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.

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#RPG #DnD5e – D&D Month: Grimdark

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Art by Nikolay Razuev

A new month, a new blog project.

I’m thinking ahead to my next crowdfunded project, though I don’t know when I will get around to it. There’s no harm in thinking on the issues involved though.

5e has taken a step back towards the ‘old school’ style of play and improvisation, coupled with a few story elements from the indie scene. What is, perhaps, missing a bit is the grittier, nastier side of dungeoneering.

The setting I will be creating is a harsh, horrific setting – a closed off city that has been left to the undead, into which criminals, heretics and the foolhardy are cast – never to return.

For this I need a deadlier, nastier take on the standard rules and need to expand them to take other things into account. I want a low/no magic setting, slightly more technologically advanced setting.

This is going to take a considerable amount of changes, innovations and new approaches.

Starfinder month was open, D&D month will be paywalled for Patrons and Minds.com subscribers. Tasters will be here, but the full text will be found there.

#RPG 5e D&D Monster – Glazarn

sewer-monster-800x480Glazarn are small, clammy, humanoid creatures that live in total darkness, deep underground. They are as translucent as glass and barely visible under any normal circumstances. They live in the icy waters of underground pools and lakes, feeding on the blind, white cave creatures that live in similar places. They have no culture, no language and operate on pure instinct despite their humanoid appearance and attack as a pack, their prey seeming to be suddenly assaulted by dozens of bites out of nowhere.

Other underground dwellers loathe these creatures and exterminate them on ‘sight’, but their spores seep through the rock strata and find icy black pools wherever they can, spawning new ‘tribes’ of Glazarn wherever they can take root.

They are always hungry and will eat anything they can find, silent apart from the tearing of flesh and the crack of bone.

Glazarn

Small Humanoid (glazarn), neutral evil.

Armour Class: 11
Hit Points: 9 (2d8)
Speed: 15 ft., swim 50 ft.

Str: 10 (+0) Dex: 14 (+2) Con: 11 (+0) Int: 5 (-3) Wis: 16 (+3) Cha: 5 (-3)

Skills: Stealth +4
Senses: Passive Perception 13, tremorsense 60 ft, Blindsight 60 ft.
Languages: None.
Challenge: 1/4 (50 xp)

Amphibious: The glazarn can hold its breath – essentially indefinitely – underwater.

Glass Skin: The glazarn are virtually invisible without needing the assistance of magic. Their skin and organs are virtually see-thru. Rather than the invisibility bonus it gains +2 to AC and to attack against enemies that can’t detect it, as well as ignoring any bonus they get to their AC from their Dexterity. Painting or otherwise marking a glazarn negates this ability.

Low Level Telepathy: Glazarn can communicate telepathically and can sense intent, they cannot be surprised or ambushed and always know when enemies are around – even if they can’t necessarily see them or target them.

Unique Ability: Glazarn packs exist in closed off caves and are usually only encountered when those caves are newly discovered or excavated into. Their spore can travel through cracks in the rock to find new pools, but different packs evolve along different lines with unique abilities such as venomous bites and so on. The Gamesmaster is encouraged to be creative and to steal an ability from another creature in the Monster Manual.

Resistance: Cold.

Vulnerability: Radiant, Fire.

Actions
Bite: Melee Weapon Attack +2 to hit, reach 5ft, one target, hit 3 (1d6) slashing damage.

fangs_by_vederant-d5l5qwv.pngSuggested Unique Abilities
Ambusher: (See Kenku)
Claws (additional attack, indentical to bite).
Constrict: (See Constrictor Snake)
Fetid Cloud: (See Dretch)
Natural Armour: +2 AC.
Nimble Escape: (See Goblin)
Pack Tactics: (See Kobold)
Slippery: (See Kuo-Toa)
Venom: DC11, choose a poison effect you like – paralysis is a good fit.

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 – Postmortem Studios Update June 2016

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Here’s a quick monthly update on the current state of affairs here at Postmortem Studios.

