I got the print copy of In Harm's Way: Pigboats today. I must say the cover is far more impressive in person than on the computer. I was surprised by how effective it was. The interior illustrations and maps came out very clear as well. As always, I am pleased with the printing from Lulu. Now I'll be able to use it running the game on IRC! :D
-clash
Tuesday, August 14, 2012
Wednesday, August 8, 2012
In Harm's Way: Pigboats in Print!
Pigboats is now available in print! This project is now set! If interest warrants, I'll be producing variants for German Uboats, British, and/or Japanese subs.
Enjoy!
-clash
Enjoy!
-clash
Monday, August 6, 2012
Volant - Finding Alchemical Ingredients
Finding Ingredients
When in a suitable area, once per day, a character can search for alchemical ingredients using a Natural Philosophy check. On a failure, no ingredients are found. For each success, a point may be spent to find ingredients.
One Point
For one point, an ingredient may be selected from the standard list.
Two Points
For two points, a rare ingredient will be found from a custom list pre-created for the campaign, or the player may design an ingredient, which must be added to the custom list.
Three Points
For three points, an extremely rare ingredient may be found, designed by the player, which will not be found anywhere else - though it may be found in the same place again - and should not be added to the custom list.
When in a suitable area, once per day, a character can search for alchemical ingredients using a Natural Philosophy check. On a failure, no ingredients are found. For each success, a point may be spent to find ingredients.
One Point
For one point, an ingredient may be selected from the standard list.
Two Points
For two points, a rare ingredient will be found from a custom list pre-created for the campaign, or the player may design an ingredient, which must be added to the custom list.
Three Points
For three points, an extremely rare ingredient may be found, designed by the player, which will not be found anywhere else - though it may be found in the same place again - and should not be added to the custom list.
Saturday, August 4, 2012
Volant - The Olive Crane BCS
Here's the Bird Combat Sheet for the Olive Crane, a giant bird breed we created for our Volant playtest.
-clash
-clash
Thursday, August 2, 2012
Volant - Religion and the Character
What does the character gain from her religion? What use is religion to the character?
First, all characters gain the things anyone gains from religion in our world - comfort in adversity, confidence in the self, certainty of purpose, moral guidelines, and the like.
Second, Believers and Strong Believers can be the beneficiary of miracles.
The Mechanics
When working in accord with the dictates of her religion, and against something antithetical to that religion, a Believer gains an Edge. In the same circumstances, a Strong Believer gains two Edges. Players may declare their characters’ religions strengths when they decide on a religion.
Practitioners
Practitioners are those who follow a religion, but do not hold to it in daily life. When pushed, a Practitioner tends to think of himself rather than his religion, and do whatever is of most benefit at the time. Attendance at worship is spotty, rituals are skimped, and belief is shallow. Many followers of religion are Practitioners.
Believers
Believers are those who hold to a religion in more than name only. They practice rituals even when inconvenient, try to hold themseves to the precepts of their religion in their daily life, and would only deny their religion for subterfuge. There are always vastly more Believers than Strong Believers in any religion.
Strong Believers
Strong Believers push their relationship with their religion to another level. They practice rituals even when dangerous, never deviate from the precepts of their religion in their daily life, and would never deny their religion for any reason.Strong Believers are the rarest of adherents for all religions.
Judging Character Actions
The GM must judge the characters’ actions in light of their declared level of belief. If a character does not live up to expectations, the GM should downgrade the status of the character, after informing the player. If, on the other hand, the character seems to be more in accord with a higher level of adherence, the GM should inform the player, and - if the player agrees, move the character up a level.
Miracles
Miracles are always entirely subjective - they always take the form of something which can be attributed to luck, chance, psychological manipulation, or willpower. A disease can spontaneously remit. A character can survive poisoning. A million to one shot can be made. An earthquake can open the walls of a cell. The impact should be major!
Once per campaign, any Believer can ask for a miracle. Unless there are insurmountable reasons to say no, or the miracle would violate the precepts of the religion, the GM should grant this. If denied by the GM, the character may ask again in other circumstances. A Strong Believer may ask for an additional miracle, that is two miracles per campaign, under the same conditions.
First, all characters gain the things anyone gains from religion in our world - comfort in adversity, confidence in the self, certainty of purpose, moral guidelines, and the like.
Second, Believers and Strong Believers can be the beneficiary of miracles.
The Mechanics
When working in accord with the dictates of her religion, and against something antithetical to that religion, a Believer gains an Edge. In the same circumstances, a Strong Believer gains two Edges. Players may declare their characters’ religions strengths when they decide on a religion.
Practitioners
Practitioners are those who follow a religion, but do not hold to it in daily life. When pushed, a Practitioner tends to think of himself rather than his religion, and do whatever is of most benefit at the time. Attendance at worship is spotty, rituals are skimped, and belief is shallow. Many followers of religion are Practitioners.
Believers
Believers are those who hold to a religion in more than name only. They practice rituals even when inconvenient, try to hold themseves to the precepts of their religion in their daily life, and would only deny their religion for subterfuge. There are always vastly more Believers than Strong Believers in any religion.
Strong Believers
Strong Believers push their relationship with their religion to another level. They practice rituals even when dangerous, never deviate from the precepts of their religion in their daily life, and would never deny their religion for any reason.Strong Believers are the rarest of adherents for all religions.
Judging Character Actions
The GM must judge the characters’ actions in light of their declared level of belief. If a character does not live up to expectations, the GM should downgrade the status of the character, after informing the player. If, on the other hand, the character seems to be more in accord with a higher level of adherence, the GM should inform the player, and - if the player agrees, move the character up a level.
Miracles
Miracles are always entirely subjective - they always take the form of something which can be attributed to luck, chance, psychological manipulation, or willpower. A disease can spontaneously remit. A character can survive poisoning. A million to one shot can be made. An earthquake can open the walls of a cell. The impact should be major!
Once per campaign, any Believer can ask for a miracle. Unless there are insurmountable reasons to say no, or the miracle would violate the precepts of the religion, the GM should grant this. If denied by the GM, the character may ask again in other circumstances. A Strong Believer may ask for an additional miracle, that is two miracles per campaign, under the same conditions.
Wednesday, August 1, 2012
Pigboats Reviewed, and Roll for News!
Joe Wolz has already put up the first review of Pigboats! Here's the review:
http://2gms1mic.com/2012/07/31/joe-reviews-in-harms-way-pigboats/
Also, Ryan Shelton interviews me talking about Pigboats in Roll for News - which is a very cool podcast. Ryan interviews people with new games coming out in a short - 5 minutes or so - format. No rambling excursions. it's all cut to the chase!
http://mountzionpress.com/rollfornews/2012/08/01/episode-7/
Enjoy!
-clash
http://2gms1mic.com/2012/07/31/joe-reviews-in-harms-way-pigboats/
Also, Ryan Shelton interviews me talking about Pigboats in Roll for News - which is a very cool podcast. Ryan interviews people with new games coming out in a short - 5 minutes or so - format. No rambling excursions. it's all cut to the chase!
http://mountzionpress.com/rollfornews/2012/08/01/episode-7/
Enjoy!
-clash
Subscribe to:
Posts (Atom)