Monday, October 13, 2025

Mask 14: The Horned Ones' Mantle

C Kessler tagged me in Stella's mask relay



Formed from flesh and bone, adorned with tooth and tusk and antler. The fur remains warm as if a heart still beat within. 

Ancient Mankind brokered a pact with the Horned Ones - a juvenile dons the Mantle to have a foot in both worlds. No longer Man. But not quite Horned. In exchange, they gain the Horned Ones sense for abundance but also the willingness to lie down so others don't starve.

Those who wear the Horned Ones' Mantle find twice as much food and wealth when foraging or searching for treasure. However the wearer becomes possessed with inhuman generosity and cannot refuse requests for aid or succor, giving away every last coin and even their own flesh to the deprived. The Mantle cannot be removed once worn and the remove curse spell irreversibly transform the wearer into a deer as the Horned Ones spare their fostered kin Mankind's pain. 

Next I tag Down in the Barrow.



Tuesday, July 4, 2023

Freedom Squadron Framework: Drone Wrangler

 

Vocation Framework: Drone Wrangler
Battlefield Future belongs not to the biggest guns, but the smartest ones.
Heroes Journey (2 rolls)
Aviation, Mechanized, Infantry, Tech & Engineering
Drone Wrangler Abilities and Bonuses
Ghost in the Shell: Drone Wranglers may spend Bennies to soak damage dealt to their drones.
If they have the Ace edge then they can ignore up to a -2 penalty and use the relevant skill for Soak.
Like any vehicle, drones are most effective when actively piloted which takes the Wrangler’s action
and uses their Electronics skill for most actions. Unlike most vehicles, drones can autopilot while the
Wrangler focuses their attention elsewhere. When they self-drive, drones use their installed Software
Packages.
Twitchy: The Drone Wrangler has d6 Agility, d8 Electronics, and a d6 in Boating, Driving, or Piloting.
There’s Many Like It: The Drone Wrangler starts with the Basic Vehicle Operator Kit and may purchase
small drones with Gear Points. Freedom Squadron will replace any lost drones in between missions.
This One Is Mine: Inveterate tinkerers at heart, every Wrangler has a hotrod drone they’ve been tinkering
with in their off time. This drone is an extra with a d4 in every attribute, no skills, a Pace of 6, and the
Construct Racial Ability. You then choose options from each of the below categories:
 
FRAME (Choose 1)
  • Small: Size -2, Toughness 2. About 2’, about 2’ tall or long. +4 Agility. +2 Vigor. Maximum Str d6.
  • Light: Size -1, Toughness 3. About 4’ tall, about the size of a mini-fridge. +1 Strength. +2 Agility.  +2 Vigor. Maximum Str d10.
  • Medium: Size 0, Toughness 4, the size of the average human. +2 Strength. +1 Agility. +2 Vigor Maximum Str d12.
LOCOMOTION (Choose 1)
  • Legs: Pace 6, Running Die d6. You may choose bipedal or quadrupedal posture. Maneuvering uses the Driving skill.
  • Wheels: Pace 8, Running Die d8 but has trouble on stairs. Maneuvering uses the Driving skill
  • Propellers: Can fly or swim at Pace 6 (or 12 for 4 Gear points) and “run” for extra movement as usual.
    For 6 Gear Points, you can upgrade a Small drone to fly or swim at Pace 24 and may “run” for 2d6” of
    additional movement. Maneuvering uses the Piloting or Boating skill respectively.
SOFTWARE PACKAGE (Choose 2, MAX Smarts die) 
Unless the Wrangler actively pilots the drone with an action, the drone falls back on these algorithms and subroutines. You may buy additional Software Packages with Gear Points.
  • Assault: Shooting d6, Intimidation d4. Unless actively piloted may only perform Suppressive Fire.
  • Lookout: Athletics d4, Notice d6. Gains the Fanatic Campaign rule
  • Sapper: Demolitions d6, Electronics d4. May only attack counterforce targets.
  • Triage: Medicine d6, Science d4. Whether or not successful, extends the Golden Hour another 60 minutes.
  • Umbra: Stealth d6, Computers d4. Stand stock still for long periods of time.
  • Wrench: Electronics d4, Repair d6. Comes with basic supplies to perform repairs.
FEATURES (Choose 2, MAX Strength die) 
Drone Advancement is handled via Gear Points
  •  Additional Arms (1): Ignore 2 points of Multi-Action penalties per turn.
  •  Aquatic (1): Moves full Pace while swimming, compatible with Pace upgrades.
  • Armor (Maximum Size+2): Gain +4 Armor.
  • Automated Repair Unit (Max 2): Make Natural Healing roll once per day.
  • Brainiac (Max 2): Increase the drone’s Smarts by 1 die step, 2 skill points, and 1 skill focus.
  • Electronics Package (1): Gain a 20 mile communications system, an additional hard drive for data storage, specialized subroutines, and a variable interface jack which could plug into most ports. The
  • 2 point package additionally includes an Electronic Intrusion Mastery.
  • Expanded Power Storage (Max 2): The drone has a bigger battery. Increase the drone’s Spirit 1 die step and gain an additional Fatigue level.
  • Hotrod (Max 2): You can improve the drone’s Strength, Agility, or Vigor by 1 die step. The drone also gains an applicable Focus.
  • Improved Sensors: Ignore up to 4 points of Shooting penalties from Range.
  • Leaper (legs only) See the racial ability
  • Pace (Max 3, legs and wheels only): Gain +2 Pace and increase the drone’s running die by one size.
  • Ripping and Tearing: You install a terrible melee weapon to the drone like hydraulic scissors, an impact hammer, or a chainsaw.
  • 5GP Robust (Max 2): +1 Toughness and +1 Wound.
  • Ungovernable: The drone may spend a level of Fatigue and roll a 1d6, adding it to the total of the roll. The drone recovers the lost Fatigue when they recharge their batteries.
  •  Weapon Mount: Increase the Drone’s Strength 2 die steps for meeting minimum Strength requirement.
 
