Added a little to Sand & Stars and Trinakum. Pretty happy with that.
Project Run down
Sand & Stars
(Desert survival x Cairn, Ashcan here [link])
Just copied and pasted the Scars section. I like this section, mechanically. I need to evaluate further thematically. Feels like this needs a check by a disability sensitivity reader.
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Scars
When an attack reduces a PC’s HP to exactly 0, they are uniquely impacted. Look up the result on the table below based on the total damage taken:
1 Lasting Scar: Roll 1d6 | 1: Neck, 2: Hands, 3: Eye, 4: Chest, 5: Legs, 6: Ear. Roll 1d6. If the total is higher than your max HP, take the new result.
2 Rattling Blow: You’re disoriented and shaken. Describe how you refocus. Roll 1d6. If the total is higher than your max HP, take the new result.
3 Walloped: You’re sent flying and land flat on your face, winded. You are deprived until you rest for a few hours. Then, roll 1d6. Add that amount to your max HP.
4 Broken Limb: Roll 1d6 | 1-2: Leg, 3-4: Arm, 5: Rib, 6: Skull. Once mended, roll 2d6. If the total is higher than your max HP, take the new result.
5 Diseased: You’re afflicted with a gross, uncomfortable infection. When you get over it, roll 2d6. If the total is higher than your max HP, take the new result.
6 Reorienting Head Wound: Roll 1d6 | 1-2: STR, 3-4: DEX, 5-6: WIL. Roll 3d6. If the total is higher than your current ability score, take the new result.
7 Hamstrung: You can barely move until you get serious help and rest. After recovery, roll 3d6. If the total is higher than your max DEX, take the new result.
8 Deafened: You cannot hear anything until you find extraordinary aid. Regardless, make a WIL save. If you pass, increase your max WIL by 1d4.
9 Re-brained: Some hidden part of your psyche is knocked loose. Roll 3d6. If the total is higher than your max WIL, take the new result.
10 Sundered: An appendage is torn off, crippled or useless. The Player Guide will tell you which. Then, make a WIL save. If you pass, increase your max WIL by 1d6.
11 Mortal Wound: You are deprived and out of action. You die in one hour unless healed. Upon recovery, roll 2d6. Take the new result as your max HP.
12 Doomed: Death seemed ever so close, but somehow you survived. If your next save against critical damage is a fail, you die horribly. If you pass, roll 3d6. If the total is higher than your max HP, take the new result.
Steam Thieves
(Steampunk x Forged in the Dark, Ashcan here [link])
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No progress.
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])
Starting to flesh out my Roles (character classes). Man, this project gets me so excited. I really think I’m onto something with the combat system and these classes. The drawback is that, right now, it’s more a combat simulator board game than it is a TTRPG. And I want it to be a TTRPG. So I have work to do in that respect. But for now, having a bad ass combat system is certainly a plus.
The goal is to have each Role lean into one of the core abilities (Strength, Sense, Speed, Cunning, Wisdom). And then I want each Role to have five archetypes which each lean into one of those abilities, too.
Fightere is the Strength based Role, which allows you to add your Strength stat as a modifier when you take a Strike action.
The archetypes, and what ability they correspond to, are:
Brut: Strength (so double, strength). These guys wield great weapons and cleave through ranks of enemies.
Duelere: Cunning. This fightere has a move list of tricks and feints. They set up their hits, build combos and finish with an elegant and devastating coup de grace.
Scirmishere: Speed. This build is all about moving in and out of range. These fighters are polearm specialists.
Wicceblade: Wisdom. These fighteres can also cast spells, on their weapons.
Need something that corresponds to Sense… The obvious choice is a Fightere who is also handy with a ranged weapon. Maybe a Field Marshall… They fight on the edge of the fray, firing arrows and drawing a sword as needs be, while also calling out dangers and vulnerabilities.
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FIGHTERE
STRENGTH +3
Proficiencies: Fighteres are proficient in all weapons, armour and shields excluding those with the caster trait.
Fightere’s Lore: Fighteres can recall and infer knowledge associated with being a Fightere.
When using the STRIKE action, add your Fightere Level to the roll.
Gatekeepers
(Mythos inspired Breathless game for the Beyond the Gates Jam, Ashcan here [link])
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No progress.
WAKE
(Completed Breathless game inspired by Control, Inception and The Matrix, Game Page here [link])
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No progress.
GIANT PINBALL
(Dungeon Crawl Classic Funnel set inside a pinball machine)
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No progress,
See ya!