Friday, February 17, 2017

Back This: Freeport Companion for Shadow of the Demon Lord

On March 1st Schwalb Entertainment will run a Kickstarter to fund the production costs of the Freeport Companion (to Green Ronin's Pirate Setting) for Shadow of the Demon Lord.  The book is already written.

Stretch goals will include:

All get PDFs of the original Freeport Trilogy for use with Shadow of the Demon Lord and updated with all new art. Beyond the World’s Edge, a supplement that explores new lands and civilizations, Tales of the Pirate Isles, a trilogy of nautical themed adventures, and, the Demon Lord’s Companion 2, a book that will add even more options to the game.

Shadow of the Demon Lord is the one game I buy everything for and if you haven't tried it yet, do it right now.

Thursday, February 16, 2017

Shadow of the Demon Lord: Brimstone Boar



Brimstone Boars are what happens when the Demon Lord's shadow falls upon a Hell Swine. Their hunger knows no bounds and they will hunt until the world dies.

BRIMSTONE BOAR          DIFFICULTY 100
Size 3 monster
Perception 12 (+2); darksight
Defense 18; Health 100
Strength 18 (+8)   Agility 13 (+3)   Intellect 8 (-2)   Will 14 (+4)
Speed 16
Ferocious When a brimstone boar would become incapacitated, roll a d6. On a roll of 3-6, the boar instead heals 10 damage.

ATTACK OPTIONS
Maul (melee) +8 with 2 boons (4d6)

Breath Brimstone (short range) +3 with 2 boons (2d6)

SPECIAL OPTIONS
Brimstone Rebuke When the brimstone boar takes damage, it can use a triggered action to attack a randomly determined creature with its brimstone breath.



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Wednesday, February 15, 2017

Ultramodern5: Red Falcon S.H.O.C.K. Trooper




S.H.O.C.K. Troopers are androids designed and developed by Red Falcon second-in-command Gomera Mosking. She prefers them to low-level minions and suicide bombers, because if a mistake occurs and they are captured, being cut off from the Red Falcom network will automatically melt their CPU.



RED FALCON S.H.O.C.K. TROOPER
Medium construct, lawful evil
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Armor Class 14 (ballistics armor)
Hit Points 13 (2d8+4) 
Speed 40 ft.
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   Str            Dex         Con           Int         Wis         Cha
18 (+4)        12 (+1)        15 (+2)        10 (+0)      14 (+1)      8 (-1)
________________________________________________

Skills Athletics +6, Perception +3, Stealth +3
Senses passive Perception 13
Languages Any
Challenge 1/8 (25 XP)

________________________________________________

Suicide Bomber. When a S.H.O.C.K. trooper reaches 0 hit points, it explodes, and all creatures within 20 ft. must make a DC 13 Dexterity saving throw. On a failure a creature takes 1d8 piercing damage or 1/2 damage on a successful save.
________________________________________________________________________


ACTIONS

________________________________________________ 

Finger Laser. Ranged Weapon Attack: +3 to hit, range 200/800 ft., one target. Hit: 7 (1d6+4) bludgeoning

Slam. Melee Weapon Attack: +6 to hit, reach 5 ft., one target. Hit: 4 (1d6+1) fire; AP; laser; reload (20-M)

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Other Dust: Moks


Playing a Mok requires spending 3 Mutation Points for the following adjustments:

+2 to Strength
+2 to Constitution
Stigmata: Mok Appearance
Flaw: Cannot speak the Common Tongue

Tuesday, February 14, 2017

Ultramodern5: Red Falcon





In 1987, an extraterrestrial vessel crash-landed in Nicaragua with only three survivors, Jagger Froid, Gomera Mosking, and Java. The beings, all shape shifters, were able to blend in and extensively reconnoiter the region for two years, due to the backdrop of the Contras revolution agains the Sandinistas.
   Additionally, Mosking made contacts within the United States' C.I.A., which led to several exchanges with the U.S.'s Military-Industrial Complex, where the survivors offered advances weapon technology in exchange for various clearances, visas, and funding.

   By 1992, the three beings had fully created the Red Falcon terrorist organization and had recruited over 500 members from mercenary units and anti-government militias all over the world.
   Red Falcon focused on various brushfire wars and managed to stay off the radar for most of the 90's due to having operatives within the United Nations, several of whom sat on the Permanent Security Council.

   Their overall goal, as a terrorists organization, could not be deciphered by those who did notice them. This is because Froid, the de facto leader, was manipulating events to create a dark future, dominated by a worldwide fascist government. Their attacks were targeted at key historical moments that were calculated to best resolver their goal. The trio were not merely extraterrestrials, they had failed to conquer the world of 2633 and resolved to head 700 years back in time to change history. However, as the only surivors of the original invasion, the crash had rendered they technological superiority useless and they now required the funding, army, and development of the weapons they would require. 
  
   By 1999, they had taken a portion of their operations public, with the creation of Crimson Lake, a leading private security firm funded by numerous international contracts. In fact, it was common for individuals on both sides of a conflict to employ their teams.