 

Saturday, March 27, 2021

BORCHARDBRIAR: ODDS

 

Borchardbriar characters don't need to spend time combing over inventory and gear lists. Instead choose one partisan package and one equipment package to get right into the action!

PARTISAN PACKAGES - A selection of weapons and armor for fighting back and keeping you alive. Some may limit the maximum size of your Gear die.

Banneret's Berth- A short sword, a medium shield, plate corselet, and heavy helm. Survivor's guilt. (Reduce Gear die by one step)

Big Tom's Arms - A great axe and boiled leather jacket. A bad reputation.

Duelist's Tools - Any two one-handed melee weapons and light leather jacket. Something to prove. (increase Gear die by one step)

Hurler's Pride - Nine thrown weapons, a small shield, and boiled leather jacket. Steady paws. (increase Gear die by one step)

Meow Street Runner's Standard Issue - Any one-handed melee weapon, a small shield, leather cap, boiled leather jacket and either a kosh or sling. The Badge. (Reduce Gear die by one step)

Poacher's Bush Kit - Any ranged weapon and 20 units of ammunition, a quiver, a knife, and light leather jacket. This morning's catch.

Safeguard's Aegis - A battle axe, a large shield, and chain shirt. Nagging sense of deja vu.

EQUIPMENT PACKAGES - Mundane tools and equipment your revolutionary will need. Each package includes a Gear die, you roll the Gear die when you need something no bigger than your paw. Trades and bargains apply modifiers to your Gear rolls.

Merchant's Stock & Trade- Formal garb, blanket & bedroll, map, flint and tinder, 3 torches, and 3 pieces of sample stock. Gear d8

Fat Cat's Luxury- Formal garb, 50 bd worth of jewelry or other adornment, waterskin, and d4 entourage.  Increase the other Package's Gear by a die step (Only available without a Partisan Package, but you may select an additional Equipment Package).

Scholar's Study- Normal garb, backpack, mortar and pestle, 2 barkbound books, quill, and ink. Gear d6

Ruffian's Kit- Normal garb, backpack, bedroll, tinderbox, shovel, and waterskin. Gear d4

Hedgewise Trade- Normal garb, backpack, ceremonial clothing, flint and tinder, mortar and pestle, and three doses of either Catmint or Daybreak Gear d4

Cat Burglar's Bindle- Normal garb, grappling hook, lockpicks, and 10' rope. Gear d6

Vicar's Craft- Formal garb, blanket & bedroll, 2 vials of sacred oil, and a prayer book. Gear d6 




Tuesday, February 23, 2021

SAVAGE WORLDS: LOOSE EDGES

Sorry thing have been quiet here. Expect more Titans and Borchardbriar One Sheets in the coming weeks. In the meantime, here's some loose Edges I had rattling around. I don't know if they have a home yet. We'll see.

ARROW CUTTING
REQUIREMENTS - Martial Artist, Block
You may take an action and swing your weapon in a protective swirl. Your Parry becomes the Difficulty to hit you with Ranged Attacks.

CARPE DIEM
REQUIREMENTS - Quick, Elan
When you hit the room, all eyes on you. When your Action Card is a Jack or higher, enemies out in the open roll Smarts or suffer from the Distracted condition.

DEVIL'S ICY FIRE
REQUIREMENTS - Martial Artist, Spirit d8+
Your kung-fu fluctuates temperatures wildly from scorching heat to biting cold. When you successfully make an unarmed Attack with a Raise, you may forego the extra d6 of damage and force nearby enemies to make a Vigor roll at -2 or suffer Fatigue.

DRAGON FIST
REQUIREMENTS - Chi, No Mercy
After undergoing esoteric tutelage you strike at the very essence of your opponent. Your unarmed attacks deal damage against living enemies' base Toughness, ignoring Armor and other bonuses.

LOREMASTER
REQUIREMENTS - Investigator, Scholar
We get it. You did the home reading. At the start of each combat encounter, you gain a "lore counter" which can be spent to:

  • Show your home work. Reveal all the Edges, Powers or Special Abilities of an enemy.
  • Have the right amulet ready. Add +4 to a Resist roll vs. a Power.
  • Hit the sweet spot. Add +d6 damage to a successful Shooting attack.

PARADIGM LOCK
REQUIREMENTS - Seasoned, Improved Arcane Resistance
Your very presence calcifies reality and makes magic more difficult. Increase the cost of all Powers by 2 Power Points.

SCHOOLED BY SEVEN BANDITS
REQUIREMENTS - Woodsman
You're always prepared with some dirty tricks. At the start of each combat encounter, write down an Action on an index card and keep it hidden. When someone performs the written action, you may reveal what you've written and declare they've activated your trap card. They now suffer from the Vulnerable condition until the end of your next turn.

