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Showing posts with label featured. Show all posts
Showing posts with label featured. Show all posts

Nov 15, 2018

The Big List of Dungeon World Playbooks



I have come across github that contains a big list of Dungeon World playbooks. Our playbooks are there but you can also find links to other publisher's playbooks, some of them free of charge!



Learn More

Sep 5, 2018

Chimera Playtest v3 - Session 1



INTRODUCTION

It's been months since our group sat down to play, mainly because I've been working on finishing the Chimera rulebook to begin close beta testing with other groups. Now that I am 90% done with the system (with some minor updates here and there) we decided to take the rules for a spin in a new setting I've been cooking up for some time called Awakened. Here are 10 important facts about the setting:


  1. If an animal, plant, or object exists in the real world, it can be a playable character. Awakened is all about anthropomorphic animals, plants, fungi, and sometimes even objects coexisting in a world without humans or any creatures like us. 
  2. Tone & Attitude. Awakened is influenced by  Asian cultures such as Korea, Japan, the Chinese Xuanhuan genre which focuses on fictional stories that remix Chinese folklore/mythology with foreign elements & settings, and other east Asian countries. This is just another westerner's take on an Asian themed setting (think kung fu panda, Avatar, and biomutant all mixed in one setting).
  3. A world of Spirits & Alchemy. From time inmemorial spirits have been present in the world of Awakened. They regulate and sometimes alter the natural course of the mortal world and as a result they are revered and often feared, but not as much as alchemists. Before the Warring Clans period and the appearance of the Transmuting Mist, alchemists were seen as mere apothecaries, but now their admixtures has given the creatures of the Mist Lands better physical and spiritual health, dragonpowder, and the dreadful ability to use the Core of spirits and powerful creatures to fuel magic weapons and other inventions.
  4. A world of Duality. The Mist Lands are plagued with the constant struggle between the opposing forces that constitute this world. negative and positive energy, civilization vs nature, enlightenment vs instincts, and so on. The creatures of the Mist Lands are in a perpetual journey to find balance and harmony among these conflicts in order to find eternal peace in the spirit world.
  5. A World of Heroes.  From the smog islands to the north, to the islands of a thousand peaks to the south, the Mist Lands is a place where heroes don't only thrive but flourish! Warring clans, angered spirits, corrupted warlords, oppressed villagers, and dangerous beasts all form part of this world that is in constant need of heroes to set things right.
  6. The Transmuting Mist. Was a phenomenon that occurred at the end of the Warring Clans period. Very few creatures are alive that had seen the effects but the legends say that the same mist the first awakened saw when they first came to be came back to punish those in the land. The Transmuting Mist reverted many awakened into a feral state, most of the landscape changed, animals and plants grew bigger, others were merged into one. It was just catastrophic! In a way, thanks to the mist the majority of the clans stopped fighting for food and territory and concentrated on understanding the changes the mist had caused on their land and how they would adapt.
  7. The Great Guardian Spirits. The legends speak of a vast number of spirits that protected the land, each one of them in charge of an aspect of mortal life. It is believed they were the ones that thought the first group of animals how to awaken. During the Warring Clans period their numbers dwindled, some of them retained some of their former power and now look over particular landmarks rich in spiritual energy. From those that remain, the greatest of them are the last two dragons; the Dragon Above and the Dragon Below.
  8. The Two Dragons. The Dragon Above oversees all aspects of life without interfering too much in them. The legends say that it can control water, rain, thunder, and the weather in general. It is believed the Dragon Above roams the skies of the Mist Lands to protect it from some nameless threat. Others believe it holds the broken shell of the world together by endlessly moving around it. On particular stormy days, you can see the Dragon Above coiling and flying about between the thundering clouds in the distance.The Dragon Below oversees the journey all spirits make from the mortal world to the Waiting Halls of the dead and finally their ascend to the spirit world. No one has seen the Dragon Below but it is believed that when the earth shakes, the Dragon Below is displeased.
  9. The Core. Each creature has or is born with a core that increases in power as the creature gains more experience in life, gathers energy, becomes wiser and acquires knowledge, and their magical or martial prowess is honed.  The Core is the essence of all beings and they are highly sought after in order to produce magic items, make intricate mechanisms or machines to work, and in some cases they are wanted to be consumed by other creatures in order to increase their own power quickly. The process is difficult and known by a few, all thanks to Iron Wyrm, the emperor of the Iron Empire.
  10. The Iron Empire. Thousands of years later after the Transmuting Mist period, a powerful wyrm called Iron Wyrm appeared in the northern region known now as the Iron Empire. It consumed the core of one of the most powerful guardian spirits of those lands and with its new obtained powers and the help of alchemists, it began to conquer the different clans in its vicinity. Its goal was to unify all the awakened clans under one banner and use their collective knowledge to prosper and forge a more civilized nation. Many resisted, specially the monkey king in the jungle. After one hundred years of conflict, Iron Wyrm briefly united all the clans and formed the Iron Empire.

