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Introducing Jewel-Delvers of Nagor Kadir

Project Scimitar has evolved. The Scimitar System’s first publication has now got its final name—Jewel-Delvers of Nagor Kadir.

I’m currently working my way through the bestiary and vehicles/mounts section, but the core rules are solid and standing up well in play-testing.

Let’s introduce some of the rules in bite-size posts!

Attributes

Characters have six Core attributes and six Secondary attributes, as follows:

Core: Strength (STR), Agility (AGI), Endurance (END), Cognition (COG), Personality (PER), and Occult (OCC).

Secondary: Hand-to-hand (H2H), Ranged (RANG), Thrown (THRO), Manifesting (MANI), Handling (HNDL), and Crafting (CRFT).

The Core Mechanic

The great and versatile d10
  • To succeed at a task, you must get a number of successes equal to or greater than the task difficulty.
  • As an example, breaking a door down might require succeeding at a 2STR test. This is a STR test requiring 2 or more successes.
  • To succeed, roll a number of d10 equal to the attribute being tested. A 9 or 10 is a success.
  • Some attributes can become Favoured. When testing on these attributes, a 10 is equal to 2 successes.
  • Areas of Knowledge are things a character knows and if they can be applied to the test, they provide a reroll of a dice. More on that in another update :).

Grab the Current Rules

If you want to grab the current version of the play-test rules, then head to the feedback form here and download them from the link provided:

Thanks all, Glynn

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High Colonies RPG

My recent fun with Coriolis has me excited about sci-fi games.

My friends over at Columbia Games (Creators of HârnWorld) have a new Kickstarter which looks super-interesting, High Colonies! A Hard Science Fiction RPG set in the 23rd Century.

https://www.kickstarter.com/projects/columbiagames/high-colonies?ref=ed64zo

All pledge levels are digital PDF, so none of that shipping malarkey to worry about. It’s funded already, and launching through stretch goals. Here’s the video!

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Here’s the pitch…

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You should definitely check it out.

Many thanks, Glynn

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RPG Loot Call: OSE, Cha’alt & Forbidden Lands

I’ve had some pretty amazing #rpgloot turn up in the last week or two, and as I am unable to contain myself any longer, you get to hear about it. Let’s rock!

Old School Essentials

After a barn-storming Kickstarter campaign, all-round nice-guy Gavin Norman delivered a long-anticipated B/X ruleset which he has lovingly re-crafted using dweomercraft and pixie dust. What arrived is exactly what I expected and more from someone that pays attention to details. The art is beautiful and layout is beautifully-functional. None of my work in here, I’m sad to say.

I backed the Kickstarter campaign at the Thief level.

Here’s a shit-ton of photos of what turned up:

Cha’alt

Venger and I have done a LOT of work together in the past, and it was going to be the best thing we had worked on to date. I did the layout and cartography along the way.

I’m blown away by what turned up. It’s like a coffee table book you’d find in an office — well, a gonzo, post-apocalyptic, sci-fi office, but I’d put it on my coffee table as there’s not much to cause offense in here graphically (I counted just two actual nipples — on a monster). In terms of making an impact on a final project, I’m glad that I did this – it is a lovely, lovely book. Why not snag a copy if you can, Venger’s got some here: https://vengersatanis.blogspot.com/2019/10/chaalt-hardcovers-arrive.html

I backed the Kickstarter campaign at the Hardcover level because I tend to back projects that I work on out of principle (not all though, as sometimes I just don’t have/never played the systems, shipping is a bit of a mare, depends on finances, I don’t tend to do PDF-only stuff, or all of the above).

Anyway, here’s a slime-ton of photos of the book:

Forbidden Lands

And finally, Fria Ligan ran the Forbidden Lands – The Bitter Reach Campaign and Reprint campaign, and I backed this at the FORBIDDEN LANDS SECOND PRINTING level, as I was a doofus, and never backed the original Kickstarter. I think I was having ‘Why the fuck do you need another set of rules you don’t play, but need on your shelf’ fatigue.