TOTAL CONCENTRATION BREATHING
REQUIREMENTS - Novice, Fast Healer
Through specific breathing patterns, you recover from exhaustion faster than others. When you Soak, you may recover lost Fatigue in addition to negating Wounds.

Wednesday, January 6, 2021

BORCHARDBRIAR: BECOMING MONSTERS

 The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. . Draw a card for each point lost and choose one to apply.


WARMBLOODED TINGES (Hearts and Diamonds)

A - Your sense of smell becomes incredibly sharp. You gain a +2 on all Survival and Notice rolls involving scent.

2 - Small quills grow along your arms and back. With effort you can sprout more. You gain the damage field power with 10 power points and activated with Vigor.

3 -  The night calls to you. You're at home in the darkness. You require half the sleep of normal Folk.

4 - Your jaws and teeth become as deadly as any blade. You gain a bite attack that deals Str+d8, if you already have a bite attack then increase the damage to Str+d10.

5 - Sound betrays your surroundings, revealing objects and creatures to your incredibly sensitive ears You have no penalties in low light conditions but suffer a -2 to Resist sonic based attacks.

6 - Your limbs lengthen and taper into long, graceful limbs. Gain +1 Reach & increase your Pace by 2.

7 - From your brow erupts a crown of horns & antlers. This natural weapon deals Str+d6 AP 4 damage.

8 - Your constitution becomes incredibly robust and your vital organs keep trucking regardless of damage. Called shots deal no extra damage and you're immune to poison.

9 - The dumb Beasts of forest and field acknowledge you as lord among them. Gain the Beast Bond Edge and the animal companion that comes along with it. The companion has 1 Tinge so draw a card from the Action Deck.

10 - You grow a prehensile tail or two. Gain an extra non-movement action per round at no multi-action penalty.

J - Wings sprout from your back. Feathers or leather, your choice. Gain the ability to Fly at Pace +3.

Q -  Magic rolls off you. Gain the Improved Arcane Resistance Edge, regardless of requirements, and deal +4 damage to Sorcerers and Abominations.

K - You're a conduit to the Bad Old Days, calling upon the shades of deceased Folk to aid you. Gain the summon ally power with 10 power points and activated with Spirit.


COLDBLOODED TINGES (Clubs and Spades)

A - Gills blossom along your neck. You cannot drown in water and gain a +2 to all swimming related tests.

2 - A flashy, colorful crest that draws the eye and beguiles the weak-willed. +2 to Trick with Persuasion and Intimidate.

3 - Your toes bind to even the sheerest surfaces. You gain the Wall Walker trait and can scramble up sheer and inverted surfaces at your full Pace.

4 - Your jaws grow thick with bone and muscle. You gain a bite attack that deals Str+d6, if you hit with a Raise then you deal 2d4 bonus damage. If you already have a bite attack then the damage does not increase but you still get the bonus damage on a Raise.

5 - The skin of your paws become brightly hued with warning. With a successful Touch Attack, the victim must roll Vigor or suffer a level of Fatigue.

6 - Pits open beneath your nostrils, allowing you to sense heat. You gain Infravision, halving low light penalties when attacking creatures that give off heat.

7 - You can shoot blood out of your eyes. Suffer a Fatigue level to cause all Folks and Beasts to make Fear checks within 10 ft. at a -2 penalty.

8 - Your skin/fur changes color and blends into the background. You add +2 to Stealth checks when standing stock still.

9 - Your tongue stretches and becomes adhesive. You gain the entangle power with 10 power points and activated with Agility. 

10 - Lost limbs will regenerate but your new limbs are brightly colored and moist. You will need to water them. You can make a Healing roll once per day to recover lost wounds.

J - A tortoise shell hardens around your torso. Gain Armor 2, if you already have a shell it becomes Heavy Armor.

Q - Anybeast with coldblood in their veins can be brought under your sway. You gain the beast friend power with 10 power points and activated by Survival. It even works on Folk, but at a penalty equal to half their Smarts die. You can increase it later like any skill.

K - In time, you could be King of All Monsters. Increase your Size by 2.


Wednesday, December 30, 2020

TITANOMACHY: TO EVERYTHING THERE IS A SEASON

From the storms' wake emerges the mighty Squallor, an amorphous monster embodying the anger of the planet's climate grief. What awakened this meteorological horror remain unknown, though drawn to battle the Lords of Plunder and Stellar Tyranny Remnant. Accompanied by a corona of uncharacteristic weather, the passage of Squallor breaks the worst blizzards with a summer day and smothers wildfires beneath a momentary super . Despite its alien demeanor, it pays no mind to Daikaiju Earth's other defenders and bears no malice to most of humanity.

 ATTRIBUTES
Agility d8 Smarts d4 Spirit d10 Strength d12+16 Vigor d10

SKILLS
Athletics d6, Common Knowledge d4, Faith d10, Fighting d8, Notice d4, Persuasion d6, Shooting d8, Stealth d8

PACE 6 PARRY 6 TOUGHNESS 46 (30)

HINDRANCES
Dependent (Major) - Emerging above the wreckage of Manila, Squallor bonded with Pinoy environmental activist Samira Perlas.
Hesitant (Minor) - It can take Squallor a moment to sort things out.