   In 2015, Red Falcon, having the full means and technology it required, entered Stage 2 of their plan. They orchestrated major attacks throughout the year in Paris, Berlin, Rome, and the United States. Froid, introduced the world fully to his organization and his new identity as the Falconer. Reports by the media of "dragons" being present at the attacks have been debunked. The goal of each attack was to facilitate movements by each country toward policies and candidates for leadership focused upon Nationalism. While several more attacks have occurred in 2016 and early 2017, their plan seems to be working and their placement of agents within the intelligence community is actively keeping them from being discovered.

Red Falcon is a powerful, dangerous, and methodical operation. Their goal is a worldwide oligarchy with the three of them running the show.

   Jagger Froid is a calm and methodical being, with restraint and a view of the "long game". Both Java and Mosking actually fear their leader, but trust Jagger to achieve their goals. Froid was the third-in-command of the original invasion and is a veteran of several other interstellar wars. He has cultivated the identity of Jefferson Culpepper, an African-American engineer and entrepreneur who has made a majority of his funds through solar technology and independent space travel through his company, Gambit, Inc.




   Gomera Mosking is a brilliant programmer, software engineer and expert on artificial intelligence who has created the identity of Kara Wong, the high-profile CTO of New Edison, Inc. She came to the public eye as a supermodel who married Clayton Bean, a member of the New Edison's board. She arose to CTO after Red Falcon targeted a New Edison board meeting in Berlin in 2015. She was able to use her public sympathy and charisma to earn the position.



  Java is a tactical genius, who loves a good fight. He spends most of his time training RF agents and directly coordinating it's logistics. While he has cultivated several identities, he prefers to remain behind the scenes and usually wears the shape of a caucasian male. In combat, he has a penchant for shapeshifting into various alien shapes, explaining the rumors of "dragons" at the attacks in France and Italy. 



   

Savage Worlds: Svetocher




Svetochers are the tortured and horrific offspring of vampires and humans. While some legends recount the dhampir, these monsters are much more common to be born by ripping their way out of their mother's womb and to stalk their homeland until a hunter is brave or lucky enough to destroy them.

SVETOCHER
Attributes: Agility d10, Smarts d4, Spirit d4, Strength d10,
Vigor d10

Skills: 
Fighting d10, Intimidation d8, Notice d6

Pace: 4; Parry: 7; Toughness: 10 (3)

Special Abilities:

• Fangs/Claws Str+1d6
• Arcane Resistance
• Armor 3
• Berserk
• Combat Reflexes
• Fear -2
• Flight Svetochers have a Flying pace of 12" and a Climb of 4".

• Improved Dodge

Monday, February 13, 2017

Review: Conan: Adventures in an Age Undreamed Of





Full Disclosure: I was given a PDF copy of Conan: Adventures in an Age Undreamed Of to review by Modiphius Entertainment.

Marvel Comics' Conan was one of the earliest comics I ever bought. To this day, Roy Thomas and John Buscema, in may ways, define Conan for me. After discovering Robert E. Howard's connection to the Cthulhu Mythos, I finally started reading the original stories and have grown to love them. I've watched the films and even the cartoons. I remember when I got my Wonder Bread He-Man with the black hair and finally noticing that the whole line had a Conan vibe. And lastly, but probably most importantly, Cross Planes is named after Howard's home town of Cross Plains, TX. So yeah, I'm a Conan fan.

The book opens with a beautiful map of the Hyborian Age and a separate PDF of it is included.

Conan: Adventures in an Age Undreamed Of is gorgeous, lovingly laid out, with crisp graphic design. You can tell the team loved this job and loves the source material. I particularly appreciated the color scheme of the entire book and it has some of the best art I've seen in a game book, much of it by well known comic artists.

Forward and Introduction 1: The team shares their love of Howard and Conan and fill in some facts about the man and his creation.

Chapter 1: Covers those new to Role Playing and what they will need. While it's not something I need, I can see new players and GM's being drawn to this property.

Chapter 2: Covers creating a Character, which is a fairly in-depth life path system that connects you to the Hyborian Age. 
   You will choose a Homeland, Attributes, Caste, Story, Archetype, Nature, Education, and War Story.  Each choice provides the ability to increase Attributes, add Talents and Skills, and define Traits that allow you gain Fortune Points as you play.
   The Attributes are Agility, Awareness, Brawn, Coordination, Intelligence, Personality, Willpower with Vigor (physical Hit Points), Resolve (mental Hit Points), and Gold.
   A nice section on Hyborian names by Region is presented and options for a random table-based Character Creation method and a method for "larger than life" characters finish the chapter.
   I'm a big fan of life path systems and I think this decision connects your to Conan's world and was a sensible path to take.

Chapter 3: Introduces the Skills of the game and their individual Talent Trees. Fortune Talents are also presented in this chapter.
   Skills have both an Expertise, which adds to the appropriate Attribute and a Focus, which creates the opportunity to score additional Success' on a roll. 
   I like that Talents are tied to Skills, I think that ties the system together and keeps a new mechanic very relatable and easy to learn.

