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Tuesday, September 20, 2016

Bennies in my games (SW)

I made a cheat sheet for my players, I thought it might be useful to others as well. This is just for my games, not me expressing my belief that the core rules are broken and in any need of changing or fixing.

Ways of earning bennies:

*Any time a player "invokes" or uses their own hindrance to complicate the story. For example: they give in to an addiction and lose a suspect they were watching. A player descides her phobia comes into play without the GM imposing it.

*Players can gain a bennie by choosing to fail a roll to further the story. Sometimes losing in a car chase will just make the story more interesting.

*The GM can offer a player a Bennie as a 'story complication' in exchange for a Bennie. Players may refuse the completion and Bennie by giving the GM a Bennie in exchange.

*Players may propose a story complication, the player describes a complication in the story that works against the party as a whole. If the GM agrees and runs with it every player effected gets a bennie. Maybe a rival gang shows up, or a trusted contact double crosses the party.

Ways of using bennies:

*Players can gain a reroll as per normal SW rules.

*Players can spend bennies to soak wounds per SW rules as normal.

*Players can spend a bennie to "remember" a piece of gear they packed.

*Players can spend a bennie to gain the benefit of an Edge for a single round.

*Players can spend a Bennie and get a "lucky break" this is entirely up to the GM, if the GM doesn't feel it's appropriate he will return the bennie. Otherwise he will describe or let the player describe something that is discovered or suddenly noticed in the players favor. It's also the GMs discretion to allow players To describe the lucky break and allow it or veto it.

*When players clearly have advantage against a weaker group, like a group of knight in disguise jumped by road side robbers. Or possibly a street gang trying to stop a party of prime street runners. Players can spend a bennie to use cinematic combat to resolve the combat.

Monday, September 19, 2016

Wild card villains and their minions.

I've been thinking about Bennie economy in my games. One thing I noticed is that I rarely give my wild card villains bennies. Often I forget or don't really find their use all that helpful. Most just get spent to soak or reroll and not much else.

Today an idea hit me, it may not be all that unique or useful to anyone else. I'm sharing it any way.

Most of my wild cards are leaders of a group of mooks. Like a goblin chieftain or shaman leading a mob of lesser non-wild card mooks.

From now on I'll treat the group of mooks as minions and an extension of the wild card. The wild card can spend it's bennies on the mooks in its group, not just on itself. Giving me a lot more opportunities to use those wildcard's Bennies.

Rippers: Resurrected, first look.

When the original Rippers first came out I had to have it. Rippers quickly became my favorite setting, at the time I was running nothing but Savage worlds....and a lot of Rippers.

As much as I loved the setting in the core book I equally hated the plot point that came in it. In my opinion the plot point destroyed the replayability of the game.

When the relaunch (resurrection) of Rippers was announced I was pretty exited, but getting in on the Kickstarter just wasn't in the cards for me.

Today I finally got my hands on the player and GM Guides.

These new guides are gorgeous. The art, layout, and feel of the books are perfect. I love the new two core book format. The plot point in the GM guide is a sequel to the original, which I find a weird choice.
The new books look to have more information and at least seems better organized.

I really look forward to getting a game of Rippers going again.

Tuesday, September 13, 2016

The Turned

Some don't fall to the power of corruption. Some give themselves over to corruption willingly.

Drug to the infernal realm, hardened and forged into weapons for their demon masters.

Being from the plane of man means the power needed to summon them is less than that of their masters. Once on the other side their main goal is to find a way to bring their masters over.

Size: 1 Human/Demon
Perception: 12(+2) truesight
Defense: 15 Health: 15
Str:+4, Agi:+2, Int:+1, Will:+4
Speed:18

Immune: disease, poison, insanity, fatigue, frightening, slowed, and stunned.

Spell defense, make all spell defense rolls with 1 bane.

Natural weapon, or weapon carried. +4 (1d6).

Frenzied attack: can make attacks against two different targets, both with 1 bane. 

Void step: can use an action or triggered action to teleport to a medium range space he can see. Roll a d6, on a 1 or 2 he can't use void step again for 1 minute.

Yes, technically this is a watered down small demon, but i needed it to fill a nitch.

Sunday, September 11, 2016

Making D&D basic more basic.

I really like running D&D 5th edition with just the free basic rules. I find it to be a simple elegant set of rules in and by itself.
Adding the occasional background or other options from the full rules set for flavor.

But I've been thinking, can I make basic D&D even more basic? Can I trim even more fat? I believe I can, here is how.

I propose dropping skills all together. That's right, no skills. Instead characters get their proficiency bonus to all rolls. Proficiency is the characters power level and experience. Like old school D&D weapons are restricted to your class proficiency weapons.

When characters make a roll that involves the characters background in any way, the character has advantage for the roll. If the character makes a roll appreciate to their class, they have advantage.

I haven't tried this yet. But I hope to soon.

Friday, September 9, 2016

Reaping blade (shadow of the demon lord)

The Reaping blades are relics of a lost past. Legends tell of 13 priestly knights who traveled the lands along the border of the desolation long before the empire built it's walls and outposts. Known for their ability to root out corruption and undead, laying the undead to final rest.

Legends go on to tell of the day the knights banded together and road together into the desolation on an epic quest ....never to be seen again.

A few of the blades have resurfaced over the years, but always seem to fade again into legend.

A reaping blade has all the attributes of a normal sword. With the exception of being priceless and Exotic.

When within 100' of an undead being or a corrupted soul the blade vibrates soflty, often only noticeable to the carrier of reaping blade. All attacks against undead gain one boon. On a 20+ attack roll against undead treat any one d6 damage die as a 6 instead of rolling it.

Monday, August 29, 2016

Shotguns for Shadow of the demon lord

Since shotguns don't exist in the official books, I figured I would do them myself.

Shotguns come in both single or double barrel configuration. Single barrel will fire once before needing reloaded. While double barrel can fire twice before reloading, or fire off both barrels in a single action. Both configurations require a turn to reload.

1 barrel. Dmg: 2d6, 2H, Range:M, 8gc, Av:E
2 barrel. Dmg: 2d6, 2H, Range:M, 12gc, Av:E
Misfire, reload, uses shells.

* Shotguns get a boon to hit at short, and bane at long. +1d6 damage at short, -1d6 damage at long.

Power 10 for 5E D&D.

As I play more and more fantasy role-playing games, especially D20 variants, I find that some of my favorites are the ones that boil the ent...