EDGES
Arcane Background (Miracles) - Starting powers: boost/lower trait, elemental manipulation, healing

SPECIAL ABILITIES
Cannot Speak - Squallor "speaks" by rapidly shifting through the seasons and localized weather events.
Colossal Crash - 3d12+16, AP 24
Leaf On the Wind - Squallor floats through the sky with Pace 6.
Hardy - A second Shaken result in combat does not cause a Wound.
No Vital Organs - Called shots do no extra damage to Squallor.
Primal Surge - The Earth's fury runs riot. Ranged Attack with optional Medium or Cone Template using Shooting. 5d10 damage, AP 30, ROF 1.
Size 12 (Gargantuan) - Smaller than your average Daikaiju, Squallor has Heavy Armor, can suffer three additional wounds and Stomp)

Titanomachy is a collection of sample characters for Dawn of the Daikaiju from Pinnacle Entertainment Group. Possibly a little too weird for most games. Then again, you are playing giant monsters. You can find the main rulebook here.

Saturday, December 26, 2020

Borchardbriar: THE ACCORD

 

THE LINE THAT HOLDS US
"The old songs say there was an order to things. Spring to summer to autumn to winter and back around again. Drawn up to check the wild magics so good Folk would have a chance to build something without the heather and ivy dragging down their hard work. Laying out the tenets of Thumb and Fist and overwriting the red laws of Tooth and Claw.

Now the cycle's broken with Reynard's arse wedged into Borchardbriar castle, stalling the others in their far flung corners 'til the wheel turns again. But the Accord still holds. Though with all these growling stomachs, I don't know how much longer."

- Cass, Raconteur of Some Renown

ACCORD - Every Wild Card starts with maximum Accord equal to 2 plus half their Spirit die type. As things unfold the GM may call for a Accord check with a modifier based on events. An Accord check is a Spirit roll, the results may modify your current Accord score.

Murder -  Killing Folk for any reason other than self defense causes an Accord check at -2. 
Backlash - A character with an Arcane Background who triggers Backlash must also make an Accord roll.
Fear - Fright and animal terror cut the noblest beast at the knees. When you fail a Fear check, lose 1 point of Accord.
Relic - Wielding a Relic is playing with fire. Each use of a Cursed Relic causes an Accord check.
Open Road - Out past the borderposts, the Land's wild magic warps Folk. Moreso when they're isolated. Each day you're on the Open Road, make an Accord check with a -2 penalty and adding +1 for each companion.
Viciousness - The Accord is built on trust. Being a bastard undercuts that. Predatory and cruel acts cause an Accord check, with a penalty (-1 or -2) at the GM's discretion.

LOSING ACCORD
The real risk of losing Accord is uncontrolled transformation as the Land's wild magic uses your flesh as a canvas, turning you into a worthy predator. But maybe a little monstrosity is fine, given the stakes. When you lose points of Accord, you temporarily gain a Tinge. Draw a card for each point lost and apply the card of your choice, gaining the corresponding Tinge. At your next Advancement you can choose to keep the Tinge instead, otherwise it blows away on the wind. Be sure to conceal you Tinges, the Wyld Breakers are always on the look for Folks meddling with the Old Times.

If your Accord reaches 0 then you're lost until the next full moon as the wild magic overwhelms you. The GM takes control of your character and draws 4 cards, applying all corresponding Tinges. 

RECOVERY
The most effective way to recover lost Accord is building trust and community. So lend a paw by helping out, doing things for others, pitching in without being asked, and taking nothing in return. Additionally, every lunar cycle, equinox, and solstice that goes by without any further Accord loss, you regain a point of Accord. You may want to promote one of the Network Contacts to a full fledged Cell Member and play them while your other character is on the mend.

Accord cannot go above the starting value, minus 1 for each Tinge. Nor can Accord go below 0.

New Edge:
DEFY FATE
REQUIREMENTS - Legendary, Spirit d10
Choose 1 Skill rated d10 or greater. When you make an opposed roll with that Skill, you may spend 1 Accord to succeed with a raise.

Saturday, September 19, 2020

TITANOMACHY: BIGGER THAN BIG. TALLER THAN TALL.

M. Asif Khan grew up in a Pakistani village surrounded by the Himalayas. As the mountains dominated his vision, they similarly dominated his life. He started mountain climbing to conquer these titans and symbolically rise above his origins. He was not prepared for how literal this would be.

While scaling a recently shifted mountainside, Asif discovered a metallic giant packed in the ice and snow, thawing out under the sun. He drew close to the enormous figure and reached out, brushing the metal skin with his fingertips. In a flash the figure disappeared into Asif. The sudden cavity in the mountainside quickly filled with a crush of tumbling ice, snow, and scree dragging him along.

Though he fell just a man, Asif emerged from the rubble as BRUM - THE MOUNTAIN AMONG MONSTERS.

In its last act the alien bestowed the Titan Factor on Asif. Now able to attain tremendous stature, Brum led a successful career combating, and sometimes cooperating with, the planet's Daikaiju. A career functionally ended when Stellar Tyrant Ophiuchus invaded from another solar system. Joining forces with the Daikaiju, they repelled the Tyrant at great cost: Ptera Khan lost a wing, Anglax was blinded, and Brum couldn't change back into Asif. Now forever a Titan.

Now a resident of the Bonin Island Refuge, Brum must negotiate a new equilibrium with his monstrous housemates.

