Wednesday, September 21, 2022

Old Gods of Appalachia: The Thing Whose Name Sounds Like Horned Head, But Is Not for Savage Worlds



"Its coat was black as soot. Its hooves were wet with a viscous smearing brown. Its eyes burned with a foul blood-colored light. But the things she could not look away from were its antlers. They were amber. Translucent and honey-colored, pulsing with a low poisonous smolder, bits of ash falling from them here and there."

-- Old Gods of Appalachia Episode 0.5: The Witch Queen


The Thing Whose Name Sounds Like Horned Head, But Is Not  

Wild Card

Attributes: Agility d10, Smarts d12, Spirit d10, 

                   Strength d12+4, Vigor d12+4


Skills: Athletics d10, Common Knowledge d12, 

           Faith d10, Fighting d10, Intimidation d12, 

           Notice d10, Occult d10, Persuasion d10, 

           Research d12, Stealth d10, Survival d12,

           Taunt d12


Pace: 12; Parry: 9; Toughness: 16 (2)


Edges: Arcane Background (Miracles), 

            Calculating, Fleet of Foot, Followers, 

            Free Runner, Harder to Kill,  

            Master, Quick, Unholy Warrior

Gear: -- 


Special Abilities:

• Antlers: d12+d12+4

• Armor: 

• Fear (-3) 

• Low-Light Vision

Size +4 (+1 Wound)


Powers: Boost/Lower Attribute, Confusion, 

               Deflection, Dispel, Elemental 

               Manipulation, Illusion, Light/Darkness, 

               Protection, Smite, Wall Walker, 

               Warrior's Gift

               Power Points: 35   




Thursday, August 18, 2022

One Dungeons & Dragons




Wizards of the Coast released the first playtest of One Dungeons and Dragon today. Going forward DnD won't have "editions" because WotC feels the current rules are pretty good and just need some reorganization and some new approaches.

After reading the playtest I agree with them.

Origins are packages made up of a Race, a Background, and a Language. The big changes are that Raced don't affect Ability scores, Background, however, do grant a +2 to Ability score and +1 to another and a Feat, and well, Languages...there is only so much you can do with them.

I love this approach. Background should have a bigger impact on your Ability scores and this just lets you choose whatever Race you like and gains its benefits. 

Oh, and Draw finally don't have Sunlight Sensitivity. Finally.

Other changes are Feats will now have certain levels as Prerequisites to simulate Class Abilities that are not tied to a Class, only Players can score a Critical Hit on a Natural 20 and only with weapons and unarmed attacks (I actually like this, it gives a small but important benefit to those that don't employ magic), and spells are now grouped by Primal, Arcane, and Divine categories with certain Classes granting specific spells from other lists.

They are developing a Virtual Table Top too but I'm lucky that I don't need that right now.

I'm not going to lie about the fact I didn't think WotC would retain me as a customer for DnD. Some the newer settings just aren't for me and I felt like the goals they had at the beginning of 5E were long gone (and rightly so, they have millions of new players). But this shows me they are listening and that is all I can ask.

I'm looking forward to what comes next because a successful DnD means a successful RPG industry.

Friday, July 29, 2022

Transformers: Dream Reaver for Tiny Frontiers - Mecha & Monsters

   




Dream Reaver 

Trait: Wrathful
Drive: Natural Born Killer

Structure: 6

Fuel: 10

Striker System: Agile Dodge

Sensor System: Holographic Emitters - Passive

Weapon Systems: Big Glowy Sword, Rapid Fire Lasers

Defense System: Reinforced Materials

Movement System: Emergency Power, Flight Engines


Dream Reaver is a 4th Generation Assassin for the Decepticons going all the way back to her great-great-grandmother. After an intense battle with Wheeljack that sidelined her for 8 months she has been campaigning Soundwave for a chance to exact her revenge against him against Rumble and Frenzy's advise.



Thursday, July 28, 2022

Transformers: Sunderbolt for Valor Knights: The Electrocube War



Sunderbolt for Valor Knights

HD: 5
HP: 37
Level: 5, Warrior
Vehicle Form: F-22 Raptor
Luck: 5
Evade: 16
Attack Damage: 2d6
STR: 1        INT: 2        WIS: 2
DEX: 5       CON: 3      CHA: 0

Plasma Ranged Weapon: Works just like Plasma Melee Weapon but with a ranged attack.