CAST

Black String  - Male Wolverine (Bard)
Gray Feather - Male Barn Owl - (Psion)
Swift Claw - Female Cheetah - (Monk)


THE SESSION

The session begins in a small village called Croaker Crossroads, near the border of the Disputed Lands and Many Rivers. It is the first day of the month of the Weeping Dragon and as it is custom, the rain festival will be celebrated with the appearance of the new moon.

Our heroes arribe at the village to join the celebration; Black String looking for a good crowd to play his music with his harp bow and the rest just there to enjoy themselves and wait for the first rain of the year to come. As the new moon starts to appear the frogs and toads from the temple descend to the center of the village and begin their croaking chants as a form of prayer to the Dragon Above and deliver the rain the need. After 30 minutes of chanting the rain finally comes and the villagers as well as the heroes get ready to watch the fireworks and share some rice wine as the first raindrops fall, but something is not right.

Gray Feather was perched on the roof of a small house when he noticed 6 shadowy figures tempering with the rice wine reserves that were temporarily left unguarded by the guards that went to have a drink. Gray Feather tried to warn the guards but they were too busy drinking and enjoying the rain to listen. He looked around and conveniently found Black String and Swift Claw leaning against the walls of the same house he was perched. He got upside down and twisted his head to face them correctly and told them of what he saw hoping they would help him check out what was happening. They agreed and proceeded carefully.

Upon getting a scent  of the heroes the 6 shadowy figures divided into pairs and bolted out of there. Each one of them tried to chase after them but the only one that succeeded was Swift Claw with her amazing speed. Unfortunately  for her, she received a serious wound by the hands of one of the rats and was forced to retreat as well. Black String went back to the barrels to try and figure out what they put in them but he was too late, one of the barrels had been taken to give more rice wine to the attendees.

Not short after that people began to drop to the floor in random areas which was followed up with the screams of those who were near them. Then, screams and fighting sounds were coming from the local temple from where the frog priests descended. The heroes rushed to the temple fearing the shadowy figures that escaped were responsible for what was happening in the temple.

It was a a massacre! Most of the people in the temple were dead except for Silent Croak, the elder toad that served as the headmaster of place. He was fighting 6 rat warriors who were close to beating him. The heroes intervened and succeeded (but not without taking heavy damage) in defeating them all but one who was allowed to escape by Silent Croak.

Silent Croak used an ultrasound croak to make the bells of the temple ring and warn the village's scouts of the fleeing rat. He offered food and shelter to the heroes while they awaited for the scout's report the next morning. The scouts discovered the rat had gone into the Disputed Lands which confirmed Silent Croak's suspicion; this was an attempt to disrupt the ceremony to cause a drought and inevitably a war which was something previous clans of boars and rats benefited from during the Warring Clans period.

The heroes decided to venture forth into the Disputed Lands to uncover why the rats attacked the temple.


conclusion

It was an incredibly short session but it was a lot of fun. While the group was making the characters I was going through the process I wrote for writing adventures and making enemies and with less than 25 minutes to prepare before they were finished (they had to go over the updates I had made to the system plus we had to wait for a player that had arrived later than expected) there wasn't enough time to prepare something more elaborated, which is fine since the system is made for those occasions.

One of the biggest changes I made was to how powers worked. At the begging if you wanted to make a character that was lets say a mage, you would need to take the Manifest Power talent which would give you 3 Power Points that basically worked like Ammo (they would lose one on partial successes while manifesting powers), then choose a power source (like arcane, divine, psionics, energy, or science) which would give you a benefit, then you would choose a power group such as charm, illusion, or telekinesis and take a power from there.

