Fifth Fantasy – The Alchymyst – RELEASED!

203356Buy it HERE

While others grub around with their burners and their distillations, their purifications and their poisonings the Alchymyst – a true alchemist – seeks knowledge in the basis of all things. The elements. Reducing things down to their basic components – Earth, Air, Fire, Water, Light, Darkness and Magic the Alchymyst can manipulate things on a fundamental level. With this knowledge they can perform remarkable feats, without recourse to magic and without the limitations of magic. The mixtures and chymicals they create only run out when you run out of ingredients and between gemstones and slain monsters… there are plenty of ingredients.

This booklet contains all you need to play an anime/JRPG inspired alchemist character class, along with equipment rules and rules for harvesting they ingredients they need for their concoctions.

If that doesn’t take your fancy, perhaps a gambler archetype, The Chancer would?

Or if not that, how about a race of Badger People suitable for any 5e game?

#RPG – Powder Monkeys RELEASED! SCHLOCKTOBERFEST

BUY IT HERE

Adventure gaming ideas have moved on a great deal. Our concept of what’s acceptable in fantasy has moved on from the medieval period more into the renaissance and restoration eras. That means firearms, which have often been eschewed in traditional fantasy for one reason or another, but in many ways firearms make a great deal of sense. Magic has already affected the changes that firearms did in the real world, reducing the effectiveness of armour and fortification, allowing ships to project force at great distance – even from off shore.

Like crossbows supplanting longbows, firearms democratised firepower. They didn’t require a huge amount of skill – despite being more technical and fiddly in many ways – and a man could be armed and fire en masse with other to devastating effect very swiftly.

Besides, guns are just fucking cool. Loud noises, clouds of smoke, devastating musketballs, the potential for new kinds of magic and explosives.

The mistake that seems to occur in a lot of games is making the guns too powerful, too close to modernity. Guns start to stop being appropriate to fantasy once you get to revolvers (discounting the Barsoomian influence) and the best balance seems to be guns no more advanced than those found in the sixteen and seventeenth centuries.

Rough as Toast
‘Rough as Toast’ is my imprint for ‘cheap and nasty’ products. Things that are a bit more experimental, silly or ‘hit and miss’ where a lot of money can’t be spent or risked on a bit of an ‘out there’ idea. If you see that marker, you know you’re getting something a little ‘whacky’ or uncertain, but you will probably get some fun out of it.
Schlocktoberfest
The Pulps were churned out at a massive rate of knots. Strange and silly ideas thrown at the wall to see what stuck. Occasionally some of those ideas turned out to have legs – legs that are still carrying them nearly a hundred years later. My intent with Schlocktoberfest (prevously just a sale some years back) is to just throw a bunch of monsters, ideas and other bits and pieces at the ‘wall’ and see what sticks. Maybe something will.

#RPG – Fifth Fantasy: The Brock RELEASED!

A whole new race for you to use in your 5e games.

The Brock are a reclusive, grumpy people with a pragmatic and dogged mindset. Fierce warriors they protect the forests and occasionally venture out into civilisation – usually to be disapproving.

This is a whole new race and culture for you to add into your games and comes with a set of Brock-centred magic items to use as well.

Enjoy!

 BUY IT HERE

#RPG – The Cathedral of Misogyny RELEASED!

CoverthumbBuy it HERE

There’s a long history of ‘silly’ adventures in tabletop gaming. Even professional modules were often replete with puns, nonsense and other silliness. Some of the most iconic monsters and strange things in Dungeons and Dragons started out as jokes, in-jokes, or silly improvisations and this is something that has become a little lost in more modern times.

This adventure was prepared as an introductory adventure for a new player, hosted in an online session over Google Hangouts (isn’t modern technology wonderful?) As such, it’s full of bad jokes, puns and nonsense relating to online culture and the culture of computer gaming – which they were more familiar with. Still, you may enjoy it and if nothing else it may inspire you to include a little silliness – and some more pop culture references – in your own games.

The Cathedral of Misogyny
The Cathedral of Misogyny is a reference to 4chan. It was intended as a hyperbolic insult to that imageboard but – of course – everyone just thought it was hilarious and embraced it. As a reference to 4chan, it’s a perfect vehicle for re-purposing memes (in many ways the modern equivalent of puns) and using fantasy to make fun of our modern lives and situations. There are, of course, many people who will have no sense of humour about this sort of thing. That’s fine, they can be miserable. I, however, think that there is a great deal of value in laughing both at ourselves and at others – and that’s what this is for. With an irreverent group that can get into the right mood, this should present a great evening or two of fun.

