I’ve been slammed with work and college this week so my progress on games is of the micro variety. And that’s A-OK. I’ll fight you if you say otherwise. See the scant developments below.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
Just copying and pasting stuff from the SRD. It counts!
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Reduced Effect
This consequence represents impaired performance. The Steam Thieves’ action isn’t as effective as they’d anticipated. You hit him, but it’s only a flesh wound. She accepts the forged invitation, but she’ll keep her eye on you throughout the night. You’re able to scale the wall, but it’s slow going—you’re only halfway up. This consequence essentially reduces the effect level of the Steam Thieves’ action by one after all other factors are accounted for.
Goodnight Maus
(Mausritter adventure site inspired by Goodnight Moon)
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No progress.
Trinakum
(Original design - 3d6 dice pool/grid-based/combat simulator with Iron Age Celtic/Gaulish flavour, Ashcan here [link])
Combat Rules!
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Combat
Combat takes place over phases, the Player Phase and the Enemy Phase.
The Player Phase is first unless the PCs have been surprised by their enemies.
Players take turns in order based on their PCs’ Speed. The PC with the highest Speed goes first and the remaining PCs act in descending order. If there is a tie, players decide who goes first.
A PC may perform as many actions as they are able on their turn. Once a PC has yielded they may not take any further actions during the current Player Phase. The Enemy Phase begins when all players have yielded.
A player yields when they declare that they have yielded, when their dice pool is empty or if they are downed or dead. A player may yield with any amount of dice remaining in their pool.
Players can pass on their turn so another player may act.
Player Phase
All players replenish their dice pools.
Speed determines the order PCs can act.
PCs act, pass and yield until all PCs have yielded.
Player Phase ends. Enemy Phase begins.
Enemy Phase
Enemies act in an order decided by the Teller.
Any time an enemy completes an action, players may take actions (dice pool permitting).
Phase ends after all enemies have acted, passed or yielded.
Note: Need to put this into a Scrivener doc, too.
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Just a quick copy and paste job.
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Hit Protection
Roll 1d6 to determine your PC’s starting Hit Protection (HP), which reflects their ability to avoid damage in combat.
HP does not indicate a character’s health or fortitude; nor do they lose it for very long (see Healing on page 11).
If an attack takes a PC’s HP exactly to 0, the player must roll on the Scars table (page 14).
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
No progress.