Sunday, June 29, 2014

RPG Review: Glimpse the Beyond

Hey everyone!

First off I apologize for my long absence from this blog.  I have been having a series of setbacks health wise that keep me from really doing as much creatively as I would like.  That being said, I am back and hope to return to posting here frequently.

Today I bring you a review of a game called Glimpse the Beyond by Travis Legge.  GtB uses the tag-line of being a roleplaying game of Cosmic Horror.  In a field full of monster-hunting, massive unthinkable horrors, and magic this game does a good job of keeping things simple while still providing enough ideas and options to keep a campaign going.

Glimpse the Beyond is powered by the Myriad RPG System originally created by Ashok Desai.  The basic theme of the game is that there are unspeakable horrors that exist just beyond our normal perceptions and only a certain type of enlightened individuals, the Mages, understand what is really going on.  Now, I understand that this isn't an entirely new idea for a game, Travis does a good job of keeping it interesting through a combination of short fiction and examples here and there.

The overall system is a skill based on with a point-buy system used for character creation.  All rolls made in this game are done by rolling d6's.  One does not add the results of the individual dice, rather they use the single highest result and compare that to the Target Number in order to determine success.  There are of course modifiers and good rolls allow the character to have a better margin of success.  In addition to the standard character creation and mechanics section there are decent combat rules including vehicle combat guidelines.

The sections I like the most are the Magic and Creature Creation mechanics.  This is where the game gains most of its own flavor and becomes most interesting.  The spells use the same basic mechanic as the rest of the game but there are enough spells available to keep Players interested and give them variety between one another.  There are the obligatory combat spells but there are also many others that allow the Mage to influence what is going on around them and definitely give them an edge over normal people.

The creature section not only gives you a decent amount of pre-generated monsters, but there are several pages of guidelines for creating your own creatures.  Personally this is what I like best as I like to make up my own critters but most games don't give you a lot of information on how best to do it to fit in the system.

All in all I really like this game.  The only drawback I have is some of the artwork.  I am not against the CGI created work rather I think that most of the art could have a darker, more sinister feel rather than the somewhat glamorous style some has.

So, in closing, I give Glimpse the Beyond a 4.5 rating.  It is one that I hope to try out soon with my group and look forward to seeing what else Travis comes up with for it!

Monday, May 5, 2014

Some Random Thoughts about Gaming

So, gaming, both Tabletop and Video style, has been a big part of my life for many, many years.  It has been the release that I have needed over those same years, an escape from myself and my thoughts.  Don't get me wrong, it has caused me some problems...simply put there are many people, even today, who are put off by the idea of gamer's and the idea of RPG's in general.

As an escape it has allowed me to find a way to put my thoughts into something more concrete and to challenge myself.  The challenge isn't a hard one really, it is merely to push myself to write and/or draw more often.  While this is a somewhat simple goal, it isn't always one I am able to meet.  I sometimes go to great lengths to stop myself from being creative.  I have been known to talk myself out of it quite often really.

Thoughts of inadequacies, however silly, creep to the front time and time again and diminish what I have gone to great lengths to create.  Take my art for instance.  It is honestly a talent I have never truly pursued but I have been extremely fortunate to use of late.  Opportunities, both free and paid, have come up that have helped me to feel better about that part of my life, but there are always doubts.

Add to all of that a combination of over-active imagination, and sheer laziness and you get where I am most of the time.  Despite all of this there are many of you that inspire me without knowing it.  Even those of you that I have 'called-out' as being such usually don't know exactly how much they have done for me...

People like Nathan Richmond, Jay Libby, Joshua Kubli, and now the relative newcomers to my life such as Peter Bryant have helped me in many ways that I will always be grateful for.  As this year progresses, the year where I vowed to do more with my talents, I hope to show them... and all of you, how much I appreciate your support.

Thanks as always!!

Sunday, April 27, 2014

RPG Review: G-Core PRIME

Hey everyone!

First off, sorry for the lapse between posts.  Real life has been a bit...hectic of late and has been keeping me from doing a lot of writing.  That being said I still tinker away at my slew of projects as much as I can!

Today I come to you with a review of the new version of Jay Libby's super-hero themed game G-Core.  This, the third version, is named G-Core PRIME and is easily the best version out there.  Born from the days of the highly vaunted FASERIP system, G-Core has taken away the need for the confusing chart and simplified things down to using a single roll of a d10 to resolve things.