It seemed simple enough but as we played I grew concerned that the power system rewarded players that maxed their cunning and willpower stat by giving them virtually unlimited uses of their powers since it was unlikely they would miss. I devised another method for powers:

Gaining PowersTo gain powers you must first choose the Manifest Power talent under the Wilder Talent tree on page XX. Once you have taken the talent you need to make a few choices (see below),  
Choose a Power SourceAs the name implies, power sources are from where your powers originate. This choice is purely cosmetic in most cases, however, some of them might make minor mechanical changes to how powers work to fit the theme they describe.Choose a Power Group & a PowerAll powers that share a similar theme are put together under a power group. When you first choose the Manifest Power talent you get to choose a power group which you get to add to your list of power groups you have access to, and then you get to choose a power from that same power group and add that power to your list of powers known. Each power group also has special effects or benefits right under their description which you also get when you add them to your list of power groups you have access to.
 As your character progresses you can spend 1 XP to add one additional power from a power group you have access to or you could also choose to spend 1 XP to gain access to a new power group you do not have access to instead. If you do, you add the power group to your list and you gain the special effects or benefits under its description but not to the powers listed under it. 
Learning New Power Groups & PowersTo learn new power groups or powers you need to spend some downtime researching and practicing in order to learn them in addition to spending 1 XP. The GM will tell you how long it will take. If you find tutelage the time is reduced by half, leaving you with leisure time to pursue other activities during your downtime.
This method requires that the player spends power points before manifesting a power regardless of if they miss or succeed. In my mind this method was fair but after seeing it in action it seems that a player that doesn't focus primarily on manifesting powers is going to miss most of them and they would ran out of power points very quick. Ill have to sit down and rethink how powers work.

May 9, 2018

CHIMERA EXCERPT - Enemy Creation



Today I bring you an excerpt from the Game Mastering chapter as it is currently seen in the playtest document my group has.

Creating Enemies

Whether you're sitting down to prepare enemies before a session or if you are coming up with them as you play along (as I usually do), you need to have a clear idea of what the monster looks like, its name, what it can do, where it lives and how is the enemy impacting its environment (or you can think about these things later if the player characters are going to kill it right away). Once you have that, all you need to do is choose its role which will determine its core stats, then, give it 2 or 3 special qualities if they are appropriate for the creature such as flying, swimming, or seeing in the dark. Give it at least one form of attack and you are set. We will go over below to help you make your own. Luckily, enemies on chapter XX are presented in a format that makes them easy to use right off the bat and which can also give you plenty of ideas of how you can make or modify your own enemies. Keep in mind that not all enemies match this formula 100%. Treat the steps below as guidelines rather than a strict form of creating enemies.

Enemy Name & Description

Think about what the enemy is commonly called in the world your game takes place in and write a small description about it's origins, white drives this particular enemy, where it lives and how is the enemy impacting its environment, and finally what it looks like. In settings where the creature type matters for the purpose of genetic tagging, magic item wielding, and powers and effects related to creature origin, it is best to give it a creature type such as animal, dragon, elemental, fey, humanoid, plant, and undead.

Enemy Role

An enemy can be classified as a MinionElite, or Boss. Each role while set their Attributes and Health. It will also give you other statistics like how much damage they do when they attack or for ongoing effects, the number of special traits it should have and of attacks. Choose an enemy role from the ones presented below:

Minion

Minions are enemies that alone don't pose much of a threat to a combat oriented character and usually go down with a well landed hit or two. However, in large groups minions can pose a thread towards characters of any tier. Minions usually have the following statistics:
  • Attributes: 5, 5, 3 (distributed among Might, Agility, and Cunning).
  • Health: 9
  • Wounds: 4
  • Special Traits: 1 or 2.
  • Attacks: 1 or 2 forms of attack.
  • Damage: +3 of the weapon's type. +3 for ongoing damage.

Elite

Elite enemies are tougher than minions and a single elite enemy can be a significant threat to any character. Elite enemies are usually found in pairs or leading a small group of minion enemies. Elites usually have the following statistics:
  • Attributes: 5, 5, 7 (distributed among Might, Agility, and Cunning).
  • Health: 12
  • Wounds: 6
  • Special Traits: Up to 3.
  • Attacks: Up to 3 forms of attack.
  • Damage: +4 of the weapon's type. +3 for ongoing damage.

Boss

Boss enemies are creatures capable of taking a group of player characters on their own. Boss enemies are tougher than all other enemies (save for other bosses), and have a large repertoire of traits and abilities. Bosses usually have the following statistics:
  • Attributes: 5, 7, 7 (distributed among Might, Agility, and Cunning).
  • Health: 15
  • Wounds: 12
  • Special Traits: Up to 4.
  • Attacks: Up to 5 forms of attack.
  • Damage: +6 of the weapon's type. +4 for ongoing damage.

Enemy Size

How big is your enemy? Choose a size from the ones listed below:

Diminutive

Diminutive creatures are only a few inches tall and usually pose a thread when they group to form a swarm. Diminutive creatures normally need to be on top of their target to attack in melee. 

