#RPG – Tales of Gor Caste Shirts, and B&D back in Stock!

frontGood news everyone! Not only have Teespring allowed the B&D t-shirt back, with a couple more adjustments, but we now also have caste shirts for players of Tales of Gor!

You can find these lovely vestments at our Teespring store and can hide your shame. They absolutely should not be torn, cut or otherwise altered to resemble slave rags or a ta-teera. Especially not the red one.

Head on over and pick yourself out something nice.

TEESPRING STORE

560 (1)PS. If you’re a slightly attractive human being (or close approximation thereof) and would like a couple of free shirts and a small amount of money for modelling some of these, let me know.

Grimdark – Personality & Backgrounds

tobias-rhein-pickpocket-by-tobias-rhein

A very welcome addition to D&D has been the inclusion of more rules that encourage roleplay and thought about where your character came from and why they do what they do. These are chiefly served by very loosely defined ideals, bonds and flaws. Mechanically you get awarded inspiration for playing to your character traits – even when it inconveniences you. Some bristle at these newfangled story mechanics, but for players who have a hard time putting themselves into another, fictional, person’s shoes the encouragement is helpful. The chits system for playing up your flaws is a big part of what made Deadlands work so well, and took a lot of the weight of book-keeping away from the Games Master.

Backgrounds are a bit more mechanically involved in 5th Edition D&D, with features, suggested characteristics, random tables (if you choose to use them) for personalities, ideals, bonds and flaws as well as skill proficiencies, languages and gear to go with your class choices.

This is all great stuff and easily customisable, you can add plenty to it and in many ways it can act as a sub-class or specialisation.

Nothing really needs to change there for a Grimdark setting, just added to, barbers, vivisectionists, gong-carriers, chapbook publishers, heretics and other backgrounds might need to be added, but by and large it’s all good. The background I envision for the setting I would use Grimdark rules though, there’s another aspect to your character’s background – their crimes…

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Grimdark – The Witch

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Like the Ritualist, the Witch is a ‘secondary class’, one you multi-class into. The old ways have largely fallen beneath the crescent, cross and star but remnants remain in traditions, rhymes, spells and as echoes in the largely spurious grimoires, many of them made up by the deluded or the faithful. Walking that fine line between old religion, devilry and midwifery. One false step, one offhanded blasphemy, one dissatisfied lecher or ‘maid’ and its prison, the stake or the Tyburn Jig.

Both spellcasting sub-classes are placeholders and the same is true of the abilities of the Cleric. I would be likely to alter these and create new, more suitable magic for the setting.

Hit Points
6+Constitution Bonus
Heroism 1d8/Level

Proficiencies Gained
Light Armour, Simple Weapons.

Skills
Arcana, Medicine.

Equipment:
You must acquire the gear you need during play.

Level 1: Witch Magic, The Old Tongue, Aura
Level 2: Bonus Feat, Extra Cantrip
Level 3: –
Level 4: Bonus Feat, Ability Score Improvement
Level 5: – Aura…

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Grimdark – The Ritualist

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A ritualist is something you become, rather than start as. The ritualist studies ancient tomes and enters into pacts with demons and spirits, permanently changing themselves in their pursuit of magic and power. You have to multiclass into Ritualist and cannot take it as a starting class. In order to become a ritualist and start your pursuit of power you must have an Intelligence of 13+. Whichever class has the most Hit Points is used as the basis for your health.

Hit Points
5+Constitution Bonus
Heroism 1d8/Level

Proficiencies Gained
Light Armour, Simple Weapons.

Skills
Arcana, Religion.

Equipment:
You must acquire the gear you need during play.

  • Level 1: Witch Mark, Ritual Magic, Talisman
  • Level 2: Imp
  • Level 3: Dark Gift
  • Level 4: Ability Score Improvement
  • Level 5: Witch Mark…

To read this full article, please donate $1 a month on my Patreon to get articles like this, access to me and discounts on apparel and PDFs of RPGs. You can get many of the same perks (but fewer) by following me on Minds.com and donating 1 token a month.

Machinations of the Space Princess is DEAL OF THE DAY at RPGNOW/Drivethru

Boots_women

Machinations of the Space Princess is DEAL OF THE DAY at RPGnow/Drivethrough

 

Grimdark – The Scholar

09Scholar
A scholar devotes themselves to the pursuit of knowledge, whether perusing tomes of ancient and forbidden lore, or taking that knowledge out into the field in their examination of ruins and artefacts that may be found in-situ.

Hit Points
Scholar 5+Constitution Bonus
Heroism 1d8/Level

Proficiencies
Simple Weapons, Light Armour, Artisan’s Tools (pick two: Alchemist, Calligrapher, Cartographer, Painter, Poisoner Kit Tinker), Forgery Kit, Gaming Sets, Herbalism Kit, Musical Instrument (pick two), Navigator’s Tools. Saving Throws Intelligence and Wisdom.

Skills
Choose four from: Arcana, History, Investigation, Medicine, Nature, Perception, Performance, Religion…

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Grimdark – Peasant, Merchant and Noble

fernando-carmona-fraternity-royal-family-scene18.pngThese three classes constitute non-specialist classes and describe the three main social classes that exist in most medieval worlds through to the end of the Early Modern era.

Hit Points

  • Peasant: 7+Constitution Bonus
  • Merchant 6+Constitution Bonus
  • Noble 5+Constitution Bonus
  • Heroism 1d8 per level.

Proficiencies

  • Peasant: Simple Weapons, Light Armour, Appropriate Tools, Strength Save, Constitution Save.
  • Merchant: Simple Weapons, Light Armour, Appropriate Tools, Dexterity Save, Intelligence Save.
  • Noble: Simple Weapons, Martial Weapons, Light & Medium Armour, Shields, Charisma Save, Intelligence Save.

Skills

  • Peasant: Choose two from: Animal Handling, Athletics, Intimidation, Nature, Perception, Survival.
  • Merchant: Choose two from: Arcana, Deception, Insight, Investigation, Medicine, Persuasion.
  • Noble: Choose three from: Deception, History, Insight, Intimidation, Perception, Persuasion.
  • Peasants and Merchants may choose an additional skill determined to be suited to their trade.

Equipment:
Choose five pieces of equipment, suitable for your social class and trade.

To read this full article, please donate $1 a month on my Patreon to get articles like this, access to me and discounts on apparel and PDFs of RPGs. You can get many of the same perks (but fewer) by following me on Minds.com and donating 1 token a month.