Jay has gone to great lengths to take the last edition of his game and expand upon it.  Character creation has been re-worked extensively in such a way as to allow all manner of character types.  The first step in Character Creation is choosing Origins, and this is more important, and fun, than ever.  A characters Origin provides them with how they got their powers, and innate abilities that arise from that event, as well as special features that relate solely to that origin.

Instead of just a paper-doll character with a slew of numbers and nothing else you can build a rounded character with PRIME.  Your Origin and other character options, including Hero Types (Basically occupations) and Special Focuses (skills) you are able to craft anything you could want.  My favorite part of the new character generation is the inclusion of the Power Table.  When using the characters Origin and the Power Table the Player is able to determine the overall 'level' of character they will have as well as how potent their abilities are.

There is a slew of powers available for characters to use, as it should be.  And things such as Magic and Technology are handled well enough so as to not be cookie-cutter copies of other powers.  But what I do like is that the G-Core system is so simple to use that crafting new powers, heck even new Origins, is a simple matter.

Jay did an excellent job at taking a good product and making it better.  It plays, looks, and understands the genre better than ever, and at the great price of $2.50 for a 98 page, full-color book you can't go wrong!

Tuesday, April 8, 2014

System Purpose

Hey Hey!

There has been a great deal of discussion, both internal and with colleagues of late, about the use of RPG systems.  What I mean is that there is a point where trying to adapt a system into something else becomes less than advantageous.  Is it possible to take a system intended for one thing, say Fantasy, and convert it far enough to portray a Comic-Book feel without 'breaking' the game.

I worry about this a lot.  You see, my own projects generally seem to be open-ended multi-genre based games.  It isn't that I don't want to work on just a single project/system, but as you all probably know I am obsessed with multiple ideas... Fantasy, supers, sci-fi, you name it I have ideas for it.

My current project involves adapting the BareBones Fantasy engine into a supers-system.  It has been fun and frustrating at the same time.  There are many aspects of BBF, and it's modern counterpart Covert Ops, that I really like, but I am afraid of changing it too much and losing the engines basic flavor.  I can't help but fear that is the case.

I have worked on a couple of adaptations to systems I like that take the basics too far.  The most notable ones would by my G-Core Sci-Fi/Supers, and the Monsters and Magic sci-fi/post-apoc.  I really like where both are going but they are quite a large departure from the most basic features of the game.

Is it wrong to change the fundamentals of a game?  Where does one lose the basic flavor and style of a system?

Interesting questions I think....  What are your thoughts on such a subject?

Thursday, March 20, 2014

Creativity and a few brief reviews...

And away we go!

So the last couple of days have been slow on the creative tip.  It isn't because I didn't want to be, rather I just had a lot of negative things on my mind... I am sure you know how it is.  Today seems to be different in that I have already managed to get a little art done and I hope to do some more writing today.

So, I know a good number of you are writers of various levels and taste in genre.  That is what I am wondering about today.  I am an RPG writer.  Anyone who has read this blog-o-mine knows that.  The thing is I recently took a bit of time and wrote more of a story.  It was a snippet really... just over 3k words, but I enjoyed it immensely.  To that end I have been thinking more and more about trying my hand at more recognizable fiction writing. (is that an oxymoron?)

Will I be working on RPG's still?  Well of course!  I am actually working somewhat dilligently on a writing project or two for the BareBones Games by DwD.  I am thinking about using the fiction I want to do as a tie-in for the gaming things.  I think it should be fun but I imagine it will be frustrating at times as well.  And we all know how I deal with frustration...

Lets see now... what other things am I interested in today...

I am starting work on a set of art projects for a gaming series called "Toys in the Sandbox" by Occult Moon.  The TinSB series are small ideas for GM's that can be inserted into lots of different situations.  They are great for when you don't have time to do everything for a session.

I am re-reading  the Contagion RPG.  It is a dark future world where all kinds of supernatural beast and anomaly takes place in the modern world.

Both are quite fun really.

I plan to do a more in-depth review of these in the coming days.  I need to get back to art right now though :D

Keep on Gaming!

Friday, March 14, 2014

Works well with others...