ATTRIBUTES
Agility d8 Smarts d6 Spirit d8 Strength d12+16 Vigor d10

SKILLS
Academics d6, Athletics d10, Common Knowledge d6, Fighting d8, Notice d6, Persuasion d6, Science d6

PACE 6 PARRY 6 TOUGHNESS 54 (30)

HINDRANCES
Enemy - Major, The Stellar Tyrant Ophiuchus  believes all Titan Factors belong to him,
Heroic - Major


EDGES
Brute, Iron Jaw, Mutation (Size x2), 

SPECIAL ABILITIES
Blunt Force Trauma - 3d12+16, AP 24
Dependency - Sunlight, the only thing that sustains him
Racial Enemy - Daikaiju, his unwilling "housemates" hold a grudge
Sapient - Brum is capable of complex thought and full speech
Size 18 - Larger than your average Daikaiju, Brum has Heavy Armor, can suffer three additional wounds and Stomp

Titanomachy is a collection of sample characters for Dawn of the Daikaiju from Pinnacle Entertainment Group. You can find the main rulebook here.

Tuesday, September 15, 2020

Tuesday Reviewsday: ThunderCats (2011)

 

We're drowning in fantastic animation. In the age of Avatar, Kipo and the Age of the Wonderbeasts, Voltron: Legendary Defender, and She-Ra and the Princesses of Power you're easily forgiven the sin of overlooking the excellent 2011 ThunderCats series. After all, it hasn't been on any streaming service as far as I know.

Recently added to Hulu, the 2011 series was planned for 52 episodes but tragically cut in half when the toy sales failed to meet expectations. I don't use the word "tragic" lightly considering how good the 26 episodes were I wish the studio could have finished their tale. I hold no nostalgia for the original series and this series grabbed me by the throat. The stakes are high, the animation fluid, the voice acting is top notch, and the characters draw you in. In the alternate world where the 2011 ThunderCats reached its conclusion, we might praise it as effusively as Avatar: the Last Airbender.

Both ThunderCats (1985) and ThunderCats (2011) are streaming on Hulu right now.

Friday, July 3, 2020

Borchardbriar: We All Lift Together



Cell Table

Rank

Rep

Resistance

Expertise

0

0

0

Start with 2 Network Contacts, a Hideout, and 1 Defense

1

1

1

Wild Cards joining your Cell gain d4 Repair

2

2

1

Gain a Network Contact. Current members gain an Edge.

3

3

2

Wild Cards joining your cell gain d4 Battle

4

4

2

The Cell gains a Benny any Wild card or Extra can use.

5

5

3

Wild Cards joining your cell gain the Trademark Weapon Edge

6

6

3

Gain a Network Contact.Current members gain an Edge.

7

7

4

Wild Cards joining your cell gain the No Mercy Edge

8

8

4

The Cell gains a Benny any Wild card or Extra can use.

Increasing the Cell's Rank costs a number of Food equal to the next Rank.


Rep is a measure of renown among the oppressed and heat from the oppressor. 


Resistance is a bonus to Battle rolls. Certain Hideout Edges allow you to add this bonus to other rolls as well.


The Hideout starts with 1 Defense. You can choose from: deadfall (burst), smoke wires (darkness), lockjaw traps (ensnare), or clay pots with stinging insects (summon minion). The powers are activated with a d8, or the highest Repair skill in the Cell, and 10 Power Points.

Feel free to create your own with GM approval.


Hideout Edges - A Cell's maximum number of Hideout Edges is equal to the Cell’s Rank.


BELLS & WIRES

You’ve strung thin wire across every entryway and set small bells to act as a crude alarm system. Incidentally you’ve gotten good and bypassing similar arrangements, add +1 to Stealth and Thievery checks indoors.


BOLTHOLE

The hideout has an escape tunnel running into a nearby district. The tunnel is tight and can be collapsed to block pursuit. Though this can cause problems for larger members of the Resistance.


BUNKS

Maybe your home isn’t safe since you fell into the Resistance. Or you don’t have a home. Either way the Hideout has bunks for you to sleep in. Add Resistance in opposed rolls to be tracked since you can vary your patterns.


DISTILLERY

It ain’t much but you can produce the basis for myriad elixirs and potions: snakebite. Of course you could always just drink it. You receive 1 shot of Snakebite per Wild Card at the beginning of each caper or adventure. You can take this Hideout Edge multiple times but instead you add 1 shot of Snakebite each time, to be distributed separately.


GUTTER FLEET

Down the canal there’s a skiff or two tied off to a hidden dock. Add Resistance to your first Boating check during a Dramatic Task.


INFIRMARY

With a bed for long term convalescence, bandages, and a cabinet packed with herbal remedies; you're ready when things go sideways. Add Resistance to your Recovery rolls to bounce back from the Injury Table.


IMPREGNABLE

Most Hideouts have one active Defense, but you’ve developed additional lines of Defense. Choose one: an additional Defense, increase the Power Points by 10, or increase the activation die by one step. You can take this Hideout Edge multiple times but you have to pick a different option each time.


PACTSTONE FOUNDATION

Your Hideout’s foundations were laid with stone from the Bad Old Days before Reynard ascended to the throne. You can knap pactstone shards for use in small, light weapons like knives and arrows. During the Muster Phase, add +2 to your test to procure such items.


