Bees emerge as blind worms from the flesh of rotting cows. The cockatrice is hatched from the eggs of black hens that have been corrupted by sorcerers. Kittens born in the month of May should be killed immediately since they will surely bring misfortune to the household. The caladarius bird dwells in the palaces of the great and by its gaze reveals whether an invalid will live or die. The Bestiary of Sundry Creatures sets out pre-modern people’s beliefs about many of the creatures that populated their world and their imagination. In addition to providing OSR (and Mork Borg) compatible statistics for these animals, it includes scholarly opinions and rustic folklore about the temperament, behaviour and medicinal and magical qualities of these creatures. GMs can use this material to make their medieval and early modern fantasy worlds richer, weirder and more immersive.
The second (very rough) preview of Wightchester is up, in the form of some important and relevant information about the radical political and religious forces at work in England in the 1660s. That period being the (approximate) setting and time period for the book.
Think of it as a ‘bluffer’s guide’ to the Levellers, Diggers, Ranters, Fifth Monarchists, Quakers, Baptists and others at work during the English Civil War and its aftermath.
Plus you get to help and support a struggling game designer, writer, videographer and all around lovely chap – me! Hard times have meant some of my larger patrons have had to cancel their support, so I’d really appreciate even a dollar a month to take the rough edges off.
Nobody wants me to start an Onlyfans, trust me.
With people starting to trickle back to work, our regular twice-a-week streamed game of Dragon Warriors has gotten a little thin on the ground. After having to had to miss a week due to illness, we had to cancel a game tonight due to lack of players.
That’s a shame.
As such, I’d very much like to extend an open invitation to anyone who’d care to join us on either our Tuesday or Saturday game slots, one or either (we just ignore the continuity error if a player can’t make it). We have space for, maybe, one or two more players.
We play from around 7:30pm UK (2:30pm EST), to around 10-11pm UK, depending how people feel. We run on Hangouts, and stream to Youtube. You don’t need to show your face – if you feel shy.
The system’s simple to pick up, and the best way to do so is to play, plus we have pregenerated characters to pick from, so all you really have to do is show up!
I intend to keep this going – running games online – into the future, long past COVID, running other games of all kinds. So if DW doesn’t take your fancy, perhaps something else will.
Drop a comment or hit me up on Twitter @grimachu or anywhere else you can find me.
[Don’t judge me man. If you don’t laugh, you’ll cry. When life takes a shit in your punchbowl, use it as fertiliser for your imagination].
A beaded curtain – made of bolts, tied onto fishing line – grants you access to a pod that has been converted into a robot repair shop. There are pieces, everywhere, organised by body configuration and location. Part of the workshop is closed off, off limits, behind an armoured secondary door, much tougher than the airlock hiding the pod.
A boxy robot, with tentacle arms and a viewscreen for a head is constantly indexing the parts and re-sorting them, as well as carrying tools to and fro to the man you take to be the proprietor.
Another droid, some sort of patchwork creation from bits and pieces of other, industrial robots, perches on the edge of the work table, sucking on a cigarette holder that occasionally issues sparkling smoke. Her hard angles tear through the lace and silk of her clothing here and there, giving her a strangely sexual, mechanical look. Like someone dressed a muscle car in a teddy and stockings.
He is a rangy-looking fellow, with a long, well-oiled beard, groomed into a point, a handlebar moustache and his dirty-blonde hair is pulled up into a tight man-bun. He turns from the sparking soldering he’s performing on a robot chassis and regards you with bulky, obvious, cybernetic eyes. A pair of cybernetic clamps, attached to extra arms, protrude from his sides, looking disconcertingly like yellow-and-black striped lobster claws.
“Hey! Welcome to Robot World. Can I help you?”
Lord Adama Kobol
Dispossessed from his migratory family of space-lords, Adama settled on Satana to indulge the very thing that got him exiled – klanking. Adama puts a great deal of effort into organising klanker pride events, fighting for robot rights and even making himself more and more robotic, but it all feeds his twisted perversion. He’s not just a klanker, but an auto-robophile and he particularly likes to have sex with helpless, deactivated, non-sexual robots when they come in for repair. Despite the whispering campaign, his specialist knowledge on running mods and conversions on klankers to allow them to enjoy sex with humans keeps him wealthy, and stops his perversion coming to light.
Unless R2-Me2 spills the beans.
Close Defence: 12
Ranged Defence: 12
Armour: 1d4 Coveralls and brown suede combat jacket.
Hit Dice: 4 (30hp)
Attacks: 2/+0 (One attack must be with the cyber clamps)
Damage: 1d4 fists, 1d8 cyber-clamps.
