Max is still 10+con mod.

Second wind: Once per day a Tough hero can roll and add a hit die to his hit points. This ability can only be used in combat, And only used if the character is below 1/2 his starting hit points.

Next up the Smart Hero.
Prime: Intelligence.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Exploit Weakness: After the first round of combat the Smart hero can make an intelligence roll to notice an enemies weakness. If successful the Smart hero can use Int adj to attack for the rest of the combat.

Savant: After spending a full round watching some one perform a skill the Smart hero can make an Int roll, if successful the smart hero can add +2 to use the same skill.

Plan: Before entering combat or a dramatic situation the smart hero can make a plan. The smart hero makes an intelligence roll. If successful all allies get a circumstance bonus equal to the Smart heroes Int Adj. For a number of rounds equal to the Smart Heroes level.

Next up the Dedicated Hero.
Prime: Wisdom.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Empathy: After having a full round to observe a target and possibly talk to the target the Dedicated Hero can made an empathy roll (wis), if successful add his Wisdom Adj to all attempts to bluff, persuade, Intimidate and sense motive in the place of Charisma adj.

Intuition: There are times when things just don't "feel right". The Dedicated hero has an innate ability to sense trouble. At any time a Dedicated Hero can make a Intuition roll. On a successful roll the Dedicated hero will know "all is ok" or "thinks are just not right".

Healing Knack: Dedicated heroes have a knack for caring for others. And gains a bonus to fist aid and healing rolls. +1 bonus. +2 at level 5. And +3 at level 8+.

Aware: Dedicated Heroes get a bonus to all rolls to Spot or Notice.  +1 bonus. +2 at level 4. And +3 at level 8+.

Next up the Charismatic Hero.
Prime: Charisma.
HD: D6
Action points: 5

Level   Bth     Def 
1           +0       +0
2           +1       +1
3           +1       +1
4          +2       +1
5          +2      +2
6          +3        +2
7          +3        +2
8          +4        +3
9          +4        +3
10        +5       +3

Charm: Charismatic heroes have something about them that make others like them. Charismatic heroes get a bonus to all forms of social interaction. +1 bonus. +2 at level 5+.

Fast Talk: Any time the Charismatic hero makes a bluff or diplomacy roll he adds a bonus. +1, +2 at level 3, and a +3 at level 6+.

Taunt: The charismatic hero can fluster an enemy with a successful charisma roll. The target gets a penalty to his next action equal to the heroes charisma adj. (So a +2 becomes a -2 penalty.)
 Can only be used once per target per combat or dramatic scene.

Inspire: The Charismatic hero can bolster the confidence of an ally with a successful charisma roll. The target gets a bonus to his next action equal to the heroes charisma adj.
 Can only be used once per target per combat or dramatic scene.

Greater Inspiration: The Charismatic hero can bolster the confidence of the party with a successful charisma roll. The entire party (other than himself) get a inspiration bonus +1 to all actions for a number of rounds equal to the Heores level. Can only be used once per combat or dramatic scene. 

Sunday, September 30, 2012

The Middle Lands. (Firefly meets Fantasy)

What is this middle lands I keep posting about?

The middle kingdom is my personal campaign setting. My main inspiration is firefly. I wanted to replicate the feel of that world.The oppressive central power and the hard life of the frontier.

The middle lands is a huge continent with a string of islands on both sides. In the earliest written history of the middle lands there was peace. To the north was the land of men. A small but growing empire. To the east, The forest domain of the elven homeland. To the south west was the wild lands, hard and savage. The savage lands always rumbling with the war drums of the many barbarian tribes. To the south was the mountain domain of the Dwarf kings. The center mass of the middle lands was wilderness. Miles of wild and untamed expanse. While each race traded with the others and diplomatic relations were good each race stayed to its own.

The fledgling human kingdom expanded and grew quickly. Pushing back the wilderness and expanding into the lands promised to other races in many peace accords. The human lands became over crowded and fractured. Three distinct kingdoms emerged from the growing human expanse.
The eastern push made its way through the elven lands. In a rush to expand and build an elven ancestral tree was destroyed. An act that brought war to the eastern human kingdom.

In the first war the elves were no match in numbers to the human kingdom. The elves rallied the tribes. And the humans came together under the banner of one human army. In a series of retaliatory strikes each side took great losses. The elves were slowly pushed back. The magic of the elven sages was no match for the cold steel and determination of the human invaders. Their ancestral lands cleared and destroyed. Humans used the push into the elven lands as a chance to expand and grow. Spreading out and homesteading.

Over time the lands of human kind has made its way to the boarders of land claimed by other races of the middle lands. While there have been minor skirmishes nothing has brought the kind of bloodshed the elven war brought.

The old northern empire called for heads of state of all the splintered factions of men to meet in the north. To call for consolidation with in the human lands. To name the northern kingdom as head of the vast human world. Creating a strong human empire under a single banner. When the offer was refused the heads of state were executed and the northern empires armies massed and marched on its neighbors one by one.

The resistance, especially those in the south west who allied with the barbarians against the empire held out as long as they could. But they were no match for the war machine the north had created.

The modern era is the direct result of the history of the Old empire. Elves are mistrusted and second class citizens at best. Magic is regulated and controlled. Its use is blamed for the empires losses in the elven war.