Anyone who has read this goofy blog 'o mine knows that I simply can NOT stay focused for long.  There are times I wonder if this is a good-or-bad kind of thing since it further inhibits my ability to finish anything, but at the same time it is fun to work with others collaboratively.  I think that getting input and ideas during the early part of a project can do a lot of good for everyone involved.

I have been fortunate enough to make some friends and mentors in the RPG and writing fields over the years.  All of them have influenced my work in one way or another.  Some, like my great friend Nathan, have been a sounding board for my scattered thoughts for about two-decades now and others, like Lee, Jay and Joshua, are new to me but just as helpful.

I have been working on a few (more than I should be) projects recently.  Two of them, being done with a new friend named Anthony, are using the D00-lite system utilized by the BareBones Fantasy game, while the other is a total homebrew system/setting with a different friend.  Is this too much?  Yeah, probably... but it's how I roll.

I love getting help, I like the push that such help can give me and the excitement that comes from collaboration.  I have spent so many years trying to do everything by my self that I have grown stagnant and these new projects have been awesome!

I can't wait to share some of my projects with you all.  My personal projects will all be released quietly, using the new PWYW model and if things go right (no, WHEN things go right...) I will be working on a awesome upcoming game from Daring Entertainment.  INCOMING SHAMELESS PPROMOTION!!!

I hope that in time I can do even more collabrative work with people.  As much as I like my solo-work, I think this is a way of doing things that will best fit my way of thinking...

What about you all?  How do you work best?

Tuesday, March 11, 2014

Flavor Fave?

Hey Gang!

So earlier this week I was having a bit of a discussion with a new friend about my favorite systems and settings.  He and I are working a fantasy setting and now he is being so kind as to throw some great ideas at my homebrew system.  It has been a great combination thus far.

So, as for favorites there are a few, oddly enough while there are a few I am partial to specific versions of some games.  I know this isn't all that uncommon among gamer's but it still stands out.  Oh, and keep in mind I still like my stuff best :P

Favorite Settings
Hands down I totally love the Mutant Chronicles world.  It is dark, grimy, and has lots and lots of detail.  I am partial to first edition, but am looking forward to seeing everything they do for the upcoming 3rd edition.

My second fave would be Shadowrun 3rd edition.  I just like it, no major reason but I did get to play tons of it over the years and I think that molded my love of it.

Third would be 1st or 2nd edition Earthdawn...Simply put its just a fun idea and the magic item growth is just awesome

A couple of other Honorable Mentions would be the Earth-Omega Setting used by Joshua Kubli's Invulnerable and the Palladium Fantasy Setting.

Favorite Systems
This one is harder than settings.  I have read and played so many variations on the same things (I'm looking at YOU 3.x/d20) that it gets hard to separate them.  That being said I would go with...

FASERIP/G-Core: So much fun.  Simple, fast and exciting.  It also helps that I have played more of this than any other game out there.

My second fave would be Shadowrun 3rd Edition.

And for systems my Honorable Mentions would be Invulnerable again as well as the D100 Lite system used by BareBones Fantasy and Covet Ops.  Both meet different needs for me.  And I am now getting more into Fate and can't wait to see the Daring Entertainment take on Supers for it.

So, what is everyone else into?

Sunday, March 2, 2014

Wow, that's just SUPER

Whelp, here we go again, more random thoughts...

So recently (last week) a new friend and I were discussing the possibility of creating a Super Hero setting/hack for a game we both enjoyed.  We went so far as to start working up the math and such necessary to do exactly that when we learned that another person was pretty much finished with just such a game!  Doggone it all anyway!

That leads me to my current quandary.  Although I am having fun on my variety of fantasy-based projects I am once again yearning for some super-powered goodness.  As you all may recall I have tried many times to nail down a system to do such with.  There are currently two projects in mind for this.  One, which is a super-powered/multi-dimensional jaunt is already set for a great game called Invulnerable (which has a 2nd Ed. coming out very soon)

That leaves my general and overly-large setting.  I am torn between several ideas.  The current games I am considering would be... BASH Ultimate Edition, G-Core, and Icons.  Now these are ones that are finished and good to go with no real work.

