Friday, April 28, 2017

Rolling HP for Monsters

It's funny, but one of the things I love most about module creation is rolling HP for monsters. I love getting out the dice and seeing what Fate has put against the characters that will go through the module. For unnamed creatures, I don't fudge these rolls at all as that's the spirit of the game.

For named or special creatures, I typically set minimum limits (say dropping all 1's through 3's) depending on how "powerful" they're supposed to be in their respective hierarchy. For "Elite" monsters (Leaders of tribes, etc..) I generally assume maximum hp and subtract a random amount-they're supposed to be the toughest of the tough in a tough world, after all...



Saturday, April 22, 2017

Aerie of the Cloud Giant Strategos - Continuing the Giants Series

It's probably silly, but nothing physically feels as good as working on a new 1e module. It's the seat of my gaming creativity and the fountain which regenerates my enthusiasm. Putting some digital ink to paper this drizzly PNW Saturday morning and feeling refreshed. (Illo is the back cover Peter Mullen art from AA #11)

Thursday, April 20, 2017

Vehicle Combat in Sorcery & Super Science 2nd Edition

Vehicles in Combat
Vehicles can generally be treated just like characters in combat situations. Attackers target either the vehicle or its passengers; hitting a passenger requires at least a major success and you cannot target a passenger completely concealed within a vehicle. Use the lower of the vehicle’s Handling or its pilot’s Coordination of the vehicle’s pilot for its defensive reactions. Passengers gain the benefit of the vehicle’s armor while inside provided it’s reasonable to assume the attack would be lessened by the vehicle’s presence. A vehicle can be used for a charging attack. Treat this as the vehicle crashing into the target, using the target’s Damage Resistance as Material level—this can result in some vehicles being destroyed by crashing into very tough targets!

Vehicles react differently to Slams, Stuns, Kills and to the effects of bleeding weapons and draining weapons. A vehicle cannot be slammed, stunned, or killed unless it currently has a Structure of less than 8. However, a successful Called Shot can slam, stun, or kill a vehicle regardless its Structure (Aim for the tires, Boo, aim for the tires!).

Slamming Vehicles: If an attack achieves a potential slam outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 damage cannot slam a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success knocks the vehicle off course. The driver must spend their move the next round correcting this unwanted change or crash if there is anything nearby to crash into. The vehicle’s Handling is reduced by 1 for the next round.
• Major or Massive Success sends the vehicle off course. The vehicle’s Handling is reduced by 1 for the next round. The driver must spend the next turn correcting this unwanted change with a successful Handling Test equal to the full damage level of the Slam. If this test fails, the driver crashes into something if there’s anything nearby to crash into.

Stunning Vehicles: If an attack achieves a potential stun outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 damage cannot stun a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success knocks the vehicle off course. The vehicle’s Handling is reduced by 1 for the next round. The driver must spend their move the next round correcting this unwanted change or crashes if there is anything nearby to crash into.
• Major or Massive Success reduces the target’s Structure to 0 and renders the vehicle nonfunctional.

Killing Vehicles: If an attack achieves a potential kill outcome and inflicts 0 or more Structure damage to the vehicle, after resistance, test the full damage level against the vehicle’s Structure. Attacks inflicting less than 0 Structure damage cannot kill a vehicle.

• Marginal Success reduces the vehicle’s Handling by 1 for the next round.
• Moderate Success forces the driver to succeed on a Handling Test equal to the full damage level of the Kill. The vehicle’s Handling is reduced by 1 for the next round. If this test fails, the driver crashes into something if there’s anything nearby to crash into.
• Major or Massive Success reduces the target’s Structure to 0 and renders the vehicle nonfunctional.

Bleeding Weapons: Bleeding weapons reduce a vehicle’s Speed by 1 in addition to their normal damage. A vehicle’s Speed can be reduced by 2 Levels maximum in this manner.

Draining Weapons: Draining weapons drain 1 Armor Level in addition to their normal damage. A vehicle’s Armor can be reduced by 4 Levels maximum in this manner.

Wednesday, April 19, 2017

60 Expeditious Retreat Products for sale as Softbacks at rpgnow.com

I finally made the plunge into rpgnow.com's print on demand service. There are now 60 different titles up for sale in softcover form at their website. I've also set all the softcover orders to get the PDF version for free.

All of the Magical Society books, all of the 1e OSRIC Advanced Adventures, all of the Classified material, all of the 1st Edition Sorcery & Super Science! material, and all of the long-out-of-print 3.5 Monster Geographica books.

And of course, our 1e OSRIC monster book, Malevolent and Benign, our One on One Compendium Volume One and the newly released One on One Compendium Volume Two.



Friday, April 14, 2017

One on One Adventures Compendium Two available now!

I'm happy to say that the next 10 1 on 1 adventures are now available in compendium form. You can pick up the PDF at paizo.com and rpgnow.com. We're also starting to put up print versions of our products at rpgnow, so you can get a PDF and a hardcopy at the same time now.

This compendium contains the following adventures: 
1 on 1 Adventures #11: Unbound Adventures
1 on 1 Adventures #12: Journey into Riddle Canyon
1 on 1 Adventures #13: The Pearls of Pohjola
1 on 1 Adventures #14: A Sickness in Silverton
1 on 1 Adventures #15: Cipactli's Maw
1 on 1 Adventures #16: The Lost City of Bransik
1 on 1 Adventures #17: The 300th
1 on 1 Adventures #18: Redemption
1 on 1 Adventures #19: Adventurer's Guild Local #409
1 on 1 Adventures #20: The Tomb of Kara-Duir


Saturday, April 1, 2017

Suppressing Fire for Sorcery & Super Science! 2nd Edition

Finally figured out how to simulate suppressing fire for S&SS using its modified ICONs ruleset. Pleased with this....

Suppressing Fire: A ranged attack used to pin down an opponent, forcing them to choose between staying put (losing their move) or suffering a potential attack if they decide to move. Suppressing Fire can be performed using any ranged weapon that fires every round. If your target decides to move regardless your Suppressing Fire, they’re subject to your normal attack with the suppressing weapon and they suffer a -1 on their roll.

Suppressing Fire can also be performed by groups of individuals firing weaponry with longer reload times. Groups armed with ranged weapon can use Suppressing Fire if they collectively reduce their Reload time below 1. For example, a group of two Slingers can perform Suppressing Fire (Reload Time of 1, divided by 2 Slingers = 0.5), as could a group of 4 musketeers (Reload 1 (black power) + Reload 2 (musket ball) = 3. 3 divided by 4 Musketeers = 0.75). If a target moves while under group Suppressing Fire, the person with the best attack is used to target them. In other words, the best shot of our 4 Musketeers above would roll to attack the moving target.



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