Runequest 6 Essential Edition

Artwork?  Pretty reminiscent of the RQ2 style in this.

Combat effects include Bleed and Impale as well as Bash and Stun  (ah, Crush sounds nastier!)

Fumbles….a fumble gains you a free increase of 1% in a skill later on.  That is a nice tweak.

Experience Rolls…GMs award these it seems rather that getting one for the successful use of a skill.  You then improve if you roll d100 > current skill and add INT as a bonus.  Then you go up 1d4+1%…fail the roll, go up 1%.

Then there is the paying for training version, as well.

The Disease and Poison Conditions table has 18!  Death is one. 🙂

Fatigue – rules for this, speaking of more conditions.  ‘Tracking Fatigue and its effects makes for additional book-keeping’

Permanent Injury Table….character loses 1/3, 2/3 or all but one Hit Points in a location.  Ouch!

Inanimate Object ratings – expanding on the swords/armour idea in RQ2 with tables, so a chair has 2 Armour and 6 Hit Points.  Solidly useful stuff games that have tables of that sort of thing.  Although of course can use the standard BRP opposition table for that sort of thing, fast version.

Page 77 – Combat can be a very deadly business:

This we knew, game of Impales (and Slashes and Crushes in the past, always used those too…so carnage and mayhem from all weapon types)

Initiative?  Ok, now they have gone MSH or V&V…1d10 and add to Strike Rank.  Which is reversed, so higher is better!

Proactive Actions you can do with action points, another list of options

including:

Dither – A character can decide to simply waste his turn doing nothing useful

Special Effects – difference in combat success levels gets you them it seems…Impales etc also on here.

Ok, so Sunder is wreck their armour.

Magic Points to go with your Action Points.

The Fire table has Volcanic Lava.

Folk Magic – Dishevel…for when you needed a magical way to make your place look not cleaned?

Theism – “Not every being who receives worship is necessarily a god per se.”  Got that, Ray?

Cult of the Lord Dark Maggot might not be too pleasant.

Divine Intervention now Miracles by the looks.

Earthquake table, to go with the volcanos. Intensity 11+ ‘even colossal stone monuments like pyramids suffer partial collapse’

Chapter 15 has 35 pages of monsters, including a few flavourful ones like Chaos Hybrids, Panthotaurs, Baboons and Winged Apes.  And a big long Chaos Features table.

Character sheets, Combat Tracking Sheet and Index at the end.

White Picket Witches

A New England USA island setting with five supernatural families and one defunct. Which means they still might be supernatural. Emphasis on playing the conflict as per tv soap opera drama, with explicit rules for Face Offs that could be conflict from basketball to teary accusations to drowning. Required some clever media analysis to come up with this.

Also deserving of taking this and making a more meta supplement for applying this to any particular setting, the various drama/tension/places of power type mechanics so that you can Soapy Drama up whatever you like.

Similarly for horror which obviously this rather more Practical Magic style urban fantasy has elements of. FATE Core could use a horror toolbox like the crime one and like this could one could . So a couple of possible spinoffs.

A really very interesting expansion, showing again that the people putting together FATE Core have an eye for the interesting and different in the broad range they have come up with here for inclusion.

4.5 out of 5

A Dungeon World first foray

A Dungeon World first foray

Played a Dungeon World game thanks to on Thursday night.

The first character that sprang to mind was a brute warrior. Then the twist entered my head. How about a reverse John Carter type move.

Thence was born Thark.

Thark being a Thark suddenly waking up in the body of a human Fighter in Dungeon World. Being a Thark the only thing he could remember, not his name, so that is what he called himself. Only minor problem as I discovered was that the GM’s gaming literature education is Burroughs deficient, so he didn’t know what a Thark was. He should rectify that!

His partners in mayhem were a halfling thief and the priest of a fertility goddess. He has a con type game with the former…who, being a Thark and having NFI what halflings or elves or kobolds are whatever thinks is just a little boy. Hence worthy of some protection. Adults of course, can look after themselves.

So they head for a tavern in a nearby town that appears of interest, as you do when looking for marks.

At the bar, Thark gets the complete cold shoulder and sneers from the local toughs. So the Thark solution is to punch the biggest toughest looking guy in the face.

The bartender is a dwarf, so Thark is a little annoyed at his complaining about the mayhem after one of Thark’s companions glasses a local. There’s also a rather more classily armed and armoured dwarf in the bar, too. The locals clear out on orders as as the barkeep calls for the guard.

No-one will get Thark a drink, so he grabs the bartender to lift him up bodily over the bar. At this point the other dwarf gets annoyed and comes over to inroduce Thark to his axe. Fast warning from friends lets Thark react in time to continue the grab the bartender from behind the bar turning him into a dwarven shield. The dwarf’s axe whacks the guy in the head a glancing blow, knocking him out and leaving said axeman outnumered three to one.

Thark tells him he should buy them drinks, but the dwarf declines. the ungrateful wretch, and leaves.

The trio grab booze and decide that police=bad and loaded with some halfling mead and proper man’s drink, get out of there.

They see something in the sky that Thark thinks might be something like a Martian airship, which they go to investigate.

As it turns out, it is a kobold pirate ship raiding party. They don’t take kindly to interruption of their looting and move to fight. Thark defends the boy and fights back, disposing of opponents outside. He cuts another couple in half.