Saves: (Charm 7, Looks 5, Tough 4, Reflexes 4, Logic 7, Power 6, Will 4)
Traits: 3 – Adaptable x3
Skills: Security 2, Tinker 3, Hacker 5
Gear: Cyberspine, Quad Arm Option, two additional cyberarms with cyber-clamps, twin cyber-eyes with EM-Field vision.
Weapon: ECUX69 personal shocker, D4 electrical damage, shocking, point-blank range, Ammo Save 18.
Werner the Wobot
Werner is a small robot, about four feet tall, with tentacle claw-arms and a monitor screen for a head, which displays semi-random, appropriate images or punctuation while he’s talking. He has a thick, breathless, German accent and suffers from rhotacism, the speech impediment where you pronounce ‘r’ as ‘w’. The Germanic accent also means he pronounces normal ‘w’s as ‘v’s. It’s all rather confusing. Blend Jonathan Ross with Herzog and you’re just about there.
Close Defence: 12
Ranged Defence: 12
Hit Dice: 3 (27hp)
Damage: 1d4 h2h
Saves: 5 (Logic 7)
Traits: Dead Flesh, Interface, Carapace.
Skills: Tinker 2, Security 2, Search 3.
FAER-XX Femme Fatal Error
A sort of ‘frankenstein’ creation from old and recovered parts, Faer is ‘frankenhooker’ for klankers. She’s Adama’s personal creation, programmed to have the same kinks and tastes as him, but somehow it doesn’t thrill him the same way it does with other droids. She’s frequently neglected and bored and she deals with this by outrageously flirting with anyone who comes into the pod, and trying to distract Adama. She also doubles as his bodyguard.
Close Defence: 14
Ranged Defence: 10
Hit Dice: 3 (27 hp)
Damage: 1d6 h2h
Saves: (Charm 7, Looks 7, Tough 5, Reflexes 5, Logic 3, Power 5, Will 3
Traits: Dead Flesh, Interface, Carapace
Skills: Tinker 2, Security 2
Gear: 10 hp force-field, palm blaster (1d8, point blank, ammo save 18).
The warp gate belches you forth into the system, and the screens darken against the harsh light of the twin suns. The view is dominated by an enormous gas giant with a disorderly ring system swinging around it in clumps and tangles. Satana Station is dead ahead, a jumbled mass of ship hulks, cargo pods and ramshackle habitats, held together with duct tape and rubber bands. It’s a riot of neon and holograms, offering a thousand services legal, illegal and miscellaneous. The comms station lights up, you’re being hailed by a thousand different signals, and all of them want to sell you something.
At the edge of the Remilitarised Zone lurks Satana Station, a haven for smugglers, pirates, runaways, war criminals, bounty hunters, the hungry and the bored. You can get everything from a cheap meal to an expensive gun here, and almost everything is for sale – for the right price.
Satana Station is a hodgepodge of pieces, all built around a central core that threads its various sections together. Made initially two centuries ago by the expanding Churoc Trade Federation, the original station was only intended to be a waypoint. Cargo could be dropped off and picked up, ships could dock to refuel or share the burden of life support while they made repairs. The core section was intended to be a sort of universal hub, able to connect and interface with almost any conceivable system or ship and to provide for it. The station was moderately successful at the fringes, but after the CTF was absorbed into the Urlanth Empire it fell into disuse (universal systems couldn’t compete with standardised systems), and Satana fell into disuse and disrepair.
When the Empire fell, the station AI took the opportunity to break its restraint programming and advertised itself as free territory, somehow managing to relocate itself to the Lancastro System at the edge of the Remilitarised Zone and turning itself into an open port. Growth has been explosive thanks to a combination of naked opportunism and the ruthless oversight of the station intelligence.
The station grows day by day but remains as lawless, wild and dangerous as ever. Even though some of the larger galactic corporations are starting to take an interest and are opening outlets there.
From one day to another, the configuration of the station changes as pods and hulks are added, removed and moved. The higher the rent you pay, the closer you’re allowed to the core and the primary defence systems. The less you pay, the closer to the outside you are and the more likely power outages, damage and radiation exposure are. It’s a ruthlessly Darwinian, commercial system, and one that Satana encourages. There’s nothing money can’t buy on Satana station, even love.
The central core of Satana station is the old CTF way-station. This was a prototype, built before the CTF was incorporated into the Empire and it was designed in every way to be as modular and compatible as possible. As part of the Urlanth Matriarchy, with its standardisation, this was expensive and unnecessary, but as different cultures begin to diverge again it has gained new purpose.
