Sunday, November 8, 2020

Owlbear Stew


  • Two classes only, large numbers of subclasses
  • Subclasses have a relatively strict structure for easy player-based hacking
  • Increased power at lower levels, reaching power max faster, equivalent to starting at level 2
  • Multiclassing encouraged to achieve many concepts, e.g. Brave Fighter + Holy Mage = Paladin
  • Spells all have related mishaps (or will, eventually)
  • "Mystery Abilities" (some abilities are just names at the moment, left as an exercise to the reader)

Sunday, September 6, 2020

Travel Rules

Pathway - Eric J Fitch

Parties can travel two hexes per day, modified by the options below. Some options also change the results of the Exploration table.

Forage DC starts at 15 each morning. If you didn't roll it yesterday, or it feels right, roll once on Weather (see below).

+1 if you Rush, +5 Forage DC, changing 6. Feature into Hazard/Resource Drain and losing Surprise
+1 if you Soldier On, incurring Resource Drain
-1 if you Scout, -5 Forage DC, changing 5. Hazard into Hazard+Feature and gaining Surprise
-1 if you Hunt, -10 Forage DC

Modifiers (max of +1 per hex, additional bonus removes exploration die):
+1 if everyone is mounted
+1 if there is a Road
+1 if the terrain is Very Familiar
-1 in Terrible Conditions (mountainous, stormy, swampy)
-1 if anyone is Encumbered, Crippled or Lame and not mounted

Monday, August 10, 2020

Finders Keepers In Space

Show lists:

Exactly the same as these ones.

Get one each of Equipment, Trinket, Oddity, and Info.

STR, DEX and CHA are each 3d6 take the lowest.
1d6 max HP. When hit at 0 HP, [dmg]-in-20 chance of being killed

Start with XP = 12 - highest stat - max HP

Spend XP on the following:
1 - Equipment, Trinket, Drugs, Oddity
2 - Mid Tech, Info, Failed Career, Brain Chip
3 - High Tech, Cybernetics, Psi Power, Bio Augment, Shoddy Weapon, Talent
4 - Great Weapon