On the other hand there are some systems that I think would be cool to modify/hack some things up for.  Those would include... Monsters and Magic or MADS (both of which I have reviewed previously).  Now MADS has a nifty little set of supers-rules already, but I think it would need a good amount of expanding... As for Monsters and would need a huge amount of work.  I love its Effect Engine but boy, it would daunting.

The setting, although large, is set up so that I can slowly release things.  I can start small and expand out from there as has been suggested to me previously.  I think this is a great way to go.  Begin with a localized region then go outward from there...

So today I ask if any of you have some other suggestions?  I love hearing other peoples ideas and truly enjoy finding new games and such!

As always Thanks and Keep on Gaming!

Saturday, March 1, 2014

Here a Setting, there a Setting

Hey gang!

Well, here I am with some more random gaming-related thoughts.

Today I shall present you all with some ideas/ramblings regarding the most important (at least to me) part of any RPG, the Setting.  If there are one million different game systems out there then can you only imagine how many settings there are?  I know that there are many, many folks out there that love playing in the 'official' settings provided by most games... I have truly enjoyed a few of these nicely presented settings, with Mutant Chronicles, Shadowrun, and Deadlands being among my favorites.

That being said I am an unabashed fan of creating my own settings.  My first foray into Game-Mastering was in my own fantasy world and I still use parts of it today.  I guess it is my over-reaching ego that makes me thing would really want to play in one of my worlds, but I like to think that I have many fun ideas.  The problem is how to present those thoughts.

I have seen games that provide a small setting preview with their mechanics and others that hold off for specific releases all their own.  I am a fan of the first way of doing it... give them a taste and let them come back for more.  The question I would ask you is what is enough for a setting?  The second edition Earthdawn book, another setting I really like, only has about 50pgs of actual setting description.  Is that a good base to build on?

I wonder though, if the latter idea is good though.  Look at everything mechanics wise with the 3.0/3.x types of stuff.  My favorite setting associated with the d20 mechanics is easily Ptolus.  That thing is AWESOME.  I mean you could easily run a character and their families through years of adventure and never leave site of the city.  I would love to have the hardcover material for this, but even used copies are over 170 bucks on Amazon.

But I digress... as a new game designer, and a fan of a LOT of genres, where is a good place to start?  Should I get my mechanics alone... with a small teaser... or a large PDF of everything?

Thanks in advance!

Friday, February 28, 2014

Wow! He returns!

Hey gang!

It has been a while since I posted again.  Sadly my recurring health issues have been keeping me from getting as much done as I would like.

That being said I have a question for you.  How important do you think it is to keep to the 'original material'?

The reason I ask is because I have been tinkering with a sci-fi/post apoc style game for the Monsters and Magic game.  This is where the sticky parts begin.  I am interested in using its core mechanics, the so-called "Effect-Engine".  I truly enjoy its dice-mechanic and combination of FATE-like features that create a fun little experience.

The problem for me at least, is that the extreme changes I have been creating to the basic M&M game are forcing it in a direction that belies it's original OSR compatibility.  Do I consider that a problem?  Nope, not whatsoever.  I want to take something I think could be used for just about anything and put it someplace new, thereby breaking its normal 'form'

Here is a link to the games basic webpage...

This begs me to fire off a related query...  When is changing something too much?  If you know of my past blog posts about M&M you will understand that I really dig the Effect-Engine but, as shocking as it may seem, I am not that huge of a fan of its old-school ties.  Odd isn't it??

That is why I would really like to see my campaign set far in the future away from everything 'fantasy' work.  I fully believe the Effect-Engine can do it, but I am afraid I will drive away 'purists' by creating something that is no longer 'true' to its origins and no longer backward-compatible.  

Am I crazy??

Wednesday, January 29, 2014

Monsters & Magic: Into Darkness 3

Hey all!

I think that for this weeks Monsters & Magic post I will jump right to the point!  The main thing I love about this game is not necessarily its Old School feel, rather it is its Effect Engine.  Simply put the Effect Engine allows you to create special effects or great failures depending on the way the dice come up.  Now I understand that this isn't a breakthrough in gaming history, but I enjoy it and so will continue to work on it in my own twisted way.

One of the things I am working on right now is altering the way skills are done.  Instead of the more 'typical' OSR feel I am breaking skills down into some specific groups and doing away with the entire level = power kind of thing.  This way of thinking is predicated by the fact that I am not a huge fan of Level-Progression in general and think the E.E would allow for individual growth while keeping a simple basis.