The central power of the empire is in the north. Its power, influence and splendor all resides in the north. Although the outer lands fly the flag of the empire its control is not as strong far out into the "frontier".

While the north sees its self as bringing peace and prosperity to the land. The rest of the world sees it a an oppressive and over bearing overlord.  Those that fought the empire in the great war are now distrusted and rejected in the core cities. And most of them would have it no other way. Most would rather eek out an existence in the rough frontier than live under the yoke of oppression.

Tattoo magic for Castles & Crusades.

Tattoo magic is art of inner force. Tattoo magic is the exclusive domain of the Ryuu brother hood (in my setting). 70% of the brotherhood are monks, While the other 30% are Tattoo priests (As Wizard). Rather than casting spells from a book these sorcerers have the spells tattooed into their bodies. Channeling power into these Tattoos is a wisdom check. If the check fails the same tattoo cant be caste again for one hour. Characters can have a number of tattoos equal to one half their constitution score. All Tattoo spells with a duration other than instant add level to duration of spells.


Weapon Tattoo (Melee)
Level 2. Duration 4.
If this spell is successful, a common melee weapon is summoned. It can be anything from a dagger to a great sword.The weapon damage is based on the level of the caster. 1d4 up to level 6, 1d6 up to level 10, 1d8 at and above level 11.

Weapon Tattoo (Ranged)

Level 3. Duration 4.
If this spell is successful, a common ranged weapon is summoned. It can be a short horse bow or a long bow.  The tattoo is always of the weapon being summoned. Damage is the same as the melee equivalent of the same level.

Enhancing Weapon Tattoo (Melee)
Level 4. Duration 4.
If this spell is successful, Melee weapon held by the caster is effected by magic. It will cause some visual effect from a glowing aura to flames coming from the blade. The exact effect is chosen by the look of the tattoo. During the effect damage is added based on the caster level.
level             Damage:
1-5                  +1
6-8                  +2
9-12+              +3

The tattoo is of a melee weapon effected by what ever effect is chosen when the tattoo is applied. For example a flaming sword, a dagger covered in Ice, Or lightning swirling around a great sword.

Enhancing Weapon Tattoo (Ranged)
Level 5. Duration 4.
If this spell is successful, a ranged weapon held by the caster is effected by magic. It will cause some visual effect from a glowing aura to flames coming from the weapon. The exact effect is chosen by the look of the tattoo. During the effect damage is added missiles fired based on the magnitude level.
level             Damage:
1-5                  +1
6-8                  +2
9-12+              +3
The tattoo is of a ranged weapon effected by what ever effect is chosen when the tattoo is applied. For example a flaming bow, a crossbow covered in Ice, Or lightning swirling around a arrow.

Enhance Natural Ability
Level 3 Duration 4.
This tattoo is often a rune or a symbolic picture embodying a single attribute. One attribute is chosen as the target when this tattoo is created. This spell grants a bonus to attribute adjustment based on the level of the caster.

level            Enhancement.
1-5                  +1
                                6-8                  +2
                                9-12+              +3
A Tattoo with the rune of dexterity could be used to enhance roll for dance, drive, evade or any other skill that's base value is derived from Dexterity attribute.

Animal Tattoo
Level 3. Duration 8.
When the spell is cast, it Summons a common medium size creature with a INT of low or less. The animal is summoned to the place where the spell is cast, whereupon the spell effect terminates. The animal disappears. The summoned animal is part of the essence of the caster. The caster may extend its senses to that of the Summoned animal. The tatoo must be of the animal to be summoned.

Animal Tattoo II
Level 5. Duration 6.
When the spell is cast, it transformer the caster to a common creature of human or near human proportions. The tattoo must be of the animal to be turned into.

Flame breath
Level 3 Duration instant.
Flames burst forward from the tattoo. The range and damage is based on the level of the caster. Jest of flames extends in to a 4' cone.
level:           Damage:
1-4                    1d4
5-8                    1d6
9+                     1d8
The tattoo for flame breath is flame tattoos on the part of the body that the flames will shoot from.

Level 5.
Spectral wings spring from the back of the Tattooed man. Giving him flight (mov 12 fly). Each level of the caster adds 2 rounds to the duration of flight rather than 1. This tattoo is always of wings on the back of the tattoo man.

This is only the most common Tattoos available to a starting character. Other more unique tattoos will be available.

Shadow Servant

While planning a Pulp game I wanted a basic mook. A summoned minion for my dark sorcerer. (inspired by summoned minions from the Dresdenverse).

Shadow Servant
SIZE: Medium
HD: 1d10 (5 hp)
MOVE: 30 ft.
AC: 11
ATTACKS: Touch (1d4) or by weapon.
SPECIAL: Darkvision 60 ft.
SANITY: 1d4/1d6 (no loss for those that know of them)
INT: Low
TYPE: Created, Other planar
XP: 25+3 (bonus xp for weapon carried)
Shadow Servants are magical constructs. They resemble Humans clothed from head to toe.
Every inch of them are covered, Gloves, hats, Mask or cloth across the mouth.
Only the area around the eyes are ever exposed. What of the face is shown is very generic
and looks the exact same on every servant. These beings are called into this world by powerful magics.
As servants and enforcers my powerful and evil Arcanists. They follow the most basic of instructions
from the Arcanists that summon them. They are smart enough to use melee weapons and gun up to
and including pistols and light machine guns.

