RELEASE: Expedition Beta
Posted: April 25, 2012 Filed under: Expedition, Fluff/Inspiration, Homebrew, Legacy D&D, News, Other Systems, RPG 2 Comments »Well, it sure has been a long time coming, hasn’t it? Here it is. Not much to say – it’s the fantasy game I’ve been making. It’s the fantasy game I’d like to play. I was once a huge 4e fan, and now I’m lukewarm on it, but that introduced me to all kinds of other ideas and games, and inspired me to try to make my own happen. This is the culmination of a lot of work and thought for me. It’s 90 pages, it’s got some goofy ideas. It’s mostly a game for me, but I hope you enjoy it too. And as in every other part of the process your feedback is definitely appreciated. You’ll see in this game vestiges of practically every other game I’ve made and declared fallen over the years – Copper Coins!, High Score, and NAA D6. Not Incongruent Future though. I’m sure that’ll disappoint some people. But you can’t have that kind of power in just every game! Anyway, enjoy. As usual with my limited resources and expertise, this is a rather bare-bones affair graphically, but it does have PDF bookmarks, hyperlinks, page numbers (I didn’t forget them this time!).
MEDIAFIRE: http://www.mediafire.com/view/?zldy90g8gqehabg
HOSTED: Coming soon.
Deathwatch House Rules
Posted: April 14, 2012 Filed under: Dark Heresy, Deathwatch, Homebrew, Houserules, Other Systems, Rogue Trader, RPG, Warhammer 40k 1 Comment »I’m running a Deathwatch campaign for some of my friends. While I really love the Deathwatch system, there is a set of rules that have always bugged me about it – the Medicae rules. You see, to apply Medicae, you roll a skill roll and then heal your Intelligence bonus worth of Wounds from an ally. This is simple enough, but then it gets weird. At the end of each battle, you are treated as having one Injury worth the wounds you took in that battle (basically). You can only use Medicae once, against each “set” of battle-wounds. Whatever you don’t heal in that battle, goes into a category of treated, yet unhealed wounds, that my friends call “phantom wounds” that sticks around, unhealable, for a while. It’s really clunky, and it doesn’t heal enough. You could be taking some pretty nasty wounds from enemies – there’s tyranids out there doing like 1d10+18 damage with every normal, ordinary attack they make. And they can be making tons of attacks too.
Given that my friends and I dislike (and barely understand) these Medicae rules, and that we love the Space Marine video game, and the Dawn of War series, where Space Marines are more heroic and tough, we decided to house rule healing in Deathwatch to be more like these games, particularly Space Marine (the third person action game from Relic). Here’s the houserules I came up with, and which they approved of, and that we’ll be using in our game from now:
Fantasy Flight Games Announces Imperial Guard RPG
Posted: April 4, 2012 Filed under: News, Other Systems, Products, RPG, Warhammer 40k Leave a comment »Fantasy Flight Games revealed their upcoming Warhammer 40,000 RPG product “Only War,” a roleplaying game focusing on the Imperial Guard. A few details can be found here. Fantasy Flight had written in a past product catalog about a rules supplement focusing on the Imperial Guard, and it seems like they’re turning it into the whole new game line that it definitely deserves. Here’s a pretty choice quote about the basic feature of the game:
Take the role of a Guardsman with one of twelve distinct Specialties, offering unique skills to your squad to complement those of your comrades. Will you bring the light of the God-Emperor to the battlefield as a Ministorum Priest, or will you wield the Imperium’s most cutting-edge technology as a fearsome Storm Trooper? Perhaps you’ll tend to the machine spirits of the Guard’s many war machines as a Tech-Priest Enginseer, or lead the charge as your squad’s Sergeant. Whatever your function, you’ll be a vital part of the Imperium’s vast war machine.
Fantastic Locations: The Village of Mahal
Posted: April 3, 2012 Filed under: D&D 3.5, D&D 4e, Fluff/Inspiration, Legacy D&D, NPCs, Other Systems, RPG, Spirits Of Eden Leave a comment »The Andalian Southland is a fertile stretch of fairly low land with a cozy climate, broad plains, winding rivers, and a few truly thick or difficult areas of floral wilderness. Its biggest city is Impel, but it is most known for the villages dotting the map. Each village tends to its crops, gathers or trades for its materials, and protects and cares for all of the villagers within. At the heart of each village is its Guardian Spirit, a little deity that protects and helps the village in exchange for community, affection, and nourishment. Of course, Spirits being bound by their own laws, there are things they cannot do.
The little village of Mahal on the edge of the Nrwenya wood has seen an untimely and tragic event, and are still reeling from the occurrence, and trying to decide how they will proceed with what must be done.








Spiritual Talk