Rough as Toast
‘Rough as Toast’ in this instance indicates a new line of low budget products that are kind of designed to be throwaway ideas, disposable content, silly experiments and so on. They’re not made to such a high standard as normal, but should still be fun. Also cheap.

#RPG Fifth Fantasy: The Chancer – A gambling character class for 5e RELEASED!

gamblerBUY HERE

There are gamblers of all kinds across the many worlds, but a Chancer is something different. Lady Luck is not a god, she is something more and less, though she is embodied by and in many gods. Sometimes she reaches out and touches people with her blessing. For every unlucky person whose life is one of ruin and endless misfortune, there are others with blessed and lucky lives, raised or damned by her fickle favour.

Chancers are gamblers who have been touched by The Lady. Their abilities can be random and unpredictable, but their luck, itself, is predictable. Things tend to go right for them, not always, but often enough to make them, and those around them, supernaturally fortunate.

This book also contains gambling rules, magic items and equipment.

Having a Chancer in your party can easily mean the difference between success and failure and if you’re relying on luck, they’re essential.

Chancers are assets, making things easier not just for themselves but for everyone around them. The randomness of some of their special abilities can disrupt and disorder an otherwise ordered battlefield, usually to your benefit, sometimes to your detriment. They’re good in social situations and can raise money quickly, since they’re far more likely to win games of chance or bluff than anyone else. The trouble with that of course is that it makes enemies who don’t like being cheated.

Fifth Fantasy is intended to be a short series of alternative character classes, which are supposed to emulate the kinds of characters and roles found in classic JRPG and Anime games. As such they are most suited to high-magic games, and games which play up to the style of anime, manga and Japanese computer games.

No world is explicitly described, but the character class books will also contain magical items and some background material that will build an implicit setting – which may be detailed in the future.

You can keep up with Grim and Postmortem Studios in various ways…

Blog: https://postmortemstudios.wordpress.com/
Twitter: https://twitter.com/grimachu
Facebook: https://www.facebook.com/PostmortemStudios/
G+: https://plus.google.com/+JamesGrimDesborough/posts
Buy Merchandise: http://www.cafepress.com/postmortmerch

Board & Card Games: https://www.thegamecrafter.com/designers/postmortem-studios

Hardcopy: http://www.lulu.com/spotlight/grim1031

PDFs: http://www.rpgnow.com/browse/pub/384/Postmortem-Studios?affiliate_id=50144

And should you feel so inclined, you can support my work regularly with a Patreon donation. https://www.patreon.com/grimachu

#SJWRPG – Traps & Triggers – Character Creation

24f735ff785848948d5b3Traps & Triggers (not to be confused with Tunnels & Trolls) is an RPG based on the system of 5th Edition D&D, but better, because it incorporates Social Justice™ into every single aspect of the game. In order to play you will need a copy of D&D 5th Edition and, more problematically, some friends.

You are a hero of the enlightened and beautiful Bay Queendom. An enlightened and egalitarian land, surrounded by chaotic and evil lands full of monsters, The Chan Fiefdoms. These enemies threaten the glorious Bay Queendom every day.

Character Creation

Step 1: Don’t Choose a race – Race is a social construct and makes no difference to your character. Shortness, pointed ears, beards or immortality are nothing to do with genetics whatsoever.

Step 2: Choose a Class – Classes will be described later.

Step 3: Level – You all start at level 1, though level is explicitly not a measure of a character’s worth. Everyone levels up at the end of a game, no matter how badly they did.

Step 4: Ability Scores – Pick any numbers you like for your abilities, between 3 and 20. You are encouraged, but not forced, to take at least one Ability at a really low score so you can empathise with the differently abled.

Step 5: Describe your Character – Your character can look like anything you want, you can choose any height, weight or anything else you like. You can choose any hair colour at all, blue, aquamarine, navy, anything.

Step 6: Equipment – Start with any and all basic equipment and weapons you want. You also start with a trust fund that gives you 1,000gp at the start of each session.

Step 7: Positive Discrimination – Minority gamers are too rare and must be encouraged to play RPGs, even forced. In order to encourage them to play any player who can identify themselves as a minority receives a +1 (or equivalent) magic item of their choice and an extra 1,000gp each session from their trust fund.