They then decide to climb up to the ship, portly priests needing a bit of help.
On board they discover a much, much, larger pirate captain kobold.

And a dragon, clearly confined as part of the ship and rather annoyed. Tharks are not much for waiting around and he really wouldn’t mind a ship, so he decides to go and deplane or deship the pirate captain, forthwith. He manages to pin the trident wielding captain to the ground, while the halfling gets a surprise, a bit of dragon telepathy. Apparently big lizards like telepathy, but not assaults by fighters and biting and frying of Thark is tried. Again, he decides smaller people make good shields and avoids a frying after some horribly botched teamwork with his priest friend. He does manage to make the pirate captain go splat.

Separating him from his trident sees the grumpy dragon eat it. Apparently the controlling device enabling them to slave the dragon to the ship structure.

The dragon orders them off itself in no uncertain terms.

Thark doesn’t want the ship enough to be dead over it. Halfling Rook fancies some minor looting a little bit too much but they manage to talk him out of it, by leaving. By leaving the not enriched thief a bit annoyed.

Down on the ground the crew are a bit shocked at the captain’s dispatch. Thark considers crew possibilities having impressed the now leaderless and dragonshipless bunch. More unwisely decide to fight and don’t last long. Leaving Thark’s situation improved.

The halfling thief decides to drug Thark with a poison throw to the back of the head to get more of his way while his attention is on his possible new lizardmen type mates.

Drugged, suggestible and happy is Thark.

Therein ends this sword and sorcery tale lacking in drinking and robbing for now.

Shadow, Sword & Spell Character Creation Example with Conversion

Shadow, Sword and Spell

A straight out humanistic Sword & Sorcery game that you can easily FATEalise. It actually has Aspects and Fate Points directly…Hooks and Action Points. Hooks and Action Points get you additions to rolls, or rerolls.

Skills are based on the Abilities with a maximum of 12, as this is the 12 Degrees System after all. You get 35 Ability Points and 45 Skill Points (cost increasing at certain levels, first three cost 1). Skill are based on an Abilty and to get them as Trained costs the Base Rank, or the Ability.

Therefore, we’ll take a Hyborian age nogoodnik, a tall, womanly bruiser.
There is also a defined culture background element, and from Shadizar the Wicked? We’ll call that Civilised and Decadent.

Avera

Hooks

Background 1 : Ex-Shadizar thug
Background 2 : Duped out of everything by Davo
Background 3 : Run out of town on an ass
Previous Life : Human punching battery
Personality : Always cheerfully optimistic

Culture: Civilised (Bureaucracy, Diplomacy at Base Rank, +1 AP) and Decadent (Bureaucracy +1, Streetwise +1)

Abilities

07 Brawn
04 Quickness
11 Toughness
03 Wits
10 Will

45 Vitality = (Brawn + Toughness)/2*5
30 Resolve = (Wits + Will)/2*5
50 Sanity = Will * 5
03 Initiative Base = (Quickness + Wits)/2

06 Action Points

Skills

Free

04 Bureaucracy
11 Diplomacy

03 Athletics
10 Brawl
10 Intimidation
11 Defend

Fate Core

Avera

High Concept : Ex-Shadizar thug
Trouble : Duped out of everything by Davo
Aspect 1 : Run out of town on an ass
Aspect 2 : Human punching battery
Aspect 3 : Always cheerfully optimistic

+4 Physique
+3 Provoke, Will
+2 Contacts, Fight, Rapport
+1 Athletics, Burglary, Empathy, Lore

PH: 4 MH: 4 Refresh: 4

Approaches

+1 Careful
+0 Clever
+2 Flashy
+3 Forceful
+2 Quick
+1 Sneaky

Lords of Gossamer and Shadow Character Creation Example

Clement Hal

Mission_of_Gravity

A Mesklinite with a nom de plume, Clement Hal discovered a Door much to his scientific surprise. Alwys curious and intrigued he decided to take a look. Used to the crushing weight of 700 gravities at times he has found that other worlds while strange and scary and full of fantasy are not taxing in the slightest. And everybody generally seems to like him.

An optimistic explorer in search of education.

01 Psyche
02 Strength
51 Endurance
03 Warfare

Stuff

11 Good

Artifacts

Spaceship – The Lackland

4 Search Through Worlds
4 Able to Speak and Reason
4 Invulnerable to Conventional Weapons
4 Engine Speed
4 Deadly Damage
1 Combat Training
1 Psychic Resistance

Powers

10 Warden of the Grand Stair

FATE Classic AD&D Character Creation

FATE Classic AD&D Character Creation

Advanced Dungeons and Dragons, old school 1st Edition style. I only ever played 2nd edition very very briefly. Also you can get OSRIC here http://www.knights-n-knaves.com/osric/ for those like me that don’t have the original books anymore.

SKILLS
The basic skills are:

Strength
Dexterity
Constitution
Intelligence
Wisdom
Charisma

They begin at +1. See the end of this section for the ladder. For each, roll 8dF. That is 4dF twice, added together. Add the result to +1 to get your skill rank.

ASPECTS
Five Mandatory Aspects: High Concept, Trouble, Race, Class and Alignment

OTHER SKILLS

Resources -2
Level +1

See document link for more :-

FATE Classic AD&D Character Creation

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