Combat : Shadow Servants will follow any order to attack a target chosen by its summoner.
Servants are able bodied and can engage in fisticuffs and sword fighting. They have been known
to carry .45s and Tommy guns. When a Servant looses all of its hit points its physical form
is lost and falls into a lump of clothing on the ground. Its solid form is sent back to another realm.
Servant don't fear this transition back to their native form. So they know no fear in loosing their form.
Servants will never take cover or fight defensively. A servant will walk into a hail of bullets without hesitation.

Thursday, September 27, 2012

Amazing Adventures, mini review

 Here is my small review of Amazing Adventures from Troll Lord games written by Jason Vey (The Gray Elf), of Elf Lair Games.

First a small disclaimer: I really love pulp settings. Back in middle school I ran across a Doc Savage novel. And from there The Shadow and a whole slew of Pulp novels and comics. So if in this review I seem like a gushing fan boy, Its because I am.

Second small disclaimer: I am a big fan of the troll lords. I'm a big fan of Castles and Crusades, So I will not really be saying much about the siege engine itself, But will touch on a few things that differ with this product, If you want to know more pick up the Castles and crusades quick start here. Just assume I like the system. And again, I'm a fan boy.

Amazing Adventures is a Siege Engine roleplaying game for running games in the pulp era. The pulp era setting would be the style of the pulp serial comic, television shows, movies, books, and radio shows of the 1920s through about the 1950s. Encompassing a great many styles and moods. From hard boiled detectives to masked vigilantes. The horror that is The call of Cthulhu to the heroics of Indiana Jones are all examples of Pulp.

 The Amazing Adventures book starts out with character creation. There is more than one method for generating ability scores. There are eight classes in this games, All of which cover a lot of ground and are broad enough to cover a lot of different play styles. These classes are.
The Arcanist
The Gadgeteer
The Gumshoe
The Hooligan
The Mentalist
The Pugilist
The Raider
The Socialite

While Amazing Adventures is a Siege Engine game there are some notable differences in the system. For one the values for secondary and primary challenge bases are 10 and 15 rather than 12 and 18 as it is in Castles and Crusades. It was stated this was done for simplicity's sake and to capture a more heroic feel. Traits are added to help describe your character. All traits have and benefit and a drawback to them. I think this is a great way to flesh out a character.

Also worthy of a note is unlike C&C where a classes prime is set for spell casters (Int for wizards and Wis for paladins) Players choose Intelligence, Wisdom, or Charisma to be prime depending on the source or the magic powers. Each with its own spell list. While some spells over lap, others are unique to one source of magic. This is a great way to further customize Archaists.

Chapters one and two are all about character customization. Chapter three is paranormal, all about Arcanists and Mentalists. Chapter four is rules of the game. Chapter five is Bestiary. Chapter six is all about how to run a pulp game.

While this game looks to be an good stand alone game. I think the addition of a lot of the C&C books will add a lot to the game, especially monsters & treasures as well as castle keepers guide. Amazing Adventures looks to be every thing needed to run an excellent pulp game. I think Amazing Adventures will be very useful for most modern game as well, Just give the classes new names.

Really looking forward to putting this book to use.

Edit: It has been pointed out to me that I posted wrong about the Prime / Non-prime in AA. In castles and crusades Primes roll against a 12 and non roll against 18. But some players like to keep all rolls against 18 and give a prime roll instead a +6. This option in C&C is the default in AA. All rolls are against a  base 15. Prime rolls get a +5 to their rolls.

Monday, September 24, 2012

Amazing Adventures

Just got my pre-order PDF of Amazing Adventures.

Flipping through it now, It looks great. I cant wait for the dead tree version hits my mail box. This game looks like its going to be great for most any modern game to me. Since most my games have a flair of pulp to them.

Pretty sure I'm going to use it for Call of Cthulhu. As well as other horror settings. The classes are pretty broad and should cover most the bases. Might even see a Supernatural (the show) or/and Leverage AA write up here on the blog here soon. 

I have been a fan of Jason (The Grey Elf) Vey's work for a while now. And I see his house rules made it into AA. Which is great too. 

This has gotten me inspired again, So hopefully that means some new material to this blog.

Sunday, May 6, 2012

AZAMAR, Wicked North Games

Azamar players guide is 192 page. Written by Brett M. Pisinski & J. Elliot Streeter. Available in both PDF and hard copy from Wicked North Games. Also available form as both PDF and POD.

 The system is Cinema6 (Using the cinema6 frame work), A reworking of the D6 system. Created and made OGL by West End Games. Cinema6 is a very dynamic system. It makes for a very cinematic and heroic feel. Cinema6 is also a bit simpler too. One way it differs is no pips. All attributes and skills are written in whole die. This also allows die to be tracked by filling in bubbles on the character sheet, any one familiar with white wolf's games will get the hang of right away.