Tiny

Tiny creatures usually don't stand above  1’5’’ feet (0.4 meters) and don't weigh that much. Tiny creatures are usually unable to wield weapons not made for their size and carrying any object bigger or heavier than they are will prove highly difficult if not imposible. Tiny creatures normally need to be on top of their target to attack in melee. 

Small

Small creatures usually don't stand above 4 feet (1.2 meters) and barely weigh more than 100 pounds (45 kilograms). Small creatures normally are not able to wield two-handed weapons.

Medium

Medium creatures usually don't stand above 7 feet (2 meters) and can weigh up to 500 pounds (226 kilograms).

Large

Large creatures usually don't stand above 15 feet (4.5 meters) and can weigh up to a ton or two. Large creatures generally have the following traits:
  •  Reach with their melee attacks against smaller creatures.
  • +3 Health.
  • +1 Damage.

Huge

Huge creatures usually don't stand above 30 feet (9 meters) and can weigh several tons. Huge creatures generally have the following traits:
  • Reach with their melee attacks against smaller creatures.
  • +6 Health.
  • +2 Damage.

Colossal

Colossal creatures can stand above 50 feet (12 meters) and can weigh tens if not hundreds of tons. Colossal creatures generally have the following traits:
  • Reach with their melee attacks against smaller creatures.
  • +9 Health.
  • +3 Damage.

Enemy Defense

What sort of protection does your enemy has? Choose one:
  • Cloth or Flesh: 0 Armor.
  • Light armor, casing, or hide: +1 Armor.
  • Medium armor, casing, or hide: +2 Armor.
  • Heavy armor, casing, or hide: +3 Armor.
  • Magical or Power armor, casing, or hide: +4 Armor.
What can its armor protect it against? Choose all that apply:
  • It can stop bullets: +Ballistic.
  • It can stop energy weapons: +Energy.

Enemy Offense

How does the enemy usually attacks with? Choose all that apply for each form of attack:
  • It can make melee attacks: + Ranged (Close).
  • It's attack Keeps others at bay: +Reach.
  • It can make ranged attacks (bows, pistols, powers):  +Range (Near, Far, or Extreme).
  • It's attacks are vicious: +2 damage.
  • They can slice through rock: +1 Penetrating, +Messy.
  • They can slice through thick rock and metal: +2 Penetrating, +Messy.
  • They can slice through rock, metal, and high tech or magical armor: +3 Penetrating, +Messy.

Enemy Traits

What is the enemy best known for? Choose all that apply or make up your own.
  • Adaptable: It has useful adaptations like seeing in the dark, flying, or swimming. Choose as many as the role suggests.
  • Controller: It has a knack for crowd control. Write a special attack that helps it hinder its opponents.
  • Defender: When it defends an object or place, attackers have Disadvantage while trying to get through it.
  • Devious: It always has a trick up its sleeves.
  • Immunity: It is immune to one or more types of damage. Creatures with immunities are usually vulnerable to other types of damage.
  • Leader: It leads minions into battle. -3 Health. Write a special attack or trait that buffs its allies.
  • Multi-Attacker: It can make up to three attacks to the same target or distributed among many.
  • Powerful: +2 damage, +Forceful.
  • Rechargeable: It has a powerful attack. Write a special attack that has a chance to recharge each round when you roll a 4 or higher on a . The attack deals +3 damage of what the enemy is normally capable of or has a very strong effect.
  • Resistant: It is resistant to one or more types of damage.
  • Terrifying: It's mere presence sends its enemies into panic. Write a special attack to represent this.
  • Vigorous: +3 Health.
  • Vulnerable: It is vulnerable to one or more types of damage. Creatures with vulnerabilities are usually immune to other types of damage.
  • Wielder: It can manifest powers. Write one or two powers it can manifest.

Enemy Tactics

Next write a short paragraph explaining how the enemy behaves when it find itself in particular situations such as when another creature grabs what it is trying to protect, when it grabs a target, when it becomes wounded, or what it does when outnumbered.

Putting It All Together

Lets go through the process of making an enemy step by step. For this example, I want to make a robot that serves as the guardian of a facility. I want it to be large and bulky enough that it can take the entire party on its own. Now that I have my enemy concept, lets jump right into the creation process.

Enemy Name & Description

I have decided to call my enemy Juggernaut Defender, it is an imposing, self explaining name in my opinion.  The juggernaut will be in charge of protecting a large facility that the player characters will try to gain access to.