Chapter 4: The core mechanic of the game is to choose the appropriate Attribute for a Task, add any Skill Expertise that might apply and attempt to roll equal to less than the total on 2d20 (certain Talents or Momentum may increase the number of d20 by up to 3 for a max of 5d20). Each die that does this is a Success, and if any of the die are equal to less than your skill Focus, each count as an additional Success. 
   E.G., So if Conn, is striking with his sword, he would roll Agility (11) + Melee (Expertise 2, Focus 2). He rolls 2d20 and gets a 2 and 9, for a total of 3 Successes.
   The number of Success are compared to a Difficulty with a range of 0 to 5, generally set by the GM. If you have less Successes than the Difficulty your fail (but the rules want you to "fail forward"), if you equal the Difficulty you succeed, however if you exceed the Difficulty you generate Momentum equal to the difference.
   Momentum can be spent on that task or pooled for later use by the entire group. It can be spent to add d20's to a roll on a 1 for 1 basis, increase a target's Difficulty on a 1 for 1 basis, obtain information, improve the quality of success (including damage),  increase the scope of success, or reduce the time required to perform something.
   The main mechanic is very easy to learn and yet has the mechanic depth to be interesting and expanded. Momentum takes a bit to learn and can easily be brought into the game slowly, as the group learns it.

Chapter 5: Features the basics of combat, how many actions you get (a single Standard and Minor, plus any number of Free actions), and movement and range, which are handled by Zones and is designed to be Theater of the Mind.
  Weapon damage dice are d6's where a 1 counts a 1 damage, a 2 counts as 2 damage, a 3 and a 4 count as 0 damage, and a 5 and a 6 count as 1 damage with an effect generally added by weapon or Talent. The dice are added together and compared to a character's Armor, which provides a static soak number the reduces damage) and possibly a dice value such as cover or moral.  If any damage is left it reduced from Vigor for physical attacks or Resolve for mental attacks, as Stress. If there is 5+ Stress than the character takes 1 Harm for each 5 Stress. If a character has 4 or more Harm of 1 type, they are incapacitated.
  Displays are techniques for warriors to intimidate and inflict mental damage on their enemies. I think it's inclusion sets the game apart and is appropriate to the world.
  Various Conditions and diseases are covered here.
   And finally riding animals and an example Action Scene round out the chapter.
   While reading through combat has taken me several times, I think it's nice hybrid of Hit Points and Wounds and would make sense after a few fights, at most.

Chapter 6: Is the obligatory Equipment chapter and what I found most compelling were the qualities that could be activated on a roll a 5 or 6 on the damage die. There are also rules for layering armor, which I think perfectly captures the setting.

Chapter 7: Features Sorcery and it's treatment is very dark and costly. The further one travels down the Sorcerer Talent Tree, the more is required for them to give up, including their soul. Sorcery is as much about cunning, alchemy, persuasion, and even handling animals as it is about spells.
   Petty Enchantments are items such as blinding powder or talismans and are very rich in detail.
   Patronage is also required for a Sorcery to gain real power.
   The Spells provided are not DnD spells, but things like Astral Wandering, Summon a Horror, or Dismember a foe. All spells have a consequence and the more powerful you become the more damned you become. 
   In other words, its Hyborian magic.

Chapter 8: The Hyborian World is covered in good detail and enough information is provided for a GM who has no real experience with Howard's works. 

Chapter 9: Lays out the GM's job and provides advice, it also lays out the Doom pool, which a player can add to if they are out of Momentum and need a boost. Doom is a tool of the GM, just as Momentum is a tool for the Players.
  A section detailing things that make a Conan adventure distinct form other genres is required reading and helps the GM keep things in focus for this world.
   Additionally, a section for life between adventures and experience and gameplay rewards round out the chapter.

Chapter 10: Feature antagonists and encounter design. We learn about minions, toughened foes, and nemesis. Minions go down quick, toughened foes are harder, and a nemesis is a big bad.
   A good selection of mundane and horrific foes is included for the GM to use.
  Characters of renown from Conan's world round this chapter out.

Chapter 11: Vultures of Shem is an introductory battle that pits the player's against ghouls and worse, human foes. It felt like it belonged in the Hyborian World and it's refreshing to have a intro adventure to mine for tone, even if you choose not to run it.

Chapter 12: Defines heroes of the Age for use in your games. Prominent figures that your players may come across.

An index is provided and the pdf is fully bookmarked.

Pros: Strong writing, gorgeous layout, and a passion for the setting make the book indispensable for an existing Conan fan and a good introduction for new players. Character generation is filled with flavor and the game's engine is very elegant and intuitive.

Cons: Character creation is more involved than most games and damage takes to time to grasp. Momentum and Doom are complexities that can be introduced slowly. Magic is very different from most fantasy RPGs and could be turn-off, but captures the setting.

My advice: Buy this book if love Conan or if you are looking for a game system that is geared to skills and not classes. I can see it being a very attractive to groups who like elements of Savage Worlds and BRP. If you loved Mongoose's Conan for d20 (which I do), this book puts it to shame.