PARTNERS IN CRIME

The Meow Street Runners are fracturing and some have abandoned their posts. Now they’re on your side with inside information. You generate an additional caper and draw an additional action card during dramatic tasks. You can choose which card to use.


PRINTING PRESS

With wondrous machinery you can now get the word out. When you Muster Forces, add a d4 to the number of Extras you rally to the cause. You can take this Edge multiple times.


SECRET SHRINE

Maybe y’all built it yourselves or maybe it was here before you moved in, but in a small alcove there’s a shrine to the 3 Forgotten Seasons. Choose one: Albina the Spring Sow, Chaunteclure the Summer Bantam, or Gilgen the Winter Elk. During the Muster phase, you may choose to pray at the shrine and make a Spirit roll. If you’re successful gain one below power with a reserve of Power Points equal to you roll for the rest of the Caper. Use Persuasion for power activation.

  • Albina, the Spring Sow - Growth

  • Chaunteclure, the Summer Bantam - Warrior’s Gift

  • Gilgen, the Winter Elk -  Slumber


SORCEROUS SANCTUM

Ritual reagents and sanctified space allow the canny sorcerer to craft Talismans of various sorts and perform rituals held in check until the right moment. Add Resistance to your first power activation or power damage roll per caper.


THE STACKS

Piles of books pile up in a hideout corner. Thumbing through them can prove useful. Add Resistance to Research and Academics checks.


VOLUND'S STONE

Getting a piece of Pactstone to sharpen blades rather than blunt them is no mean feat. All Cell members with the Trademark Weapon Edge now add Resistance to damage rolls


WAREHOUSES

Somewhere off-site you have space to hold contraband and hide people. Reduce the Crackdown by 1 when you steal material, liberate tithes, or kidnap someone.


WORK BENCH

Equipped with a cornucopia of tools, the cell is now better able to prepare the materials for their mission. Add Resistance to Repair rolls needed to create or maintain the means of mayhem.

Tuesday, June 30, 2020

Tuesday Reviewsday: Corto Maltese


Corto Maltese is a series of European action/adventure comics by famed Italian creator, Hugo Pratt, chronicling the life of its titular character through the early decades of the 20th century. Though related to Tintin, Gil Jordan, Lupin III, and other continental adventurers, Corto carries himself more as a pulpy Sinbad the Sailor. Embarking on adventures for lost Imperial Spanish gold and thwarting Nazi spies for the sake of outrunning boredom than the allure of wealth or pursuit of truth. Along the way he crosses paths with historical figures like Rasputin, Butch Cassidy, Ernest Hemingway, and Jack London.

With striking black and white art from an artist at the height of his powers and narrative depth belying comics, Corto Maltese is well worth the time. Especially if you love pulp adventure tales staring colonialism's ugliness full-on. This series is definitely in the Old Man's Bar DNA. The stories have most recently been translated and printed by IDW and some animation was done 4-5 years ago.



Wednesday, June 24, 2020

Tuesday Reviewsday: The Sinner

We're all spending time at home as the Troubles extend into a 4th month and probably watching a lot of TV. If so, you've found you can only watch Terriers (on Hulu right now) so many times before you need a new crime drama. You can replace Terriers with something else more fitting your tastes - True Detective, Black Spot, The Shield, Bosch, The Glades, or what-have-you. But the sentiment is the same.

There's a LOT of good media out there but we consistently return to the crime drama/police procedural well for some degree of comfort. Even in the most hardboiled or noir story offer a structure delineating the good, the bad, and the bad-but-good-enough-to-live-with into boxes and delivering some sort of justice in an increasingly unjust world. The Sinner dumps those comfortable boxes out on the floor and kicks the contents into the wall where hey break and spill, leaking their contents into a runny mess defying a shallow viewing. In the first season Jessica Biel plays Cora Tanetti, a seemingly placid housewife, who stabs a man to death at a public beach in upstate New York. Bill Pullman plays Detective Harry Ambrose, a police detective on the rocks, who feels a pull that Cora's crime is a part of something larger and, like a bad tooth, just can't leave it alone.

If you enjoy being pushed out into deep water and feeling your way back to shore, then The Sinner would be for you.


The Sinner seasons 1 & 2 are currently on Netflix.

Tuesday, June 16, 2020

Tuesday Reviewsday: Space Dandy

Hey everybody, Aaron here. It's been a long time since my last post, but I've been really busy writing adventures and mysteries for games such as: Savage Rifts, Trophy, and Brindlewood Bay. Besides being the Head Writer for a ZineQuest 2 Kickstarter project Oligarchy - a game of political folly. Those are all wrapping up in the near future so I have time to get back to Tuesday Reviewsday. 

Earlier this month we finished watching Space Dandy! a science fiction comedy anime from Shinchiro Watanabe of Cowboy Bebop and Samurai Champloo fame. Over the course of the series, the titular character travels the star in his tiki themed spaceship searching for alien lifeforms, falling in love, and hanging out at an interstellar Hooters. It's a love letter to fishbowl helmets, rayguns, scantily clad ladies, Americana, and high adventure across a lurid galaxy. Every episode shares a loose continuity but rarely impact one another. Which is probably for the better since that gives each episode room to breathe, no matter how gonzo or ridiculous the individual premise may seem. 