In an industry saturated with fantasy games and fantasy settings I really feel Azamar stands out. First of all its not human centric. There are some full blooded humans they are very rare. Most of humanity are divided into two distinct mix blood races. Along side some more common fantasy races.

Enfri, who are a hobbit or tinker gnome like race. Immyr, a dwafen race, stout, strong, and love a good ale.
Tre’uoall, Wild elf like race, Empathic and aloof. Wyvine, a race of sea faring people known for being proud and loyal. Shrave, a goblin/reptilian like race who live deep in the earth, they are known for being patient and coarse.

Azamar is layer of worlds atop each other. With the blur being just beyond. The blur is A place of fiends and also the source of magic in Azamar. With other worlds beyond the blur. Being blur touched can also bring on special abilities as well as the use of spells.

The setting is deep and rich. History laid out for five millennium. With a lot of locations fleshed out. The bestiary in the book is a breath of fresh air. I was expecting your standard fair of monsters. Instead it is full of unique creatures to the world of Azamar.

The artwork in the book is black and white. Ranging from simple line drawing to full page fully shaded pictures. All the art seems well placed and fitting for the section its attached to. And all the art adds to the heroic scope and feel of the setting.

The only bad I can really find about this product (if there is one) is the layout of the book. While each section is laid out clearly the order of the sections are in a strange order:
Introduction: History
The Game: Rules
About Attributes: Attributes and Skills
Races: Races of Azamar
Characters: The basics
Character features: Abilities and magic
The world of Azamar:
Geography of Azamar:
The combat system:
Props: gear
Grandmaster characters:
Road to Azamar: intro adventure
Character templates:
This by no means a deal breaker for me. But I know some gamers go into convutions over this kind of thing and thought I would mention it.
Azamar is the kind of game I was hoping would come out of the Opend6 (D6 system) OGL. I would recommend it as a very imaginative setting. Built upon a strong, heroic, and cinematic system. I'm really enjoying the game and look forward to what Wicked North Games comes out with next.

We now know what is coming next from Wicked North Games, WestWard!

Thursday, May 3, 2012

Westward, A steampun Western RPG.

Westward is coming!!

Kickstarter for the steampunk western Westward is live. Using Wicked North Games flavor of the D6 system called cinema6.

Any one who has followed or even browsed my blog knows my love for D6 system in all its flavors. Wicked North Games is adding more flavor than I could have ever hoped for from Open D6.

My review for Azamar, the fantasy setting from Wicked North Games will be coming soon.

Monday, April 30, 2012

Working with the Siege Engine (Castles and Crusades)

I have seen lately a fair share of posts about the "failure of the siege engine", The gaming engine that drives the castles and crusades game. I thought for today's post I would address one reacquiring theme in some of these posts.

First I'll repost the "problem". Or what I have read is a "problem" by others.

In this example we have two thieves, Annabell and Lucy. One is a human rogue and the other is a half elf rogue.

Annabell has chosen her primes. Her primes are DEX, WIS, and INT. She has chosen to capitalize on her rogue abilities by choosing primes that are connected to all her rogue abilities.

Lucy on the other hand has chosen CHA as her second prime. She has chosen to be a grifter type. Able to fast talk her way out of trouble.

Now lets say neither of these rogues have attributes that give any bonuses. And both rogues got to pick a lock on a door. The door has a simple CL1 lock. Pretty simple lock to pick. Both rogues have Dex as prime so both would need to beat a 12 or higher to pick the lock. Since the CL1 cancels out level bonus the roll is just a straight forward 12 or higher. This is pretty simple.

Now lets say both rogues pass the door. Both rogues know that the lock was just too easy for what could be a great reward just beyond the door. So both rogues want to try to "find" traps. And of course the room is trapped. The craftsmanship of the trap is not the best, But it is no armature work either. So the CK assigned a CL of 4 to the trap.

So Annabell has Int as a prime. Her difficulty would start off as a 12 with the CL4 added on. For a final difficulty of 16. She adds her level to the roll. 

Now poor Lucy on the other hand doesn't have Int as a prime. So her starting difficulty is 18. With a CL of 4 as well. So she has got to roll a natural 20 to detect the trap. Since her final difficulty is 22.

I myself look at this and it makes sense to me. Lucy chose to not have her Int as a prime so she is not good in any of her skills the are not Int based. I do not see this as a flaw in the rules but rather a level of customization.

After all I could choose a rogue with Str as my second prime to be a bit of a thug. Or Cha and be a confidence man and fast talker.

If the above example was turned around. And this was a social roll. And both rogues were trying to talk their way out of trouble and the it may very well have been Annabell needing the natural 20 and Lucy skating by with a low difficulty.

Saturday, April 28, 2012

Warden and Priest, New classes for Castles and Crusades.

 Instead of creating from whole cloth I thought I would instead just patch these classes from the preexisting classes. So anyone with a players handbook could easily use them.

Wardens, Defenders of the wild places.

Wardens are the military arm of the Order of druids. Wardens are to the Druid orders what the clerics are to the priesthood.

Prime: Wisdom
Alignment:  Any neutral
HD: D8
Bth: as Cleric
EPP: as Cleric
Spells/day: as Cleric
Spell selection: as Druid
Weapons: as Ranger
Armor: as Druid, Plus the use of shields.

