Thursday, July 2, 2015

Hitting the Town in Madhaven

We had another night of my summer Rifts game tonight. One player was a no show, but the other two managed to have some adventures nonetheless. Highlights:

*The party was nearly wiped out by a Devil Kraken using Ocean Magic, but managed to escape using the Lemurians' aquatic mount and some clever maneuvering. They were unable to salvage the Horune ship it was attacking, however...it got pulled down into the whirlpool. 
*The party met a crazy hermited elemental fusionist who told them about the Mighty Lady on the shaman island and the entrances to the undercity. He also told them that the necromancer they previously faced is not the only one in the city, and to be wary of any wizards found deep in the city. (His own person apparently excluded)
*The party found the remains of a suit of alien power armor, origin unknown. The Malvoran wants to attempt to meld himself into it.

So now it seems that the PCs have a more personal stake in Madhaven: the Malvoran has beef with the Horune for selling his people to the Splugorth, and the Lemurians are ancestral enemies of both the Horune and the Splugorth.

This campaign is turning out to be far more interesting than I imagined it would be.

Wednesday, July 1, 2015

Gods = Kaiju

Clerical orders don't venerate deities, they work to keep them trapped.

Clerics don't pray for spells, they mentally steal energy from the deity to power their spells and keep the deity weak.Clerics typically do not share their deity's alignment, goals, or beliefs.

If a deity wakes up, it comes out of the sea or descends from space, stomping all the cities in their path and breathing fire and acid all over the place.

Sometimes, clerics will wake up their deity to fight off a rampaging rival....but sometimes that does almost as much damage as it does help the situation.

Some gods are mechanical, or bio-mechanical.

Mind. Blown.

KantCon, Year 4 Schedule

I will be attending KantCon in a few weeks. I signed up for my badge and submitted my first event today. I'm pretty excited about my itinerary:

Friday: I'm running Starships & Spacemen 2nd edition in the morning, then in the afternoon playing Dungeon Crawl Classics and then White Star in the evening.

Saturday: Starting off with Lamentations of the Flame Princess, followed by Eden's Buffy the Vampire Slayer RPG. I don't know what I'm doing in the evening, but I plan to submit a game for that time slot.

Sunday: I haven't planned anything because I usually punk out, much to my own chagrin.

I'm probably skipping out on my usual two local cons. I'm just not feeling it this year, though one of them is offering a gameroom-only membership that I might change my mind on.


Coming up this week: Rifts, FateCore, and John's D&D game.


Monday, June 29, 2015

Eureka...?

I just read through Fate Accelerated, a much condensed and simplified version of the Fate Core system. I think I now get enough of the basic concepts to step up to the plate with Fate. (Awww son, that shit rhymes.) I'm not going to do Accel as my game; it's just that the numerous examples and clearer writing have helped me get my head around how this works. Mostly.

I think I'm going to re-do how powers work, but I need to scribble some notes down before I decide anything concretely.


Sunday, June 28, 2015

Meddling With Fate

Fate session 3 ran on Friday. I'm still not sure I get this game, and I'm now facing the possibility that it simply isn't my thing. I'm going to give it another session or two.

I think one area where I need further tutelage is that of conflict. So far, my players have been exceedingly good at avoiding conflict through ingenuity and stealth.

I'm not sure exactly why I don't grasp the game, but the experience so far leaves me with this feeling that I am somehow missing some large part of the way the game is supposed to work. I don't think I'm giving out enough Fate points, or perhaps the players have taken too many supernatural abilities and the lack of refresh leaves them unable to invoke their Aspects often enough.

Perhaps, since this is a fairly "Extra-centric" game, and both PCs possess Extras, I should rethink how they work. Perhaps turn them into stunts, or maybe even skills. There's the rub, though; I don't feel comfortable enough with the system to tinker with it. I've tried reading sections of the System Toolkit, but they've left me wanting.

I signed up for a Fate game at my favorite summer gaming convention, thinking that perhaps the best way to learn is to start by playing. Unfortunately, that con is still a month away and I'm notorious for punking out on Sunday morning con games.

I have the week off, so perhaps I'll give the rules another read through and see how things go.

In other news, tonight is D&D/E&E night at the LGS. What trouble will find Henrik and company this week?

Friday, June 26, 2015

OneDice Urban Fantasy: The Vampire

Vampires aren't playable in OneDice Urban Fantasy. I don't quite jive with that. Hence, I present to you the option to play a vampire. Note that you have to have a Magic score of at least 1 to be a vampire, just like all the other supernatural creatures.


Supernatural Gift: Vampire

+2 Strong, +2 Quick, Night Vision

Choose two of: Dominate Mind,  Magical Heritage (Necromancy or Sorcery only),  Shapeshifting (Wolf, bat, large rat, or mist, each a separate selection) or Spider Climb.

Weaknesses: Ban (Direct sunlight), Dependency (Blood), Vulnerability (Silver, Holy items), instantly killed if staked through the heart.




Notes:
-Vampires can exceed the human maximum of 3 in attributes.
-If you are using the optional magic system, vampires who take Magical Heritage can select any magical lore known to the Twilight Brotherhood.

Thursday, June 25, 2015

The Inventions of Henrik Iverssen

My character in John's D&D/Engines & Empires campaign is a technologist who was banished from the kingdom of Dolheim for publishing a paper contradicting a popular scientific theory. Having been shipped to the perilous Shade Isle, Henrik's grasp of chemistry and physics have turned toward practical solutions for surviving his new home. In other words, Henrik has become a weapons engineer.

Since arriving on the island, Henrik has designed two pieces of weaponry:

*The Dammendal Fury: a six-chambered weapon that is loaded with the curious magical crystals the party has developed. By focusing one's will through the weapon and into the crystals, one can discharge blasts of magical energy from the crystal, though each crystal is permanently spent after such use. Depending on the load out, the Fury can be used as a flamethrower, ranged blaster, or even a flare gun. The weapon was named for the dwarven castle where the first prototypes were constructed.

*The Fist of Bjornstrom (aka the Fob): This weapon is a locked gauntlet with a crank-operated slingshot device built into it. The primary ammunition of the fob is grenades. A strip of specially treated rough paper ignites the fuse as the device is propelled from the weapon. Due to the arc trajectory of the grenades, the weapon shouldn't be used in dungeons or structures with low ceilings. Likewise, the heavy gauntlet should not be used as a melee/brawling weapon, lest one risk damaging the mechanism that propels the grenade. The weapon was named after the dwarven king who resides in Dammendal.

Of course, Henrik also has all the devices that a Technologist of his experience level would be expected to know, plus a few extras built from schematics he found, but the above two are unique inventions built specifically to be used against the death cult that resides in Shade Abbey...however, the dwarves now have the schematics and molds to build them...

Henrik's next project is to try and find some kind of material that can amplify magical energy. He has an idea for a larger scale version of the Fury to slay the black dragon that lurks in the Isle's northeastern wastelands.