Killer Instinct: A natural d20 roll of 18, 19, or 20 is a critical hit and deals double damage.




Tuesday, July 26, 2022

BX 5: Troll

I love the OSR but I also think DnD 5E is a good game with some great ideas and when I've tried to introduce it to my group there are house rules I bring in to make it closer to what they like. 

This has led me to work on a variation B/X DnD or Labyrinth Lord or Old School Essentials with 5E's bounded accuracy and Proficiency system for Attacks, Skill Checks, and Saving Throws. Maybe this is an exercise in futility but I think it's something that might make OSR games more palatable for our table and at the moment I'm calling it BX 5.

Here are some guidelines I'm using:

I'm using B/X's Ability bonuses, Ascending AC, and 5E's Proficiency system, other than that though I'm choosing to hew closer to B/X than 5E. I'm even questioning using ability scores adding to damage. Shadow of the Demon Lord dispensed with those and I really like it.


Troll for BX 5

No. Enc.: 1d8 (1d8)
Alignment: Chaotic
Movement: 120' (40')
Armor Class: 15
Hit Dice: 6+3 (45)
Attacks: 3 (2 claws, bite)
Attack Bonus: +5
Damage: Claws 1d6+2, Bite 1d10+2
Saves: Str +2, Dex +0, Con +6, 
            Int -1, Wis+0, Cha -3 
Skills: Perception +3
Morale: 10
Hoard Class: XIX
XP: 600

Trolls have the ability to regenerate damage they receive. After 3 rounds have passed since they received damage, they will regenerate 3 hit points each round. Fire and acid damage cannot be regenerated by a troll. If a troll loses a limb or body part, these parts will attempt to crawl or squirm back toward the main portion of the body to reattach. A troll can reattach a severed member instantly by holding it to the stump. Due to this powerful ability to regenerate, trolls cannot be permanently destroyed except by fire or acid. If a troll is damaged enough to be killed (reaches 0 hit points) the troll will continue to regenerate and stand again to fight after 2d6 rounds.

Tuesday, July 19, 2022

Deadlands: Creeper for Savage Worlds

        


The Reckoners are willing to cultivate and twist plants as often as animals. Creepers are one of those plants that the Reckoners have twisted and they are often used to guard significant places to their dark masters in forests and swamps.



Attributes: Agility d6, Smarts d8, Spirit d6, 

                   Strength d8, Vigor d10


Skills: Athletics d6, Fighting d8, Notice d8, 

           Stealth d6, Survival d8


Pace: 6; Parry: 6; Toughness: 8


Edges: Assassin, Dodge, Quick


Special Abilities:

• Hardy

• Size 1

• Thorny Vine: Str+d6





Saturday, July 16, 2022

Deadlands: Nephilim for Savage Worlds

       


There are powerful beings in the Hunting Grounds including some that consider themselves "gods", their powers so potent that they can bind servants who exist solely to do their bidding. However, their powers require believers as the gods are truly  parasites who draw most of their power from the humans that fear and obey them. These servants to tend  their god's commands and some have dubbed them "angels" and their power can be terrifying in its own right. Many gods forbid their angels and believers to commingle as a primary commandment but there are those that choose their own desire over the master's and their progeny are known as nephilim. Most of them are quickly discovered and brutally slain with their parents, but some manage to survey and there are even a handful of clans of them in the world Most of them are destroyed when the god discovers the forbidden relationship, but some have managed surive and there are even a handful of clans in the world. Most nephilim are between 8 and 9 feet tall and have horns of various shapes upon their skull and many have been twisted due to their fear of being destroyed and their anger at being denied a normal life.


Attributes: Agility d8, Smarts d8, Spirit d10, 

                   Strength d12+2, Vigor d12


Skills: Athletics d10, Fighting d10, Intimidation d8,

           Notice d8, Stealth d8, Survival d8


Pace: 8; Parry: 12; Toughness: 10


Edges: Alertness, Block (Improve), Brawny, 

            Brute, Sweep (Improved)


Gear: Club (Str+d4)


Special Abilities:

• Horns: Str+d4

• Size 2





Old Gods of Appalachia: The Thing Whose Name Sounds Like Horned Head, But Is Not for Savage Worlds

"Its coat was black as soot. Its hooves were wet with a viscous smearing brown. Its eyes burned with a foul blood-colored light. But th...