At level 1: Nature lore as a Druid.
At level 2: Resist elements as Druid.
At level 6: Totem shape as Druid.

Priests, Beacons of Light

Priests are divine spell casters. They do not have the military training that clerics have. But they have a larger arsenal of spells.

Prime: Wisdom
Alignment:  Any
HD: D4
Bth: as Wizard
EPP: as Wizard
Spells/day: as Wizard
Spell selection: as Cleric
Weapons: as Wizard
Armor: as Wizard

At level 1: Lay on hands as Paladin.
At level 3: Turn undead as Cleric.
At level 12: Divine healing as Paladin.

Friday, April 27, 2012

Classic Monsters, Castles and Crusades

(Im going to do this in 2 parts, Part1 is me rambling as I do, Part2 is my review)

Part 1.
I have said many times on this blog that I'm totally immune to nostalgia. I would never play a game out of nostalgia. My only interest in OSR games are out of my interest in simple fun systems.

 That being said, classic monsters just delivered a one two punch of nostalgia. I started gaming with a single 1E advanced Dungeons and Dragons players handbook. My collection grew over time to include five to six 1E books and a hand full of 2E books.

My taste in monsters has always been of the undead variety. my first flip through I stopped on a few of my old favorites. Apparition, Crypt thing, Dark creeper, Dark stalker, Huecuva, and so many more. My mind flashed back to games I ran so many years ago. We would start playing right after school on a Friday night, And we didn't stop till the sun was up the next day. This is the first product to date to truly make me feel nostalgia.

Part 2.
First off the MSRP of the book is $24.99. Its a hardbound and 144 pages. Also available on Kindle for $9.99. Written by Kim Hartsfield. Cover by Sarah Walker. With art from Peter Bradly, Sarah Walker, and Jason Walton. Edited by Tim Burns.

The cover is full color with black and white interior. The first seven pages are an explanation of what monsters are and how to read the stat blocks. There is a chart for figuring experience. And a page with simple and easy guidelines for creating monsters.

The individual monster art is very reminiscent of 1E AD&D. Some are very simple line sketches and others are small portraits. None of the small art attacked to a write-ups are overly exiting. But none of them are bad either. All of them look like good examples of the attached write-up. On the other hand all of the full page art is very nice.

Where classic monsters really shines to me is the individual monster write ups. Each has plenty of ecology, giving the CK plenty of ideas on how to add and where to add these monsters. Classic monsters adds a "combat" entry, explaining how the monster will act in combat. This is great, especially for first time CKs.
This is a page right out of the 4E monster manual (making the 4E MM one of the best books for the 4E system.). And combat entries is what makes this product for me. It makes classic monsters stand out among all the retro clone, nostalgia, and OSR monster books.

It has been pointed out to me that there was some popular monsters among its omissions like devils and demons. For me personally this is not an issue, in 20 years of gaming I have never used them.

Over all I would recommend Classic monsters. While it has that classic feel. It also has a touch of innovation. Taking the best of the past and adding more utility to it. That to me is what Castles and Crusades in all about.

Saturday, April 21, 2012

Castles And Crusades Attribute Rolls. (Options and house rules)

I find that a lot of C&C first time Players and GMs see the primary and secondary attribute rolls as a hard rule rather than a guideline. Instead of a set rules think of it as a starting point for every roll.So here is a way to look at it a slightly different way.

A 18 difficulty for secondary attributes is just the base roll.
A 12 difficulty for a primary attributes is just a base roll.

Now comes the GMs evaluation of the situation. He can now adjust that number up or down as he feels its warranted. My personal range is between -4 and +4.
Very easy task, But a roll still matters. -4,
Easy task -3, Tough -2 through 0.
Hard task +1 to +3
Very hard task +4.

Or give a bonus to the roll based on difficulty of the action being attempted. Between -6 and +6.
Very easy task, But a roll still matters. +4,
Easy task +3, Tough +2 through 0.
Hard task -1 to -3
Very hard task -4.

I know its not specifically expressed that the difficulty should be adjusted by Gm fiat. It is based on the attribute rolls of classic D&D. Which was subject to GM fiat. 

An optional rule I follow is increased attribute bonuses. From the first chapter of the CKG is optional rules for greater attribute bonuses. I personally like this because I think the attribute should make a big difference.

3            -4
4            -3
5-6        -2
7-8        -1
9-12       0
13-14   +1
15-16   +2
17         +3
18         +4

If you like 3E math use its attribute formula. attribute/2-5= attribute mod.

And my call on adding level to attribute rolls. I only allow level to be added if you are preforming an action that is related to your class. After all your experience in that class is what that level represents. Just my opinion on this one.

Wednesday, April 18, 2012

Skill Systems for Castle and Crusades.

I have been putting a lot of thought into a skill system for C&C. Not for every setting, just for games that I want a little more detail in. While an easy solution would be just to give skill points. Allowing players to assign to skills to give bonuses to attribute/Siege checks. For example +2 to tracking or +1 stealth.

Which is simple and elegant. But what about skill groups like in Star siege?

For example:

Instead of having prime and secondary attributes characters have prime and secondary skill groups.Each skill group also has possible specializations.  For example a rogue would have Subterfuge as prime, And pickpocketing as a specialization.