Overall the show alternates between lighthearted and poignant, delivering  a heartfelt salute to its influences while leaning on animation's strengths. Similar to Watanabe's other series the soundtrack is impeccable. I mean, watch this:


If you like pulpy sci-fi stories like Flash Gordon, the Original Star Trek, Secret of Sinharat or Barbarella you should check out Space Dandy! You can watch it on Hulu.

If you'd rather have dandy adventures in space for your next tabletop game, then check out Troika! the Otherworld's Favorite Roleplaying Game (art free SRD here) and try out Across the Humpbacked Sky, Baby! from Carol and I. It's a collaborative framework for creating weird aliens and some weird planets for them to hide on.

Saturday, April 25, 2020

TROIKA! - The Tears of Time

On the surface, Guardia resembles any mythical medieval sphere across the humpbacked sky except a hyperdimensional parasite, the Devourer, slumbers at the world's heart. Its dreams peel away at potential timelines, grooming all life to an ideal form for consumption. This process left the wall between epochs thin if you wish to travel between them.

Upon arriving via golden barge, you can enter a "time gate" to visit 3 other distinct eras: Prehistory - where humans, dinosaurs, and lizard-men are locked in a struggle for survival, the Middle Ages -  a high romance of knights and magic, and the Wastes- where destitute humans huddle for shelter in arcologies away from the mutants and killer robots outside. A research mission from the Academy of Doors can be found in Truce, trying to find a path to the "End of Time".


SILENT SWORDSMAN
Your life was so simple before the Millenium Fair. Then the mysterious beauty stepped into your inventor friend's telepod, tearing a hole through the immaterium of time and space. You leaped in after her and found yourself adrift among the humpbacked sky.

Possessions
Headband
Katana (Damage as Longsword)
Padded Vest (Light Armor)
Eager to Help

Advanced Skills
4 Whirling Swordplay
2 Left-handed
2 Time Traveler
1 Spell - Jolt

GIRL GENIUS
A brilliant inventor and the swordsman's childhood friend. Since the princess got herself lost with your telepod you feel responsible to track her down. Bouncing from sphere to sphere, you haven't found her but you repaired some friends along the way.

Possessions
Pea Shooter (Damage as Pistolet)Pouch with 20 Bullets
Toolkit
Taban's Vest (Light Armor)

Advanced Skills
3 Mathmology
2 Mechanical Genius
2 Spell - Explode 
2 Time Traveler
1 Pistolet Fighting
1 Hammer Fighting

RUNAWAY PRINCESS
Bored with palace life you slipped out to enjoy the Millenium Fair. Too bad you also slipped through space and time. Stupid telepod. Now you have no idea where, much less when, you are.

Possessions
Bowgun (Damage as Crossbow)
10 Quarrels
A Mystical Pendant (Roll twice for any Oops! test and choose one of the results)
Maiden Suit (Light Armor)
A Case of Mistake Identity

Advanced Skills 3 Spell - Drown
2 Second Sight
2 Blonde Bombshell
1 Healing
1 Crossbow Fighting

FROG-FACED CAVALIER
Once a squire in service of the Kingdom's Royal Family, following the death of your mentor at the demon king's hand you're trapped in a monstrous form. Now you seek revenge and your lost queen across the shining spheres.

Possessions
Cursed Frog Form (Do all the things frogs do)
Greatsword
A Love for Their Queen
Bronze Mail (Modest Armor)

Advanced Skills
3 Etiquette
3 Knightly Combat
3 Leg Day
1 Awareness

Special
You may test Luck to ignore the downsides of a curse.

ACHY BREAKY AUTOMATON
Originally built to assist mankind in the post-apocalyptic wasteland after the Devourer at the world's heart emerged and stripped all life. With some vague recollection of the way the world was, you set out to do more.

Possessions
Kaiser Arm (Damage as Maul)
Steel Body (Achy Breaky Automatons always count as Modestly Armored)
Sympathy for Humanity

Advanced Skills
3 My Body Is Full of Weapons
2 Voluntary Arborist
2 If They Had a Heart
2 Keep On Ticking

Special
When you suffer Mighty Damage roll Keep On Ticking. If you succeed then lose a system instead of taking damage: optics, speakers, memory banks, arms, or legs.

QUEEN OF THE STONE AGE
Chief of a tribe locked in constant war with lizard-men. You left your people with allies from the distant future, reassured you would return in seconds of your departure. It's been 3 years.

Possessions
Piece of the Dreamstone
Enormous Club (Damage as Club)
Queenly Authority

Advanced Skills 4 Strength
2 Club Fighting
2 Fierce Courage
1 Blonde Bombshell

Special
You can eat 6 Provisions per day to recover Stamina. You can't improve or acquire any ranged Weapon Skills but you can always throw boulders with Strength.

DEMON KING
You were the prince of a golden age until you brushed against the Devourer's sleeping mind. Flung through space and far flung epochs, you long to resurrect your lost kingdom. Stabilizing a new time gate to your home era may be the solution.