Enemy Role

Since I want it to be able to take an entire group of player characters, I will go with the Boss role. I am putting the two highest stats on Might and Willpower, the juggernaut is strong, has a well-encrypted computing system, and excellent surveillance equipment, but it is not that fast.  Might (7), Agility (5), Willpower (7). Its Health starts at 15, and gets a Wound when it reaches 7 of Health. It can have up to 4 special traits and up to 5 forms of attack. Its damage starts at +6 of the weapon's type. and effects that deal ongoing damage coming from it start at +4.

Enemy Size

My juggernaut is exactly 15 feet tall and weighs almost a ton, so, I will go with the Large size. My juggernaut gains the Reach property, a +3 Health which brings it up to 18, and deals +1 Damage, bringing it up to +7.

Enemy Defense

My juggernaut has really thick plates that protect from all sort of attacks, I'll give power armor type of protection, it +4 Armor, +Ballistic, +Energy. There isn't anything going through that armor.

Enemy Offense

I'll give it a melee attack that I will call Punch, written down as follows. Punch; +7 Crushing, Range (Close). A fist of that size can definitely go through stone, so I will give it the it can slice through rock option which gives it +1 Penetrating, +Messy. I will also give it a ranged attack I will cal Wrist Laser, written down as follows. Wrist Laser; +7 Energy, Range 
(close, near).

Enemy Traits

My enemy's role suggests it should have up to 4 traits so I will do my best to stick to that number. First, I think seeing in the dark is important for a guardian robot and also the ability to fly, for this reason I will give it Adaptable: Flight, Nightvision as special traits. Since it is a robot, I think it should be vulnerable to electricity (as seen in many comic, games, and movies). Thus, I add Vulnerabilities:  Shocking Damage.

Since I am only adding a vulnerability without adding any sort of resistance or immunity, I'll go ahead and give my robot a powerful area attack. I don't want it to use the attack every round so I will choose the Rechargeable special trait that lets me write a special attack that allows me to roll a die each round to see if the attack recharges. Lastly, since my robot is meant to take a group of heroes on its own and defend a place, I will add the Defender trait.

Tactics

This section allows me to write how my enemy behaves in specific situations, be it a series of short phrases or a couple of long ones. The point is to give me as the GM cues as to how I should play this enemy and find interesting ways to describe how my juggernaut goes about applying them in the battlefield. I have written the following tactics for my robot:
  • Blast a large group of opponent with Energy Blast before they scatter.
  • Grab the weakest opponent and crush it in its fist, dealing damage each round.
  • Use it’s Defender trait when one or multiple targets get close to the facility.

The Result

This is how my enemy looks like after adding everything together:


Apr 2, 2018

CHIMERA PLAYTEST - SESSIONS 6 & 7


Cast

Alexia - Female Elf, Hunter.
Bastard - Male Half-Orc, Half-Dwarf.
Agatha - Female Human (Immortal Witch).
Forte - Android Posing as a Half-Orc.

Summary

Right after taking down the bots, Mundi tried to open the gates of the complex but triggered an alarm while doing so. Seeing this, Mundi decided to flee once he saw the two bio guards that appeared from around the corners of the building and left the heroes to deal with their mess by themselves. They quickly dispatched the creatures - who seemed to be thanking them whenever they died - and proceeded to go inside.

Without Mundi's help, the heroes had to rely on Forte which didnt do a good job while hacking the mainframe computer and triggered an alarm on the inside that caused the front gate to shut down and over a dozen of bio guards to emerge from the 86th underground floor. They managed (with great difficulty) to deal with the bio guards and get the codes they needed thanks to Agatha animating a dead bio guard that had some computer skills.

Once they got out, they headed back to Dorian's mansion where they stayed there for a couple of days to heal and gear up. Guido left them with fair warning that they should do whatever in their power to pack everything they deemed necessary to survive for days, even weeks inside the ship since it stretched for miles and miles and getting lost in it was a possibility. With this in mind the heroes traveled to the underworld to find a goblin that was rumored to know where a shuttle could be found.

After hours of searching they finally found Ug, an old goblin that had been hiding in the underworld for decades thanks to 3 individuals that had a bounty on his head. Surprisingly enough no one in the underworld bothered to collect this bounty but the heroes never bothered to ask. Ug told them he would give them the location of the shuttle if they would take out these three individuals; a gnome that had a slave trade with children, a shetani assassin, and a woman named Belinda that ran a series of successful brothels on the surface. The heroes agreed to do this without asking much and started to head back to the surface to locate their targets.