Now there is two ideas going forward from here. Either a specialization could give a set +2 to the Siege roll. Or specializations could have a bonus range from +1 to +5 based on skill points or some other determining factor.

Still need to put some thought into this....

12 dozen ronin company (Mini-Six)

Here is a new class/Archetype for my Cyberjack or Future warrior settings.

For Cyberjack use the Heroic scale 14D to attributes. Any attribute above 4 needs an explanation (cyberware ect.). For Future warrior characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.
 12 Dozen Ronin Company

The 12 dozen ronin company is a world renown mercenary company. Soldiers of fortune and sell swords. These mercs are augmented and well equipped. Willing to do everything from body guard to deniable assets are on the menu. They reserve the right do deny any contract. But once a price and objective is agreed on these warriors are bound to the job till its completion.

When a new initiate is taken on he is given very basic low level jobs to prove his worth. Often these are deniable asset or low priority security details. Once a initiate has proven his worth he is offered a contract. These contracts are tailored to the individual. With payment in the way of a sign on bonus, a monthly salary and  Augmentations.Contract are offered 4 years at a time. Once a contract is signed the initiate is given the title of warrior.

Warriors are assigned jobs. Often in groups chosen by the company or prepaid battle groups by region. Jobs may last a night, a week or even for the full length of a contract. It is not unheard of for a warrior to be assigned to a body guard or security detail to the length of their contract.

Monday, April 16, 2012

Game on. Going to run some Nightbane.

Last night my brothers came over and after picking through all my gaming books they chose Nightbane for our next game. Instead on making out their entire character they just make out their human facade. then I had them turn the character sheet over and randomly roll on their morphus. And note it down but didn't tell them what they got. On a separate page I plan to write up their morphus.

We are going to play their "becoming". They will not know what their morphus is till they change. I think this is going to be a lot of fun. One day your average Joe, Next your a monster, And not just that you suddenly find out the world is full of monsters. You just never noticed before.

Sunday, April 15, 2012

Future warrior: Urban recon. (Mini-Six)

I had the Idea for a while to do a modern day or near future warrior game. Ghost recon meets cyberpunk, With a little judge dread thrown in. I decided to use Mini-six to do the write up for it. First off the setting.

In the new future there is only urban sprawl. Miles of concrete and steel. The corporate zones are clean, sanitized and secure. The rest of the cities are near lawless. The Peace keeping forces work as damage control more than police force.The setting is gritty and dirty.

 Character creation:
You are members of an elite urban assault force (E.U.A.F.). Characters are not supermen in this setting. They are very skilled. Characters start with all attributes of 2D. Players get 9pips to spread among all their attributes. With no more than 3D+2 in any one attribute. Characters get 15 skill die to assign. Max is 6D in any one skill.

Might: Brawling, Club, Knife, Lift, Stamina, and Sword.
Agility: Athletics, Bow, Dodge, Drive, Pickpocket, Pilot, Pistol, Rifle, Stealth, And Throwing.
Wits: Computer, history, Language, Medicine, Navigation, Repair, Science, Security, And Tracking.
Charm: Command, Diplomacy, Persuasion, And Streetwise. 

E.U.A.F. Gear.

Double eagle .45 1911 pistol. This gun is a classic. Super reliable and still in widespread use. 4D 30/100/300.

The Talon Mp5-2020 .45 SMG/Carbine. Based on the original H&K this SMG/Carbine is changed to a .45 to be a heavy hitter. 5D 100/250/450.
The Blade "boom Stick" 12g shotgun. This weapon is very versatile. With four loads available.
- Buck Shot: (damage based on range) Damage: 4D+2/4D/3D  Range:50/150/400 To hit +2/+1D/-2D
   +2D to all armor rolls against buckshot.
- Slug:  4D+2 40/150/400
- Gas grenade: Every one with in 6' of the impact zone must make a might check VS 18 or take a -1D to
  their next action. Multiple impacts stack up to a -2D.
- Sabot, buster: This round is a mini rocket. Often used to blast open doors and entry. It is very inaccurate  beyond mid range. Damage based on distance from impact. (6' around impact) 6D 50/100/ 200.  with in 12' 4D. To hit: +1D/N/-2D.

The combat wakizashi is the preferred melee weapon carried. +2D+2

Two tools that often see their way into melee combat is the chain fist entry tool and the wrist plasma torch entry tool. Both were created for fast and powerful entry weapons. Rarely is both tools carried by a single agent. The chain fist is a fierce melee weapon +3D. While the plasma cutter is rather fragile and is deadly but is not easy to wield with any real force 3D but cuts through armor quickly.

E.U.A.F. Battle Armor.
The armor gives a full body +10 Armor Value. With +12 to the head. It has a two way com radio. A bio monitor with trauma drugs set to inject on need. +2D to resist system shock. HUD display linked to command. Hearing enhanced as well as light enhancing visor linked to helmet. 1/2 all penalties for low light.

Tuesday, April 10, 2012

Combat Damage Options in Mini Six (D6 system)

A while back I posted on the Idea of separating lethal and stun damage in Mini Six (Or any D6 system). Which can be found here. Today another option hit me. There is two ways of handling damage in combat in D6. One is body points (basically hit points) and the other is wound track (a damage track system).

