Sycarion Diversions
All Kinds of Fun!
All Kinds of Fun!
Aug 3rd
Some time ago, AntiPaladin Games invented two really cool things: short gazetteer articles and MiniSix. MiniSix was a condensed version of the D6 rules. At the time it came out, a more revised version was promised. That was months ago.
Now, I’m happy to see the new and improved “barebones” edition of MiniSix. Go download it, it is 32 pages of goodness. In 32 pages, it fits in two combat options, four mini-settings, a bunch of spells, weapons, vehicles, and NPCs. This book oozes with cool.
Please check it out. Best of all, it’s free.
Jul 31st
Also known as the wrym system, this is a little gem created by Stargazers Games. Discussion about the rules takes place on the Stargazer Games Forum site. It was the free download of the week at DriveThruRPG.
Important errata from the advancement rules:
Whenever the GM allows the players to advance they may do any one of the following:
With this spell, the mage can speak to any *one* type of animal for five minutes. The type of animal must be chosen before the spell is cast.
Opens one non-magical lock. The lock can be of any normal type including, but not limited to; door locks, chest locks, and handcuffs.
Causes one target create to be in total fear for five minutes. At GM’s discretion, the affected creature may either be paralyzed or run at top speed away for the caster. To succesfully use this power, the caster must make an opposed roll against the taget’s Mage Attribute, Awareness Skill +1d6 to imbue fear.
This spell places a target creature(s) into a ten foot by ten foot by ten foot cage. The walls of the of the cage each 8 hit points and each level of enhancement adds 8 more.
A gun-toting mage from Warrior, Rogue & Mage.
Full Name: Gnaeus Ovidius Tractus Peregrinus
W: 2 R: 4 M: 5
Skills: Awareness, Daggers, Firearms, Thaumaturgy
Talents: Dual Wielding, Familiar (Cat) -named Plato
HP: 13, FATE: 3, MANA: 10
Defense: 7 + 2 (Leather)
Spells: Healing Hand, Telekinesis
Trappings: Leather Armor, 2 daggers, 2 dragon pistols, 20 rounds, Ring, pouch with 34 silver pieces
Leaving his mage training behind, he has learned to use dragon pistols. He originally began training as a Mage in Cemimus. Disillusioned by the brutual rule of the emperor and the corruption of the Senate, he left Cemimus and to travel through Bekel. In Bekel, he briefly joined a group of former Cemimus citizens dedicated to the assassination of the Emporer. During his travels in Bekel, he encountered many mine owners. He was appalled that many of the mine owners treated their workers worse than the Emporer treated prisoners of war. Narrowly escaping, Bekel, he travels the fields of Chaetril searching for purpose. The church has taken some interest in him. The Paladins of the Cathedral believe that he may be “the Hidden Paladin” mentioned in one of their oldest prophecies…
Jul 4th
One of the things I really enjoyed about Psionics was psionic combat. I didn’t like the method presented in the 1e PHB, but I did enjoy the Attack/Defense Modes. Although the bonuses and penalties weren’t symmetrical, I always pictured it as a Rock, Paper, Scissors with no more choices. Had I known the rules, I probably would have used it as a mechanic to resolve psionic combat.
I knew that 2e expanded the numbers of powers and introduced MAC and MTHAC0. The guys and I wondered why this was necessary. After all, there is no Magical Armor Class nor To Hit Magical Armor Class 0. Spells got a saving throw, why not psionics?
In thinking about psionics in the OSR Project, I happened upon a good nugget of information that can provide some much needed OGL material. It turns out that under the 3.0 version of the SRD, psionic attack and Defense Modes were still in use. Better yet, the matrix of attack vs. defense mode were converted to use with saving throws already. Sure they were Will saves, but after an hour with some ‘what if’ scenarios, I was satisfied with the results. This bit of good news means that I have a way to describe and roughly stat the attack/defense modes from the srd. (I get nervous about how much the serial numbers are really filed off when I describe things, sometimes.)
One thing I had to add, though. Seeing as 2e Psionics (I mean Skills and Powers option, not the Psionics Handbook) had each attack mode represent a dice, I felt the need to add one more. No, I didn’t add a d20 attack mode, I added a d2 attack mode. It’s called Socrum’s Needle. It is akin to the Slow Blade in the DUNE series. When a high level psionic scoffs at what he perceivesto be a small minded warrior with meager psionic talent, he had better hope that the warrior does not have the needle. It is available only to those with wild talents and it functions as a straight attack roll instead of a saving throw. It’s main purpose is to open the mind of high level psionicists.
In my universe, you got to give the underdog a way to fight without relying on a natural 20.
Hopefully, I’ll have a beta document up soon.
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