Each character class start with 10-points of skills plus a few optional points that allow the Player to customize the character to their desires.  As the character gains experience (something I will cover later) they will gain more points to be used to increase existing, or purchase totally new skills.

Presented here is my take on the base 'fighter-type' class for my version of M&M.  As you can see it is still simple and easy to understand and, at least to me, still fits the overall 'feel' of M&M.

As always, please let me know what you all think!  I am always open to advice and critique!  And of course... Keep on Gaming!!


Primary Attribute:      Constitution
Physical Hit Points:     1d10
Mental Hit Points:       1d6
Starting Money:          2d4 x 200 chits

            You are the epitome of the modern fighting man.  Your skills have been honed over the years to make you a formidable foe regardless of the situation.  You may be a simple militia member in a small settlement, or part of the ever expanding Union military machine.  As a person-of-action you know how best to apply force and more importantly are able to determine when, and if, said force is necessary.
Soldier Base Skills
Combat Skills
·         Edged Weapons            1          
·         Ballistic Weapons         2
·         Energy Weapons           1

General Skills  
·         Athletics                      2
·         Stealth                         1
·         Survival                        2         
·         Tactics                         1

Soldier Traits
·         Armor Training: You are able to use all forms of personal body armor
·         Field Repairs: You are adept at maintaining your equipment even in harsh environments
·         Fighting Lore: As current
·         Feats of Strength: As current

Soldier Advancements
·         Blitz: You are able to add your Milestone level to your Initiative Score
·         Brothers in Arms: You can call on former comrades for aid.  This requires a Charisma check with a TN of 18 and if successful a nearby NPC is someone friendly to the character.  This may be used once per session.
·         Leadership in Battle: As current
·         Followers (Heroic Milestone): As current
·         Sidekick (Heroic Milestone): As current
·         Stronghold (Epic Milestone): As current

Other Advancements
·         All-Out Attack Stance
·         Defensive Stance

·         Precise Strike Stance

Monday, January 27, 2014

G-Core Monday 2: Thoughts on the game Details and the Solider Calling

Hello there!

Here we are, post two of what is planed to be an ongoing weekly post of G-Core related goodness.  I was thinking about G-Core, and its predecessor the FASERIP system, and its ability to be used for genres other than super-heroes.

The mechanics for G-Core are extremely simple... you roll a single d10, add your Attribute/Skill/Power Rank and compare that to either a static Target Number or the result of your targets defensive roll.  Easy right?

What I like about this is that it does a couple things well.  First it is wide open for expansion and modification.  The rules presented in G-Core Deluxe provide a variety of powers and ideas that allow the Game Master to create pretty much anything they, or the player, could need.

A good example of this would be the currently unnamed setting that I am creating for it. Basically the setting is quite simple and low-powered.  The main idea is that ordinary human beings, along with a few ally races, are battling a myriad of supernatural threats.  Jay, the creator of G-Core, wrote an expansion for his game simply called G-Core Grit that introduced the system for creating low-powered, deadly, and quite 'gritty' level characters.

It is with these guidelines that I am creating my setting.  It is a fun project and I am making good progress.  I hope to have the character creation guidelines finished in the next week or so and then I will move on to writing up new creatures, new abilities, and evil organizations.  Like I said... much fun ensues!

Today I present you with the write up for the Solider Calling.  There are no 'classes' per say, rather a set of rough groups that grant the character a few benefits and a requisite flaw.  The hope that these edges will grant the Player some ideas to better play the character and help differentiate the callings from each other...

            For years you have practiced the arts of self-defense.  You may have been part of a standing army, a private militia, or you could simply be a ‘gun-nut’. Regardless of your motivations you have learned how best to protect yourself and those around you.

Stat Modifier: 5-point bonus to Moxie
Special Focus: Military +10, Survival +10, Tactics +10

            Old War Buddies: You have a number of friends from your days in the service that you are able to call on.  Once per session you are able to make a Spirit Check with a TN of 30.  Success indicates that you were able to contact an old friend for some sort of assistance.  This aid can include providing equipment, shelter, and transportation but should not involve anything that could lead to the friend’s injury or death.