Possessions
Moonsharp Scythe (Damage as Spear)
Raven Armor (Light Armor)
Grief For a Bygone Age

Advanced Skills 2 Spell - Firebolt
2 Spell -Thunder
2 Spell - Ward
2 Spear Fighting
1 Astrology
1 Second Sight

Borchardbriar: Clowdertown Blues

DISTRICTS OF CLOWDERTOWN
Proud Oaks
Where the wealthy play
Upper Garden
The richest part of the city
Braebuck's Ferry
Thieves and markets
Ninian East
The Cathedral
Corim Keep
The old keep, now a neighborhood
Verdauga
Government and the old cat city
Oldsong
Cemeteries and Graymalkin's tower
Heather Reach
Apothecaries and the gentle sort of danger
The Green
Boulevards & mercantile interests
Spillover
The Fishery & warehouses
Deyna Square
Teashops and merchants
Rillflagg's Terrace
Vice and workhouses
The Litterbox
A shanty town 
The Docks
Gateway to the Burning South
Waterside
Watched over by the Abbess
Shrimptail
The old otter village, now a know of piers and houseboats.
The modern city of Clowdertown was established as two separate holdfasts grew together over time, an otter fishing village on the southern coast and a cat trading settlement in the upper delta. Since then it's endured a searat invasion, hurricanes, the Blight, and Greeneyes' reign of terror. Through it all the city, and its people, have held together. But that was back in the Bad Old Days when events felt fleeting before returning to an illusion of stability. Before the constant pressures of the Tithe and starvation.

These days, Reynard's eternal autumnal boughs frame a city known for two things: its prosperity and carefully balanced "neutrality" regarding the Foxlord. While the rustic villages and riverside towns throughout the land simmer with resentment against the Tithe, the other cities have proven silent, if not eager, collaborators. Clowdertown sends the fewest kits possible and selects them by lottery to maintain a pretense of impartiality. These practices make the city a destination for families at risk and a fertile recruiting ground for any sort of rebellion.

Clowdertown's Oddities
The Abbess - A killer prowling Waterside almost exclusively, their victims are found in a penitent's pose. Though the bounty keeps escalating with each victim, Waterside residents won't help the Meow Street Runners track the Abbess down.

"Feathers" - Notable for the dietary demands of its citizenry, cats and otters' demand for meat supports a thriving fish market and an illegal trade in poached songbirds aka "feathers". Rumors occasionally surface of more exclusive clubs hidden in the richest corners.

Gutter Regattas - Illegal boat races between otter crews to ultimately compete in the Great Row, an annual festival and competition in honor of the Birthing Waters. The winners' families are immune to the Tithe until the next festival.

Poison Gardens - Greeneyes strictly prohibited carrying weapons larger than a knife so the aristocracy found other ways to dispose of rivals. The cultivation and use of toxic, intoxicating, and narcotic plants was one of them. Most common in Verdauga and Heather Reach, you can find small bunches of dubious potency elsewhere.

Reticules -  Small drawstring pouches traditionally containing toxic paste should a beast need to dip a blade or claw for self defense, or assassination.  Now a fashion item embroidered or beaded sometimes signalling political affiliations or more clandestine desires.

CLOWDERTOWN CAPER GENERATOR
What's the deed? (On a Clubs, draw an additional card for "What's Gone Wrong?")
2-5 - Surveillance.
6-8 - Delivery.
9-10 - Sowing unrest
Jack - Infiltration.
Queen - Black-bag job.
King-Ace - Assassination.
Joker - Clash in the open. Re-draw if Resistance is < 4

Where's the spot? (Hearts & Diamonds / Clubs & Spades)
2 - Abbey of the Alley / Fleeting Fetches
3 - Bread & Butter Bakery / Readnola Viaduct
4 - Serenity Bridge / Stormy Crossing
5 - Summermuse Avenue / Owl Track
6 - Ms. Kitty's / The Fishery
7 - Marley's / The Ashamed Rat
8 - Moon Market / Boiling Cauldron
9 - The Bitter Tortoise Theater / Goldguard Trading Company
10 - Goodberry Manse / Humbleblossom Estate
Jack - Tallstone Gatehouse / Duskdirge Garrison
Queen - Hammer & Tongs / Rodrig's Box & Tackle
King - Greeneyes Palace / Crescent Plaza
Ace - The Queen's Island / The Strongford
Joker - The Little Twin / Graymalkin's Tower

Who's the target?
2-5 - Civilian authorities collaborating with Reynard's regime. Who are they? Can they be turned?
6-8 - A small team of Meow Street Runners. Who do they work for? What are they investigating?
9-10 - A fat cat with a monstrous appetite. Which is it - Feathers? The 'nip? Taxidermy? Addermilk?
Jack - A coterie of Reynard's tithe takers. Draw an additional location card for their fall back plan.
Queen -A sorcerer, bard, or chimera who's been untrustworthy. What was their betrayal?
King-Ace - An infamous Wyldbreaker who's in town. What are they known for?
Joker - One of Reynard's winnowers is in town (black = the Bellringer / red = the Penitent)

What's gone wrong?
2-5 - They've been double-crossed by someone. Who was it?
6-8 - The target didn't show. Were they warned?
9-10 - The cell has a parallel opportunity. Draw a new set of cards to generate a parallel caper. Do they split the party?
Jack - Someone's raised the alarm! Bells! Flares! Watchmen on every street corner!
Queen - They've has been ambushed by (Red- Meow Street Runners / Black- Wyldbreaker and retinue). Do they fight or flee?
King-Ace - There's an additional target of opportunity. Do you take it? Draw again for the target.
Joker - Depends. Red Joker = Everything goes smooth, for once. Black Joker = Someone has sold them out, there's a bounty on the cell's heads and the Hunt may begin soon. Increase the Cell's Rep by 2.