The group decided to go after Belinda first, little did they know (due to a lack of research) that she was one of the most powerful crime lords in this dome and killing her would prove a very dangerous task. Most of them tried to pass as prospects to work in the brothels but only Agatha and Forte made the cut. After they passed a series of tests, Belinda decided to meet up with Forte first and see what this android was all about. While interviewing him, she noticed deception in his word and encouraged him to tell the truth before she had to extract it out of him. Forte continued lying until he saw there was no way out of it and decided to try and take Belinda out by himself. Unfortunately for Forte,  Belinda had 4 Jitu guards that quickly took him out, breaking his photo-receptors and blinding him in the process.

By now Belinda suspected Forte was not alone in this endeavor and went after the "new recruits". Seeing this, Alexia tripped one of the Jitu guards that went after her and decided to make a run for while Agatha tried to face her opponents but was quickly captured.


Bastard stayed outside all this time and decided to try and blow some of the vehicles parked outside to try and draw some attention to him. This didn't go so well for him, killing many "innocent" people in the process. Shortly after that, Alexia was cornered in al ally by two other guards that went after her.


Conclusion

After the last session the group decided they had been too careless about the mission and did not want to continue the story any longer. The group decided to switch to a fantasy setting and make new characters where they promised each other that they would be more careful about what they do. ill be writing about the new campaign soon.

Jan 10, 2018

The Scoundrel Updated


The Scoundrel, a Dungeon World playbook recently reached Best Silver Seller and as I promised, the artwork has been updated to match our most recent playbooks. Previous customers get the upgrade for free, of course!


Nov 29, 2017

CHIMERA PLAYTEST - SESSION 3


Cast




Forte - Android Posing as a Half-Orc


Bastard - Male Half-Orc, Half-Dwarf



Summary

Bastard and Forte received a message from a guy named Guido who had a job offer on behalf of his employer and wanted to meet with them. They agreed and decided to meet in a shady alley in a nearly abandoned sector of the dome. There, Guido explained that his employer managed to get a hold of some footage of them emerging from the subway  a feat no one has been ever to achieve in a very, very long time — and wanted to hire them to retrieve a disc with valuable information that was stolen from Guido's employer. Guido kept his employer anonymous the entire time which didn't seem to matter since the characters never attempted to figure out who Guido or his employer were anyways.

The mission had a high risk of course and whoever acquired the disk was now trying to sell it so the characters needed to find the seller before that happened. Bastard and Forte agreed to the mission without even asking how much the job would pay, they seemed eager to get back in the action.

Forte used his streetwise to locate the seller at a fancy pub where he was sharing a few drinks with three of his bodyguards, one of them being large built half-troll. Forte was very straight forward and announced that he knew he was selling the disk and he wished to buy it. The seller automatically became suspicious of Forte and Bastard and gave them a ridiculous amount, which he knew they wouldn't be able to cover. The heroes tried to persuade the seller but now he was eager to leave, none of them tried to stop him when they saw the half-troll stand up from his chair and let the seller leave with his guards.

Bastard and Forte took this time to stock up on explosives and other good gear to go find the seller and confront him if it came down to that. This gave the seller time to prepare back at his center of operations which was an abandoned factory in the sector mentioned earlier.

Bastard was able to track the seller with ease back to his lair. There they saw a hover car parked outside the entrance with two guards at the entrance (the same guys they saw at the pub but without the half-troll). The heroes discussed how to best approach this and finally decided that while Bastard tried to distract the guards, Forte would try to sneak behind the car, rig it open, and drive it towards the entrance to come out guns blazing afterwards. The mission backfired when Forte failed to open the car and triggered the alarm.

At this point two other guards appeared with rifles and immediately began to shoot the heroes. Bastard was able to take down one of them but not without getting severely wound while Forte took out the other three with only a grace from a bullet. After the four guards were taken care of, a fifth one appeared wielding an energized katana, Bastard was alive but unconscious due to a well landed punch he received directly on his head. It was up to Forte  to duel the guard. 

Forte defeated the guard but not without taking heavy damage. When the coast was relatively cleared, Forte grabbed Bastard and dragged him away from the factory while he contacted Guido and informed him of what was happening. Fortunately for them, Guido was close by and was able to provide some assistance with a healing potion which was used to remove Bastard's wound and help him regain consciousness. Once they were on their feet, Guido sent them back to the factory to try and capture the seller before he escaped.

Bastard and Forte went back and made it inside the factory only to find the half-troll and the seller escaping on hover bikes along with some cases. Bastard began to throw grenades at them but all he achieved was to get stuffed blown up except for the targets. Once they escaped the heroes found a single hover bike functioning after Bastard's last explosion and decide to ride it together while they chased the bad guys.