            Resilient: You have trained yourself to withstand pain that would fell a normal person.  Once per day you are able to ignore an amount of damage equal to your Moxie Stat.

            Weapons Guru: You know the ins-and-outs of all manner of weaponry from simple knives through heavy artillery.  This training grants you a 10-point bonus to all Attacks with two specific weapon types.  This bonus also relates to all Checks to identify and repair those types of weapons.

            Trauma: Your years of active duty have begun to have their toll on you.  During character creation you must choose something that triggers this problem.  It could be something physical, such a penalty when using ranged weapons due to a missing eye (Agility).  It may be something mental such as traumatic flashbacks caused by the smell of cordite (Spirit).  Each time the Trauma stimulus comes into play the character must make a Spirit Check with a TN of 30 or suffer a 20-point negative modifier to all related Checks using the specified Stat.

As always, I hope you enjoyed this and have a great time Gaming!!

Thursday, January 23, 2014

Monsters and Magic: Into Darkness 2

Hey hey!

I hope that everyone is doing well and that your creativity has been flowing.  My work has been going at its normal pace, but any progress is a good thing.

Today I present you with two of the species of the Into Darkness setting.  You may recognize these from my Espeth setting.  My plan is to rework many of them into my new setting.  The two races that I present to you today are among the most influential groups in the Mahizara Union.

I hope you enjoy the read and as always Keep on Gaming!

Monday, January 20, 2014

G-Core Monday 1

Hey Gang!

As part of my New Years revelations I have decided to return to a regimented writing schedule.  The plan is to work on specific projects on set days.  This will hopefully allow me to let out ideas on my plethora of projects in a more regular pattern.

Mondays are going to be dedicated to my new Monster Hunting G-Core project.  The idea for this one is to create something low-level power wise in the vein of such shows as Supernatural (one of my favorite TV shows).  I picture humans as the primary players in this little drama, but there will be other races available for play.

The first offering is a basic write up of the Gargoyles, a secretive race of warriors who hide among the ornate sculptures of old buildings...


            All across the globe there are stone carvings and frescoed statues depicting all type of fearsome guardian. The truth is that these artful decorations were inspired by early man’s interaction with this race of ancient warriors.  The origins of this race are shrouded in mystery.  There are no stories of their creation or how they came to gain sentience, all that is known is that a select few awaken from their statue-like state and become what they were ‘meant to be’.  Whatever the truth is they are either unwilling, or unable, to speak about it.

            Gargoyles come in two basic forms, Watchers and Hounds.  Hounds take the shape of powerful hunting dogs repleat with massive jaws and powerful claws.  The watchers, who represent the majority of known gargoyles, are oversized humanoids sporting massive wings that carry them through the sky.  Both forms are covered in ornate runes and scrolling lines that glow with an inner light when in the presence of the Hellborn.

Attributes: Physical: 4d10 (Agility 2d10), Mental: 2d10
Special Focus: Brawling +10
Special Traits
All gargoyles have the following traits
  • Keen Senses: Gargoyles see in the dark as if it were normal daylight
  • Massive: Gargoyles are large and heavy.  This imposes a 20-point penalty to all Stealth-related Checks.
  • Protection: The gargoyles stony skin provides them with 8-points of Armor
  • Sink like a Stone: Gargoyles cannot swim and quickly drop to the bottom of any liquid they encounter.

  • Claws and Fangs: These weapons deal 1d10+10 damage
  • Tracking: Hounds are able to follow a targets scent like hunting dogs.  This ability gives the hound a 10-point bonus to all Perception Checks to trace a targets movement

  • Claws: These weapons deal 1d10+5 damage
  • Enhanced Vision: Watchers gain a 20-point bonus to Perception Checks to spot invisible, astral, or ethereal creatures and objects
  • Flying: 10-point flight power
As this project progresses I will be adding new races, new powers, and many creatures for the characters to encounter.  It should be a lot of fun both to write and to play!.

Thanks as always and Keep on Gaming!

Tuesday, January 14, 2014

Monsters and Magic: Into Darkness 1

Hey Hey

Here I present the first portion of a small setting book I am working on for the Monsters & Magic RPG.  Unlike my previous writing for this game it is decidedly not a fantasy offering.  Instead of the normal tropes associated with such a game I am going for a High Adventure, Sci-Fi/Horror mash up.

