Posts

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters)

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters) Pseudo-Pseudohistorical Violence Master Page   Injury Guidelines I think there is real tension between the idea of letting injuries be diegetic and fit the scenario and having guidelines and procedures in place to reduce GM fiat. I am trying to thread that needle here; as long as DMs (me) keep in mind that these are guidelines, not hard and fast rules, I think things will work out. Injury Check: 1-6: flesh wound; no effect 7-10: light injury 11-12: medium injury 13-15: downed; medium injury 16-19: heavy injury 20+: mortal injury Hit location (d12) 1: head 2: right leg 3: left leg 4-5: dominant arm 6-7: non-dominant arm 8-12: torso For hit location, use the melee die that the character used. If a character wins a melee roll by 2 or more (complete victory), then they can choose to force the opponent to use the result of either their own melee die or the opponent’s. Injury Sever...

Pseudo-Pseudohistorical Bestiary

Pseudo-Pseudohistorical Bestiary Pseudo-Pseudohistorical Violence Master Page   Armour: The type of armour the beast is considered to have for the purposes of injury checks. Shooting: bonuses or penalties when attempting to shoot at the beast. Melee: the dice the beast rolls in melee, as well as what weapon to treat it as for length and injury checks. Harm: the dice the beast rolls when doing an injury check. If no specific table is given, assume it is the standard injury check (1-6 flesh wound; 7-12 injury; 13+ down). Below I have created a handful of template monsters. In the style of “Just Use Bears”, I figure that at least for now this is good enough. Some monsters might have specific injuries they always cause, or specific types of weapons they are resistant to. (e.g. a skeleton has a +4 on injury checks against pierce and +2 against slash.) I trust myself to wing those things at the table, at least for now. Templates “Bears” Actual bears, but also other ...

Walking Dead Braunstein/Cataphract-Like

Walking Dead Braunstein/Cataphract-Like A cool idea I had:     Rather important readings: Sam Sorensen's Cataphract Design Diary Mythic Mountain Musing's Traveller Braunstein  

Pseudo-Pseudohistorical Logistics

Pseudo-Pseudohistorical Logistics Pseudo-Pseudohistorical Violence Master Page   I am hoping to actually bring these rules to the table soon, so I am going to be getting into some of the more nitty-gritty and logistical aspects of running the game. My original version of this post got overwritten on accident. I think I put everything back in though… Encumbrance You have two hands! 4 belt slots (His Majesty the Worm Style): these are the items you can access much more quickly. Light armour occupies one of these slots, medium two, and heavy three. For additional carrying capacity, you have a few options. For a pack, you can either have a Satchel: 4 slots Backpack: 8 slots; encumbering and if that just isn't enough, you can use Small sack: 4 slots, occupies a hand. Large sack: 12 slots, occupies both hands; encumbering. Edit: Originally large sacks were 8 slots, but Phlox of Whose Measure God Could Not Take pointed out that made it strictly worse tha...

Alternative Holy Magic for Dolmenwood's Pluritine Church

Alternative Holy Magic for Dolmenwood's Pluritine Church  Prelude  I swear this isn’t supposed to be a Luke Gearing fan blog. Also, this is at least nominally related to pseudo-pseudohistorical violence so I can pretend I am making progress on a current project instead of starting a new one. Basically required reading: Luke Gearing's Grand Unified Theory of Magic and Religion  Very highly suggested reading: Elmcat's Kill Clerics Become Warlocks  Dododecahedron's Classless Clerics  I found all three of these blog posts incredibly inspiring in the matter of “fixing” clerics. I have never been satisfied with the way clerics work as a class—much has been written about this, especially in posts from Prismatic Wastelands’s Cleric Blog Bandwagon—but invoking the power of a deity should not work the same as a wizard casts spells.  I am also just a sucker for bespoke and unique magic systems, I think having bespoke forms of supernatural powers can really make magic ...