Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like limbs."
Wednesday, June 3, 2026
Pocket Dark Sun: Dune Reaper & Gaj
Dune Reaper: "The reaper prowls the sandy wastes in wild packs, leaping from dunes to ambush and impale its prey on its scythe like limbs."
Monday, May 25, 2026
Pocket Dark Sun: Defiling
In Pocket Barbarian all actions are resolved in the same way: Roll 2d6 add the relevant Skill and if the total is a 6 or less you Fail, on a 7 to 9 you gain a Partial Success, and on a 10 or higher you gain a Full Success.
When casting spells you may choose to Defile by using the energy of all living beings within 10' of you, whether animals or plants, to ensure a successful casting. You choose to Defile before casting a spell and it is treated as a Full Success, however you gain a Wound and all living beings within 10' are Stunned.
Wednesday, May 20, 2026
Pocket Dark Sun using Pocket Barbarian & Pocket Mutant
A few years ago, I discovered Stellagama Publishing's Quantum Engine and I fell pretty hard for it. This eventually led me to the full Cepheus Engine/Traveller system and I've really been enjoying it at least as much. A few weeks ago, Stellagam released Pocket Barbarian, which is a further streamlining of the Quantum Engine for Sword and Sorcery. Last week, they released Pocket Mutant and I found out today the first Pocket game was Solar Winds. All three games remind me of a clever fusing of QE, Shadowdark, and Savage Worlds. They take the best parts of those games and make them sing.
On top of enjoying these Pocket games I've been contemplating Dark Sun and Pocket Barbarian and Pocket Mutant has given me some ideas for running it.
Pocket Barbarian's skills will be the baseline but instead of giving each PC psionic gifts I'm going to have them roll mutations as "Wild Talents".
The first character I rolled up is a Hunter named Gundar Spann
Archetype: Hunter
Combat 2; Knowledge 1; Physical 1; Social 0; Sorcery 0; Stealth 1;
Wounds: 3
Wild Talent: You can take over a creature with your mind for 1d6 rounds.
Weapons: Long Bow; Axe; Dagger (attack roll has Disadvantage)
I might get a chance to run it Friday. We will see.
Rifts' SAMAS Pilot for Cypher 2E
SAMAS Pilot 5 (15) Health: 12 Damage Inflicted: Moderate wound Armor: 4 Movement: Long Modifications: Initiative and Speed defense at...