After a few minutes they lost sight of the half-troll which ambushed them by jumping over them from a hill on the side and shooting as he flew by (very cinematic!). Bastard crashed the bike and he sustained enough damage that his legs got wounded and couldn't use them. He could move from the waist up without any issues but his legs were not working properly. 

The half-troll dismounted his bike and proceeded to walk towards the heroes, unfortunately for him Forte managed to get up and strike the troll with a nasty punch while Bastard delivered the final shot.
They knew the couldn't catch up to the seller any longer and decided to head back and inform Guido of their failure.

Conclusion

This was more of an improvised session since real life has been getting in the way of all of us in my group. Luckily Martin and Tibaldo managed to show up and this was the result of the session. They got to test some of the changes I made based on their suggestion such as a readjustment of how prices were displayed and some minor modifications to a few skills.

Speaking of skills, I thought they already covered most of the things a player could come up with but during the session there were some scenarios which didn't quite fit under the rules of a skill and had to improvise on the result. Ill have to add a note for GMs on how to improvise with the skills.

I also noticed that the players were struggling with the principles, action points, and goals. I had to constantly remind them they have those and how to use them. One of them admitted that he probably struggled with it because he didn't have the time to read that section of the playtest document yet. I wonder if this is the case with the rest of the group. That's something ill have to look into soon.











Nov 20, 2017

CHIMERA EXCERPT - Principles & Goals



Today I bring you an excerpt from the Characters chapter as it is currently seen in the playtest document my group has.

Choose Your Principles

Principles represent your character’s inherent beliefs, morals, and individual attitudes towards particular situations. Principles are not meant to be a straining jacket for your character, they are there to help you guide your character’s actions and define what is important to them and what isn't, however, principles are also there to be challenged. In play, you get rewarded if you stick to your principles and get to use Action Points to help you achieve whatever task you undertake that involves one of your principles.

Writing Principles

Principles make a statement about what your character believes, wishes to believe, or aspires to be (whether your character admits it or not, or is aware of). They are a tool for you to consult when you don't know how your character should act. A principle cannot contradict another principle, it cannot be too vague, it must be challengeable, and it must lead to action or refrain you from acting under certain circumstances. For example, on a fantasy setting you might choose to play a knight that is honorable to its core. You choose to write “I am always honorable” as a principle for your character but it is not a good one because it is too vague. Instead, let's distill what it means to be honorable. An honorable person is honest, just, and worthy of respect, so let's use these aspects to write down at least three principles for an honorable character: “I tell the truth, even if it puts me in danger”, “I am fair, even to my enemies”, and “I always keep my word”. These statements have all the requirements to be  good principles; they can be challenged during play, they are not too vague as to encompass too many aspects, and they spring the character into action, even when it is not advantageous to do so. Some racial traits can be useful when writing principles, you should take them into consideration when writing them.

Starting Principles

You start the game with up to 3  principles which you can write on your own or choose from the list below. If you write more than one principle (maximum 3), choose one of them as your core principle (see using principles). Always consult with your GM before writing principles.
  1. I abide to the local laws.
  2. I always keep my word.
  3. I always turn tail when things go south.
  4. I enact revenge on those who do me wrong.
  5. I bring criminals to justice.
  6. I defend those weaker than me.
  7. I don't betray others.
  8. I don't steal from others.
  9. I don't aid those weaker than me.
  10. I don't help those who help the weak.
  11. I don't help those who aid criminals.
  12. I don't harm those who are defenseless.
  13. I don't show mercy to criminals.
  14. I help those less fortunate.
  15. I am only loyal to my friends.
  16. I am fair, even to my enemies.
  17. I tell the truth, even if it puts me in danger.
  18. I ensure others take the blame of my actions.
  19. I put reason over emotions, even if it puts others in danger.
  20. I never allow others to take the blame for things i’ve done.
  21. I only steal to help those less fortunate.
  22. I only lie to help good people in need.
  23. I only break the law if it us unjust or to help those in real need.
  24. I only help those in need if it advances law and order.
  25. I only help those who help me.
  26. I only help myself.

Using Principles

Besides serving as a guide for the actions of your character, you also get rewarded when you stick to your principles. You start the game with 3 Action Points which you can use to lower the number needed to land a success on a by 1, this means that if you need a 4 or a higher to get a success, you only need a 3. You commonly use Action Points on an action that helps you stick to one of your principles. For example, if you have “I defend those weaker than me.” as a principle and an enemy is about to hurt an innocent bystander, you can spend 1 Action Point to lower the success rate on a Defend roll to shield the bystander or maybe on a Melee roll in the hopes of striking down the attacker before it harms the innocent bystander. The GM has the final say on whether an Action Point can be spent on a certain roll or not.