This setting, Into Darkness, will contain a plethora of new ideas for M&M including compartmentalized 'super-powers', psionics, and cybernetics.  This is an idea that has been perculating for a very long time so I hope you all enjoy the ride!!

Thanks as always, and Keep on Gaming!!

Monday, January 13, 2014

New Year, New Ideas

Hey everyone!

First off I hope that all of you are having a great New Year thus far and had an enjoyable holiday season no matter what your personal beliefs are.  I have been doing well despite a rather serious bout of problems with my neck and spine.  It is this not so enjoyable problem that has been keeping me from my normal amount of productivity.

I have decided to be more proactive this year with my work.  I have been accepted as an artist for an upcoming Monsters and Magic product and have submitted my writing to a company whose work I enjoy.  These steps are huge for me and are helping me to move along in my other personal projects.

Writing wise I have slowly been working on my homebrew system and two different settings for it.  Although it has been going slow I have been making progress and that is always a good thing.  I am extremely fortunate to have a number of people who have been supporting me and helping me through my creative and personal issues.

Today I want to present one of the races for my Hellborn project.  Hellborn is a modern day setting where mankind is besieged by monstrous creatures from an adjacent dimension...  I understand that I have yet to fully detail my mechanics but the following will give you an idea of the direction I am going.

“There is nothing quite as grand as knowing ones true self.”

Physically cambions have two guises.  Their true form is drastically different than the façade they present when around others.  A cambions skin tone varies greatly from pearly white to deep glossy black.  Shades of red and blue abound and their hair is always a contrasting color from that of their flesh.  All manner of runic scars and tattoos adorn their hides and their eyes constantly glow with an inner light.

Cambions are able to shift their form into that of a seeming normal human.  They are pleasant to look at and radiate charm and an air of success.  The cambion is able to maintain their façade for as long they desire although they are known to lose control.  Strong emotional and physical stressors such as pain, passion, love, and hate can force the cambion to involuntarily change to their true form. 

Body                 3d6
Reflex              3d6
Intellect          3d6
Intuition          3d6
Presence           3d6

Species Traits
Charming: The character gains a 2-point bonus to all Persuasion, Con, and Sense Motive Checks.
Hellborn Heritage: The character is able to allocate an additional 4d6 to their Primary Attributes.  The Player distributes these three dice among the attributes as they see fit but only a maximum of 2d6 may be applied to any one attribute.

Cambion Traits
The character begins play with three choices off the following list.  Some choices are more potent than others and as such cost more than one ‘pick’.
  • Claws and Fangs: These weapons deal 1d6 damage when used in combat
  • Dark Sight: The character is able to totally ignore all penalties for dim or no light
  • Energy Attack: The character is able to release a blast of corrupt power.  This attack has a range increment of 10 and deals 1d6 +2 damage.
  • Full Wings (2-choices): The character is able to manifest fully functional wings that allow them to fly.
  • Horrific Scream (2-choices): The character is able to unleash a blast of sound that stuns enemies.  The scream affects a 20’ area. Everyone other than the character must make a Body Check TN 14 or flee for one full Round.  The TN to resist the scream increases by 1-point for each additional character level.
  • Horns: These weapons can be used to gore an opponent once per round dealing 1d8 damage
  • Indomitable: 1-point of Mental Protection
  • Inverted Knee: The character gains a 2-point bonus to all Athletics Checks involving leaping, climbing, and tumbling.  They also gain a 2-point bonus to all Running Checks
  • Prehensile Tail: The character has a long flexible tail that can hold items and manipulate things.  The tail can also lash out dealing 1d4 damage.
  • Scaly Hide (2-choices): 1-point of Natural Protection
  • Vestigial Wings: Add to the characters jumping distances and allow them to glide 2’ per 1’ dropped

Transformation: The character is able to hide their hellborn traits from others although during times of emotional or physical stress they may lose control and change involuntarily.  Changing forms in combat is a 6-IC Action.  The character may only hold onto their façade for a number of hours equal to their Body modifier plus 1 before having to rest for the same amount of time.

I will be posting more this week about my progress on a number of projects including a review of a game I recently discovered that I enjoy.  I look forward to keeping this going and to any response that you all may have...

Thanks as always and Keep on Gaming!!