5e Hacks – Skills & Deadliness

Lockpick_by_InkthinkerDeeper Skills
General skills are fine too, but some people prefer a bit more granularity, to be able to be really good at one thing and to suck at another, to specialise to better describe their characters or to round them out. An alternative to the simplistic, binary yes/no, skill is to provide points to spread between the different skills as the player sees fit.

Another option – given the hugely broad nature of the skills in 5e at present – is to allow for specialisations. These would be narrower ‘sub skills’ that you could take more than once, giving an extra +2 boost to the skill score only in that specialised sub area.

EG: Haluk of the Mountain Tribe doesn’t want to pump a lot of points into general Athletics, but it doesn’t make sense for a mountain tribesman not to be able to climb. So he puts the minimum of one point in, but makes it a specialisation. So he has Athletics (Climb Only) 3.

EG: Frater Dominus doesn’t care about heathen religions other than his own order’s opposite, evil, number. So he has Religion (Order of Light) 6, Religion (Order of Darkness) 6, despite only putting four points into each.

Consider also allowing Intelligence and Wisdom bonuses – and penalties – to affect the skill point pool, for a more skill-oriented game that encourages specialisations.

Barbarian: Skill points 8, +4 each proficiency increase (or 1 per level).
Bard: Skill points 10, +5 each proficiency increase (or 1/1/1/2/1/1/1/2 etc).
Cleric: Skill points 8, +4 each proficiency increase (or 1 per level).
Druid: Skill points 8, +4 each proficiency increase (or 1 per level).
Fighter: Skill points 8, +4 each proficiency increase (or 1 per level).
Monk: Skill points 8, +4 each proficiency increase (or 1 per level).
Paladin: Skill points 8, +4 each proficiency increase (or 1 per level).
Ranger: Skill points 10, +5 each proficiency increase (or 1/1/1/2/1/1/1/2 etc).
Rogue: Skill points 12, +6 each proficiency increase (or 1/2/1/2/1/2 etc).
Sorcerer: Skill points 8, +4 each proficiency increase (or 1 per level).
Warlock: Skill points 8, +4 each proficiency increase (or 1 per level).
Wizard: Skill points 8, +4 each proficiency increase (or 1 per level).

Deadliness
Standard D&D is not especially brutal, once you get past your first few levels. Hit Points are an abstraction that can drive more ‘simulationist’ players to distraction.

A first level Barbarian in standard rules starts with around 12+ hit points. There is not a single weapon that can possibly kill them in a single blow. This is great for heroics, but again – less good for grim and gritty settings and rules. The answer isn’t, necessarily, to reduce hit-points because this sort of range is about right, the answer may be to increase the potential, possible damage that a weapon might do – outside of the context of criticals.

Attacks would do a multiplier of themselves for damage, so a dagger would do 1 (1), 2 (4), 3 (9), 4 (16) damage with bonuses added onto the total at the end.

Multiple dice would roll individually. So a 2d6 maul rolling 3 & 4 on its two dice would do 9+16 = 25 damage, with armour being applied to each dice and the bonus to damage from strength etc being applied at the end – if any damage at all gets through.

To offset the deadliness and to further make the combat classes more effective, it’s necessary to alter the relationship with armour.

As well as making one harder to hit – deflecting attacks – armour now also reduces damage by the amount it increases AC over 10. Padded armour reduces damage by 1, while platemail reduces it by 8. Shields continue to boost AC as normal.

Inspiration points can also be used to completely evade an attack and take no damage.

Criticals are just automatic hits with no additional damage.

Tiny Creatures increase their AC by +2.
Small Creatures increase their AC by +1
Medium Creatures have no modifier.
Large Creatures reduce damage done to them by 1.
Huge Creatures reduce damage done to them by 2.
Gargantuan Creatures reduce damage done to them by 4.

God_of_War-Ascension_25bCreatures with armour (over AC10) reduce damage by the amount it is over 10.

A barbarian stikes a Fomorian with his Battleaxe, he rolls a 5, for 25 damage, +2 for his strength for a total of 27.

A Fomorian is a huge creature, reducing that damage by 2 to 25 and has natural armour 14, reducing it by another 4 to 23, he’s down to 126 hit points.

Our level 8 Barbarian meanwhile has 103 hit points and hide armour, for 2 points of protection.

He gets hit for 3d8+6 (Greatclub)

3(9-2=7)
5(25-2=23)
6(36-2=34)
+6

70 hit points. Leaving him with 33.

He probably shouldn’t mess with giant monsters by himself.