Monday, 22 December 2014

AS&SH - Session 13

Session 13 (November 8, 2014)

(Back to Session 1)

This session saw a record amount of players present in the campaign:
  • Kyndvald (Viking Pyromancer 2), a chaotic and pyromaniac sorcerer, traveller from the Old Earth
  • Laoise (Ixian Druid 3), a travelling druid, and her retainer, Gegnir (Viking Cleric 1), a nightmare-haunted man, recently converted to Apollonian beliefs
  • Phlianos (Ixian Legerdemainist 2), a clever and sneaky thief, and his henchman, a former crewman, Hrótgeirr (Viking Thief 1)
  • Esja (Viking Ranger 3), the second oldest surviving character, a master of the bow (especially with her magical weapon, a gift from Ullr from another world)
  • Harald Greentooth (Viking Fighter 4), the bold javelin-thrower, the single surviving character from the start, and his loyal companion, Gustavsson (Viking Fighter 1)
  • Vandar Skölsson (Viking Berserker 2), a brutal fighter, dangerous mostly to his enemies
  • Styrr (Viking Fighter 3), a taciturn warrior, former crew member promoted to PC status

GMC Game Aids

I have posted several game aids on the Onyx Path forum I made for an upcoming God-Machine Chronicles game. I thought sharing them here as well would be appropriate. Here are the links:

Tuesday, 16 December 2014

Social Combat Redux

I recently posted a conversion of Courtney Campbell's social attack rules to the AS&SH system. However, after crunching some numbers it became apparent that such a system (no matter how baroque and appealing to me) would produce rather unbalanced results, so I decided to redo the maths.

My goal was to keep the rules simple while providing choice and strengthening class archetypes at the same time. I certainly like them better this way.

To-hit modifier = +1 per odd level + (INT or CHA modifier)
Social AC for monsters = 12 - morale - 1 per even HD
Social AC for players = 6 - 1 per odd level - (WIS or CHA modifier)
Social Damage = 1d8 + CHA modifier

Every player character may choose one of the four social attack types (Anger, Fear, Confusion, and Charm) as favoured, granting a +2 to-hit bonus (monsters usually do not get this bonus, but ultimately it is up to the Referee to judge). Furthermore, the following special rules apply:
  • Using an appropriate spell grants +SpellLevel to-hit bonus and deals double damage.
  • Assassins deal double Fear damage.
  • Bards consider each social attack type favoured, and deal +1 damage per odd level.
  • Berserkers are immune to social attacks while raging. (cf. Unbreakable Willpower).
  • Druids and Scouts deal double damage against animals.
  • Monks have a point of social damage reduction per level.
  • Rangers deal double damage against otherworldly creatures.
  • Thieves consider each social attack type favoured.
  • Witches deal double Charm damage.

Friday, 21 November 2014

Five Kung-Fu Styles

I have been slowly (and I mean very slowly) working on a wuxia-inspired setting and OSR compatible rules. Below I present to you five kung-fu styles, one for each of the five different colours of chi. Also, some notes on the rules.

Monday, 17 November 2014

Berserker Class Idea

What I present below is the result of my recent toying with class mechanics. It is obviously unfinished (and contains a lot of Pathfinder-isms), but I believe it still communicates the concept I had in mind well. I have some ideas for the cleric class, as well, basing their abilities on domains and channeling power (a resource similar to the berserker's rage).

Tuesday, 4 November 2014

Campaign Pitch: Gothic Megadungeon

Instead of prepping for my upcoming game or finishing my articles for Kazamata, I thought about megadungeons and came up with a couple of different - and at this stage, very vague - ideas, that I am going to present. The first one is:

The Sempiternal Citadel of Maleficence

Tuesday, 28 October 2014

Social Combat in AS&SH

The following is a summary and conversion of the social combat rules found in Courtney Campbell's On the Non-player Character.

Characters may substitute one of their attacks (regardless of whether melee or missile) to make one of the following special attacks to deal non-lethal damage. Non-lethal damage is not deducted from one's current hit points but is totalled separately; once it exceeds 1/4 or 1/2 of the creature's current hit points, a Minor or Major effect takes place, respectively, depending on the attack type.

Attacks are resolved as follows:
  • 1d20 - 4 (base penalty) + Intelligence modifier + Charisma modifier
  • target AC equals either (10 - Wisdom score) or (10 - Morale) - 1 per 2 HD; creatures with animal intelligence have +4 AC bonus
  • the attacker's Fighting Ability is a key factor; use your character's regular attack matrix to determine success
  • successful attacks deal 1d8 points of non-lethal damage, plus the better of your Intelligence or Charisma modifier
N.B.: For the purposes of social combat, Intelligence modifier equals the number of extra languages, while Charisma modifier equals reaction bonus.

Thursday, 23 October 2014

AS&SH - Session 12

Session 12 (October 18, 2014)

(Back to Session 1)

In which the party inquires about a way of getting home, sets sail toward the west, and suffers a great tragedy.

This time the party consisted of the following characters:
  • Harald Greentooth (Viking Fighter 4), the last of the original cast
  • Esja Waldensdottir (Viking Ranger 2)
  • Phlianos (Ixian Legerdemainist 2)
  • Laoise (Ixian Druid 2), a non-hater Ixian, who grew up among the Kelts
  • Styrr (Viking Fighter 2), a member of the crew promoted to PC status

Thursday, 2 October 2014

Upcoming OSR Games and Supplements, Part 2

Although none of the works mentioned in Part 1 have been published in their final form, I am here to speak about a couple of other projects that have got my attention.

Thursday, 25 September 2014

AS&SH - Session 11

Session 11 (September 20, 2014)

(Back to Session 1)

In which the party seeks a great healer but find only his hand on an island in another world, conduct the perfect heist, and blow up because of a cursed scroll.

The party members present were the following:
  • Esja (Ranger 2)
  • Freydís (Priest 3)
  • Gylfi Flogasson (Legerdemainist 1)
  • Harald Greentooth (Fighter 3)
  • Ingegeirr Lynetsinner (Anti-Paladin 1)
  • Jormund (Magician 3)
Referee's note: The player of Gottfried decided that, since there were already enough combat-oriented characters in the party, he would try one of the more interesting classes: he chose the Legerdemainist, a thief with ample magical skills to be really different. Obviously, he went for illusionist magic, as well. Also, a new player joined the party (actually, a first time table-top role-player), who really liked the idea of an evil paladin. Although the rulebook doesn't include that option, for now, we went ahead with simply reversing every ability of the paladin (e.g. his touch caused damage and disease instead of curing it; he would control undead instead of turning them; he would use necromancer spells, etc.)

Saturday, 13 September 2014

Review: Grandpappy Cromdar's Whizbang Zoo!

Grandpappy Cromdar's Whizbang Zoo! is a well-done and imaginative funhouse dungeon. It comes with its own little bestiary of completely new and interesting creatures, all lavishly illustrated by the author, David Lewis Johnson.

(I made sure that the review below contains only a minimal amount of spoilers regarding the adventure.)

Friday, 29 August 2014

Vikings & Valkyries - Session Ten

Session 10 (August 23, 2014)

(Back to Session 1)

Lately, I have become quite enamoured of AS&SH (see my review); I discussed it with the party and we decided to convert our campaign to AS&SH. Thus, this post both reports about the events of our last session and thoughts about the conversion and whether we appreciate the changes the new system brings to the campaign.

For continuity's sake, further reports of this campaign will still  be tagged Vikings & Valkyries, although I will, of course, add the ASSH tag, as well.