After the first Forbidden Lands Kickstarter, I began playing in a Coriolis: The Third Horizon game, so I’m dialled into the D6 dice pool system it uses (same as Tales From The Loop, Mutant Year Zero, etc). I enjoy playing it and when I saw the second printing drop I thought; “I need an OSR fantasy-feel to my D6 dice-pool game.”. It’s a lovely box set

Once again, here’s a shit-ton of photos of what turned up. None of my work in here. The poster map is gorgeous and I love the idea of little stickers to put on it!

 

 

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Spells of Epic Proportions

Today, I was thinking about spells, their effects, and the caster’s level in S&W… It may have been Erik Tenkar’s Tavern Chat Podcast that planted the seed.

I’m sure there are other systems that have dealt with this already, but spells are cast to generally create some beneficial effect. The power of these effects dictate the Spell Level, which then dictates the required level of the caster that can cast it. In a nutshell, you cannot cast anything that is too high a Spell Level.

Let’s take a Level 1 Magic-User as an example. He can cast a Magic Missile, but not a Fireball.

So, why can’t they?

It doesn’t make a lot of sense if a Level 1 Magic-User with 17 INT has the same INT score as a Level 6 caster, surely they could learn it, but maybe their bodies and minds are not prepared for the endurance needed — that comes with Levels.

This brings to mind the AD&D1E version of the Staff of the Magi and Staff of Power with their Retributive Strike (nuclear) option, where the staff could be broken to deal a catastrophic, deathly strike. This higher-powered effect is very beneficial, but comes at a high cost. It’s a great narrative tool for a game too. Stories can be told of the colossal battles and their great cost. It also gives casters a new-found respect.

How can we make that possible? Well, here are some thoughts.

  • Gimme All The Spells: A Magic-User can cast spells of any level providing they are known and memorized.
  • They Sacrificed Themselves: Casting a spell where the Spell Level is 3 or more levels higher than the current maximum Spell Level the caster can cast, will die 1d4 rounds after casting (successful or not — see below). No Saving Throw. Only a Wish spell can reverse it. Example: A caster casting a Level 4 spell, when they can only normally cast a Level 1 spell, will die after casting.
  • Spell Casting Failure: For each Spell Level above the usual maximum you can normally cast, has a 10% chance of failure. A caster that can normally cast a Level 3 Spell can cast a Level 9 spell with 60% chance of failure, and will also die after casting (even if the spell failed).
  • It Worked And I Didn’t Die: So, if you did cast it without dying, there is still a cost. Any time you have to roll to cast a spell higher in Spell Level than you can normally cast, you suffer.
    • If the spell succeeded: Take 1d4 hit points damage per Spell Level you attempted to cast. Also lose an additional random spell from your memory until you rest and re-memorize.
    • If the spell failed: You are reduced to 1d4 hit points and your memorized spells are wiped until you take a days rest and re-memorize.

Table 2

Should the risks be higher or lower? I’d love to hear your thoughts.

Glynn

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Desecration Rules

In writing my current MonkeyBlood Design & Publishing project Ryecroft (a cemetery-crawl), it occurred to me that there must be a toll paid for desecrating or disturbing burials. After all, it’s a morally objectionable thing for most normal folk (I’d hope).

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Here’s my rough and ready rules…

Desecration

These rules are optional, but they do give a useful counterpoint to mindless memorial destruction.
There is something morally objectionable about disturbing the rest of the dead, and those that do become affected — some more than others. Players get drawn closer to darkness the more they torment the dead.
For every burial a player character disturbs — multiple burials within a single memorial count — characters gain Desecration Points or DPs. Simply observing while others open a burial doesn’t count towards DPs. Consult the DP Effects Table based on the characters alignment for the effect of DPs on player characters.

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DPs can be reduced by the player characters atoning for what they have done, as follows. See the Atonement Table.

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