Personal
I’m a lot healthier than I have been and am working full time again for the first time in about three years. It’s taking a bit of adjustment  but so far I’m keeping it up. I’m using this energy and effort to try and keep up a regular schedule of small releases and freelancing and to build up to regaining the financial independence and self reliance I had before depression slapped me around like a ruler meeting a Catholic schoolboy’s hands.

So far this has only been going on for half of last month but I still treat that as something of a victory especially since I’ve been able to raise my monthly income by about 50% just within that period. It feels good – but exhausting – to be back on the horse.

If you want to support my work and help me out, you can donate to my Patreon, and I’m looking for ideas as to what I can offer as Patreon rewards, but at the moment all I can offer are warm fuzzies.

Work Update
At the moment I’m primarily focussed on finishing off and putting out older material that wasn’t completed. This is primarily because I need to put out material quickly at the moment, meaning it’s all going to be more support material for existing games and odd little interesting notions and side projects. I also have a few people working for me – sadly pseudonomysly – on projects that I’m ‘not allowed’ to look at.

Gor is still very nearly there. There is another slight delay which, again, isn’t anyone’s fault. This project has, I swear, been cursed. Everything that could get in the way for me or the artist has done. Still, we should hopefully be on course for the end of the month. Fingers, fucking, crossed.

Services
I am a 15+ year veteran of the tabletop game publishing world with experience in freelancing and self publishing. I’ve worked for Wizards of the Coast, Steve Jackson Games, Nightfall, Cubicle Seven Entertainment and more. I have also written fiction and worked on social media computer games, packing a lot of meaning into short pieces of text. As a self-publisher I have overseen every step of the publication process from concept through to publications including writing, editing, layout and modification.

Here’s some of the services I can offer, and the minimum prices offered – though anything is negotiable up or down depending on the client.

  • New writing (raw text) $0.03c/word.
  • Proofreading/Light Editing/Commentary $0.01c/word (second and third deeper passes are possible).
  • ePublishing/RPG Publishing consultation Skype/Hangout/Call $20/hour.
  • Consultation on your game project $20/hour.
  • Layout (InDesign) $10 an hour.
  • Stock Art Shopfront: Postmortem studios has a huge stock art catalogue from multiple artists and we’d love to add you to that storefront. If you’re an artist who wants to sell your stock art but doesn’t want to deal with the accounts and uploads etc with your own storefront (which would be my first recommendation) then I can do that for you for 50% (I round up your payouts though).

Recent Products
Clipart Critters MEGABUNDLE:
A once in a lifetime offer (at least until September the first) this is ALL of Brad McDevitt’s stock art – up to number 400 – at a HUGE discount. This is basically a company start-up resource which will provide you with plenty of fantasy, horror, science fiction and modern images to kickstart your company into progress with low initial overheads for art. It’s also a fantastic resource for existing companies.

Diversity Dungeons: Despite claims to the contrary from all sides involved this is intended as a fairly serious examination of diversity issues in gaming from a world-building/game design and publishing perspective. It outlines the obstacles and methods to overcome including (or not including) diversity in your games and some material – from bitter experience – on the current febrile atmosphere around games publishing.

The Cathedral of Misogyny: An affectionate pisstake of 4chan, internet culture wars and hyperbole via the medium of a comedic 5th Edition D&D adventure, based upon a scenario I wrote as an introduction for a new player coming in from computer games. Part of the scenario was played online and there’s a Youtube video of it here.

Fistful of Horror 3: A collection of horror scenario ideas in the theme of my 100 seeds. System neutral but geared towards modern horror.

Fifth Fantasy – The Chancer: A new 5e D&D character class, based around the gambler archetypes found in Japanese RPG computer games. This will become a series and, perhaps, a setting if there are a few more sales.

Our entire catalogue (other than the newer items) – easier to browse than the online sites can be downloaded for free HERE.

Social Media & Contact
I’m always open to contact, discussion, ideas and more. If you have questions, queries, suggestions or feedback – good or bad – please do get in touch.

You can comment here on the blog.

You can find me on Twitter @grimachu

You can find me on Facebook 

You can find me on Youtube

If you want to ask questions (or troll me) anonymously I have an Ask.fm