At the start of a new session, you reset your Action Points to 3 regardless if you had any previous unspent Action Points from the last session. In addition, if at the end of the session you stuck to you core principle, you get to mark 1 additional milestone in your character sheet.

Determine Goals

Goals help you determine the needs and wants of your character and they also help you establish how your character relates to the other characters in your group and what is the initial relationship between them. A Good GM will take your goals into consideration and weave them into the current campaign, so keep your goals meaningful and challenging for your character. They can be either personal, about relationships, or related to your current mission or quest.

Writing Goals

Gather with your group and talk about past experiences you have shared together, each character’s personality, and their principles. Once you have done this think about something your character wishes to accomplish for itself through the course of the game. Write a short statement about your goal in your character sheet and let the GM and those you deem relevant in your group know about it. This will be your starting personal goal. Then, think about how have you connected with at least one of the characters in your group in a meaningful way and write one statement about something you wish to accomplish related to them. This will be your starting relationship goal. Relationship goals are always about what another character did or is capable of doing, how that made you feel, and what you will do about it. You can use your principles as a guideline when determining how your character would react or feel about something another character has done. Finally, if the nature of your first mission or quest is known to you, write a short statement about something you wish to accomplish during the adventure. It could be related to the mission itself such as "I will capture the bandit alive", it could be related to someone in your group such as "I will make sure the mission goes according to plan", or it could be something personal you want to achieve in a short term such as "I will make sure to not be a burden to my teammates during this mission". This will be your starting mission goal. If there is no apparent mission or quest, you can write a second relationship goal instead or wait until an actual mission is given to you. Below you will find a list of example goals for each of the categories.

Example:
Since Joanna’s character is a mage, she  decides that her character wishes to find something magical during the game. She writes “I will find a piece of ancient arcane lore and learn its content.” as her starting personal goal. While speaking with her group, she determines that one of the characters had her character’s back in a recent pinch and she feels she owes them for it. She discusses this with the other player, and after both agree that it's a good goal, she writes  “Grovax had my back in the last fight and I feel indebted to him. I must find a way to pay him back.” as her starting relationship goal. The GM reveals they have been hired by the local lord to clear out a goblin-infested cave. Joanna remembers how Tibaldo described his character as a wildcard and writes “I will keep Jack out of trouble during this quest.” as her mission goals.

Personal Goals Examples

  • I will amass enough wealth to build a _________ business.
  • I will amass enough wealth to retire.
  • I will ascend to one of the top ranks in the organization I am in.
  • I will become a great ally to someone in power.
  • I will better the living conditions of those who live in _________.
  • I will bring _________ to justice.
  • I will destroy _________ and all they stand for.
  • I will discover who murdered my parents.
  • I will do a random good deed everyday for a month.
  • I will find a piece of important lore and learn its content.
  • I will make a name for myself.
  • I will reveal the corruption that is eating away the city/town/village/planet of __________.

Relationship Goals Examples

  • __________  didn't come through when I needed it the most. I will make sure they atone for it.
  • __________  doesn't trust me. I must change their perception of me.
  • __________ fears my powers and for good reason. I will prove to them that I have it under control.
  • __________ had my back in the last fight and I feel indebted to them. I must find a way to pay them back.
  • __________ has much to teach me about __________ . I must learn all I can.
  • __________  is cruel. I must teach them to be compassionate.
  • __________  is destined for greatness. i will help them achieve __________  goal.
  • __________  is impressed with my abilities and seems curious. I will teach them whatever I can.
  • __________ is weak. I must teach them how to be strong.
  • __________  owes me __________ . I will make sure they pay me back.
  • __________  seems capable. I will convince them to do __________  for/with me.
  • I blame __________  for __________ .  I will make them pay.

Mission Goals Examples

  • I will capture __________ alive.
  • I will guard __________  with all I've got.
  • I will keep __________ out of trouble during this mission.
  • I will make sure no civilians are harmed during this mission.
  • I will make sure __________ sticks to the plan this time.
  • I will make sure to not be a burden to my teammates during this mission.

Resolving Goals

At the end of a session, go over your personal and relationship goals and figure out if those goals are still relevant. If it is determined by you and the other players that those goals no longer apply be it because you achieved your goals during this session or your character's’ feelings have changed. You can erase that goal and write a new goal based on recent events during the game. Mission goals can be resolved while the characters have some downtime after a mission has been completed. For each resolved goal, mark 1 milestone in your character sheet.