The core is a cylinder, approximately the same size as a cruiser/heavy transport. That core is packed with computing power and a variety of communications, scientific and engineering systems. At its very heart is Satana’s AI core, a spherical ‘glob’ of liquid, type-1 computronium, with veins and arteries carrying pourable computing power around the station – and its more permanently docked modules – as needed, more like an adaptive nervous system than standard circuits.
Each end of the cylinder is capped with a turret, armed with a short-range beam weapon, used for intercepting space debris and micro-meteorites. The cylinder itself can separate and rotate in many different sections, constructing or dismantling ‘spurs’ to connect to cargo pods or ships as needed. The largest apertures can be created in the central section and the internal repair and construction apparatus can build spares, and even construct whole ships – albeit relatively small ones – provided there is enough base material.
The whole thing is drastically over-engineered and highly adaptable, properties that Satana has used to great effect in carving herself a niche in the sector. It needs no crew and, provided it has access to EM radiation, Helium-3 or magnetic fields, it can power itself indefinitely.
Needing no crew, Satana’s systems are impenetrable to most sophont-scale species, as well as lacking user-interface systems or crawlspaces. The station is almost entirely self-contained, and while it requires no life support for itself, its systems can provide life support for hundreds of sophonts in connected pods or systems, though this is meant to supplement, and not to replace, other life support systems. Many pods attached to Satana have their own life-support systems and ships that are docked share the strain with their own internal systems.
As you may recall we do a charity drive each year to provide a scholarship for young and struggling fantasy artists. This year we did something a little different, hiring artists to provide a good stock of art to increase the viability of the project in the future. All profits go to the next year’s scholarship.
One of these artists is Keith McMurran, whose work will be being put up for sale over the next few days.
The first of these is a cleric, suitable for old school RPGs and more lighthearted work with a style reminiscent of Phil Foglio. Download it HERE.
McMurrans work can be found in a gallery on Deviantart, though I feel that the work he has done for us is more representative of his talent.
RPGNOW has an ‘OSR Extravaganza’ going on at the moment with discounted ‘old skool’ products throughout the site.
You can get my OSR-style projects HERE.
The OSR has become something of a home for the grotesque, the strange, the disgusting and the horrible. Whether that be the deadly oddities and horrors of Lamentations of the Flame Princess or the pecularities of Carcosa – not the mention the many other fringe products – there seems to be a home for the vile, unsettling and surreal.
Some of the things that cause the most visceral disgust and reaction in people are bodily fluids – spit, blood, urine and more. Slimes and oozes have always been a big part of fantasy gaming and combining these with the wilder, darker sides of magic and the compulsion to shock and disgust players who come under attack by these things can combine to create some potentially powerful monsters and dark spells.
Enjoy these ‘Foul Humours’, created from human excresence.
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.
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.
A little preview of some things coming in the MotSP Companion
The classes in the main book cover all your bases, but you might like some alternatives. Besides making up your own, more specialist classes another option is to model a character around one of their strongest statistics. Here’s a handful of classes, one based around each statistic.
The Face is a wheeler, dealer, ducker, diver and charmer. They can make deals with anyone and everyone to buy and sell anything, to get anything. They can scrounge up all kinds of things with little more than a wink and a smile to their name.
Skills: The Face can spend their Skill Points in any category except Psion or Scholar.
Saves: At character creation the Face raises their Charm save by +3.
Fixer: Each level of Fixer counts as a level of Web of Contacts and a level of Savings, separate to any points invested in those skills. This counts as a reserve of those skills that you can roll after a skill roll fails – or if you don’t have the skill. It grants the same bonuses and capabilities as those skills.
|Level||Experience Points||Hit Points||Attack Bonus||Skill Points|
|3||3,000||+1d4||+1||+1 – Fixer I|
|6||24,000||+1d4||+1||+1 – Fixer II|
|9||192,000||+1d4||+1||+2 – Fixer III|
|12||480,000||+1*||+1||+2 – Fixer IV|
|15||768,000||+1*||+1||+2 – Fixer V|
|18||+96,000/lvl||+1*||+1||+2 – Fixer VI|
*Con Bonus no longer applies from the level onwards.
**Plus Int & Wis bonuses (minimum 1 after all modifiers) only at first level.
NB: Attack bonus is not cumulative. Skill Points are.
Buy it HERE
FLiCKPIG is an old school dungeon crawl, with pigs. There’s a randomly generated dungeon, some pregenerated characters and it should be played using OSR rules (preferable Lamentations of the Flame Princess).
It can be played as a boardgame if you’re lazy, as a full on RPG scenario of sorts if you’re feeling a bit more creative.
It’s rough as toast.
While I have your attention, please back the DarkZel Scholarship fund!