My idea is using both systems instead of choosing one system over the other. For most attacks that would normally only go to the first damage track level, these attacks would instead be taken off your body points. Once a characters body points are gone all attacks go to the wound track as usual.  Any attack powerful enough to go to the second wound track at level two or higher bypass body points and go to wound track as normal.

This option keeps minor wounds from kicking off the death spiral of a damage track. But gets rid of the hit point feel that may complain about. That characters are just fine till they loose that last hit point.

Sunday, April 8, 2012

Cyberpunk using Palladium rpgs (Rifts and Heroes Unlimited)

I was reading through the Rifts bionics source book. The section on city rat O.O.C.s got me thinking about more gaming in an urban sprawl. Using the city rat O.O.C.s and a few from Rifts, like man hunter could make for some great cyberpunk gaming. Great for very street level games. With O.O.C.s like the juicers and Borgs as higher power level game play.

I think using the O.O.C.s from rifts and cybernetics and bionics from Heroes Unlimited Could make a very sweet baseline S.D.C. based rules. Heroes Unlimited could also be tapped for magic or psionics (for some shadowrun) If you wanted as well.

I personally would not use Maga-Damage for small arms. I would only use Maga-Damage for vehicle or large scale weapons. If at all.

Thursday, March 29, 2012

D6 system. Keeping it alive.

I have been watching the development of the OpenD6 system ever since the announcement that is would go OGL. I have really liked the system for many years and find it a very elegant and practical system. I ran some Star wars back in the day and really enjoyed running the system.

With the basic system going OGL you can now download all the basic books online. Some from And sites like this.

A few companies are running with the system going forward. One is Anti-paladin games who created their own version called Mini-Six. Its a faster and simpler variant of the original D6 system.

Wicked north games has created their own version of D6 fantasy setting called Azamar.

They are working on another game called Westward. A steampunk western.I'll be updating this when it goes to kick starter.

Also check out the D6 Magazine.

Saturday, March 24, 2012

Building An Elder God

So you like Call of Cthulhu. You like card games. Check out this game by Signal Fire Games. Its Building An Elder God. As of this post there is still 19 hours to get in on this game. 

This really looks like it could be a ton of fun.

Thursday, March 22, 2012

Palladium Back @ Gen con

Good to see Palladium back at Gen con this year. I love this video.

Dead Reign (Palladium Zombies)

You know me you know I love my zombies. And I love Palladium rpgs.
Like this game was made just for me.

Monday, March 19, 2012

Wednesday, March 14, 2012

Palladium style armor in Castles and Crusades.

I had the idea of using armor like Palladium system in castles and crusades.

In palladium armor has an armor rating (AR) value that has to be rolled over to bypass the armor. Any roll 5 or greater is a hit on a D20. if the roll is between 5 and the AR value any damage done comes off the armor. Any roll over the AR value goes to the Characters hit points (well SDC then HP in Palladium). Dex bonuses do not add to AR in any way. instead these bonuses go to the players ability to dodge and parry incoming attacks.

I really like how this works. But on further thought I really don't want to keep track of another set of hit point (armor HP). 

So what about mixing this with damage reduction. Damage reduction (DR) is subtracted from any incoming damage. So if armor had a DR of 2 and a damage roll of 4 is rolled the damage taken would be 2.

For example:
A leather jacket might look like AR 8, DR 2.
While a leather duster could look like AR 14, DR 2.
Both give the same protection. Its just easier to hit an unprotected area on the target with a jacket.

So if an attack roll was made against a character in the leather jacket a roll of 1-4 is a miss. a roll of 5-8 hits the armor and the DR is applied to the damage roll. A roll over 8 will hit the character in an unarmored area and do full damage.

The same attack against a character in the duster with a roll from 1-4 is a miss. A roll of 5-14 hits the armored area. So DR of 2 is subtracted from the damage roll. On a roll of 15+ the character takes full damage.

The exact Armor rating and DR of each type of armor needs to be worked out. But this is a start. Still a work in progress.

Reaper Bones!!! New poly mini line from reaper.

Yes Reaper is coming out with a poly line. And unlike some other companies, they are cheaper than the metal ones. The tag line on them is "The prices of yesterday. The quality of today!". 
This is great for GMs like me who get to come up with all those monster minis. read more here at reapers site.
Dark Heaven Bones
  • 25mm Heroic Scale Fantasy Miniatures
  • Integral Bases
  • Unpainted polymer models
  • Durable and ready to paint right out of the package
Twenty years ago, you could go into a gaming store with a couple of bills and come out with a handful of minis. Not so much today. But today's quality is far superior to those figures of the past. Reaper's Bones meet that sweet spot where low price intersects with incredible detail. All the fiddly bits you love to paint are there at prices that will astound you.

Monday, March 12, 2012

A palladium channel on Youtube!!!!

This is great. I love the resurgence in interest in palladium books! Bring it on.

Sunday, March 11, 2012

Palladium RPGs. D20 skill system.

Here again with another Optional rule for Palladium Games. While I have no problem with the percentile skill system in palladium. I know some that don't like it. And this option is just too simple to not throw it out.

The simplest conversion I have come up with it is converting it to a d20 roll under system. Since every digit on a d20 is a 5% chance in a roll under system its pretty easy to do the math.

Divide your skill by 5 and you have your new skill level. A skill roll is made on a D20 by rolling under the new skill level.

Thursday, March 8, 2012

Palladium Fantasy Armor option.

I love optional rules. Even ones I don't use. But this is one I really like.

Some people don't like the idea of subtracting SDC from armor. Finding it tedious to keep track of armor SDC, character SDC and hit point just too much book keeping.

So to eliminate one of those sets of numbers I propose to turn Armor SDC into Damage reduction.
For example:

Soft leather (full) AR 10 SDC 20 becomes Soft leather (full) AR10 DR2.

If an attack hits but rolls less than the armor rating than subtract the DR from the damage rolled. If the damage roll goes over the AR apply damage to the characters SDC as normal.

I'm looking at dividing the SDC of the armor by 10 rounded down to get the damage reduction value. Not sure if that is going to come out right. I'm going to play with the numbers and try it out.

Palladium: Rifts and MagaDamage part. 2

A new Maga-Damage (MD) options just came to my attention.

The first is all MD weapons get the Maga-Damage trait. But now do damage as SDC weapons do.

If a MD weapon hits an SDC target the damage is doubled.

If the MD weapon hits an MDC armor target apply damage as normal.

If an SDC weapon hits a MDC target subtract 10 from the damage rolled and applied as normal.

Wednesday, February 29, 2012

Palladium: Rifts and MagaDamage part. 1

So I have decided to run some Rifts. Over the years I have seen a fair amount of criticism of the palladium system. I don't believe any system is perfect. And I find a lot of criticism of palladium is very nit-picky. But one area that has always sat weird with me and a lot of palladium GMs is how it handles MagaDamage (or MD) in Rifts.

Over the years I have seen a lot of house rules when dealing with MagaDamage. I want to go over some of the most common ones I have seen, And how I plan to use MagaDamage.

By the book: In my early days days I simply ran Rifts as written. Most situations this is no problem. 1 MagaDamage is equal to 100 S.D.C. (Structural damage points) This can lead to some odd situations with a 1d6MD weapon "vaporizing" a person in a single shot. Something that shoots a laser the size of a pencil yet it does 100 points of damage.

Converted: Some GMs just covert all MagaDamage to S.D.C. some just keep the die the same but make it S.D.C. The only problem with this is it makes expensive MagaDamage weapons barely as good as, and some times worse than cheap S.D.C. weapons.

Converted & Changed: In this option MagaDamage is converted to S.D.C. but all M.D. weapons are reworked and rescaled to make them more powerful S.D.C. weapons.

Rescaled: This is a very popular option. Instead of 1 MDC to 100 SDC. The conversion is scaled 1 M.D. to 10 MD. This still throws off a few damage values off when compared to some S.D.C. weapons.

My personal way of doing M.D. in the past was by the book but with rules for blow through for personal weapons. Basically how it works is I use M.D. as is but any time a S.D.C. structure or body is hit with M.D. there is a limit to the amount of damage it can do in a single shot.  Any time a M.D. weapon hits a S.D.C. body or object damage is rolled at the rate of 1M.D. to 10 S.D.C. This rule applies to only personal weapons. That way a hand laser or M.D. bullet doesn't "vaporizing" a whole body but instead passes through. This of course doesn't apply to large and vehicle mounded weapon. And doesn't apply to explosives.

Any one else have a favorite way of using MagaDamage? Or do you use one of the examples above?

Sunday, February 19, 2012

Time to get back to gaming. And some retrospect.

Been a while. Time to start up a game again. What I'm reading right now, And planing to run is palladium. I'm really digging palladium fantasy. I ran Rifts for a few years back in the day. Really liked the system. I really didn't run it for the right group back then. Instead of running it for my close friends I could trust I ran it open with any one and every one who showed up at the shop/club he hung out at.

A game like Rifts is not the most balanced of games. By that I mean not all the classes are equal in power. Now imagine the group you are running for is a large group made up of more than one group of friends. Who are not really friends with each other.At some point the group splits into two cliques and turn on each other.

Up to this point the game was a lot of fun. And I ran things very loose with very little restrictions. Allowing players to play anything they wanted. So after almost two years of running Rifts (as well as some TMNT, Robotech and Heroes unlimited.) we had all out PC vs PC war.

After a few weeks of the fighting and infighting out of game I had enough of it. I traded in all the books for shadowrun (which was my other game at the time.)

This lead me to two conclusions. One I thought every game needed to be balanced. Thinking characters being some how balanced in power would curb character on character violence.

Second I realized I didn't have time for dealing with people I didn't enjoy running games for. From that point on I didn't run games in clubs or shops for just any one but only for close friends and family.

Now I realize that all I really needed was number two. If I run for just people I can trust my games don't need character balance.

I'm really looking forward to giving Palladium system another shot. And giving my players a lot of freedom and seeing where they take it.

Cast Resurrect Spell

I'm back. I will probably post mostly about 13th Age for a while, that is the game that I'm currently running. But I have ideas and ...