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Wild West Minis DB

Posted by Mad Brew On September - 26 - 2011

Miniatures and terrain are not for everyone, but many gamers like to enhance the visual experience of their game or require physical portrayals of the action for tactical reasons. If you’re looking for miniatures and terrain for a Wild West game, look no further, this article is your ultimate resource. I will highlight few of my favorite figures/lines.

At the end of the article you can find a Wild West Miniatures Database that compiles 75+ different miniature and terrain lines to fit the needs of anyone gaming in the American Old West. If you know of a manufacturer that isn’t on that list (or find that one of my links are broken), do not hesitate to inform me.

Witchtown Tales

Witchtown Tales documents a private Old West miniature collection. It shows some excellent paint schemes for figures as well as terrain. However, one of it’s best resources is its manufacturer scale comparison page.

Old West Scale Compare

Old West Scale Compare

Dixon Miniatures

Dixon has a solid range of figures and considering that the same figure can come with multiple head variants, it makes their line surprising large. I think my favorite mini from Dixon are the Lying Wounded and Lying Dead figures.

Lying Dead

Lying Dead

Noon Stage

Noon Stage

Blue Moon Manufacturing

Blue Moon’s lineup features a lot of famous names from the legendary West. The Earps, the James, and most of the names you hear while watching Tombstone are there.. I really like the Tombstone Civilians set and the Wild Bill Hickok and Calamity Jane pack. Of particular coolness is Blue Moon’s Wagons Ho! line.

Tombstone Civilians

Tombstone Civilians

Wargames Foundry

The Foundry probably has the most expansive selection of Old West miniatures available. I especially like their Townsfolk and Mountain Men lines. For the gamer with deep pockets, they have two excellent army packs. The Plains War Indian Army comes with 99 figures (51 horses), but will set you back $450.

Yellowstone River Mountain Men

Yellowstone River Mountain Men

Black Scorpion

Black Scorpion has some of the most gorgeous Western themed lines available. They are a little taller than your average heroic sized minis (32mm vs. 28mm), but those extra millimeters allows for some additional detail. Particularly, I like the Billy the Kid and Bobba Fat Mexican sculpts.

Bobba Fat Mexican

Bobba Fat Mexican

Eric Hotz

Hotz’s Whitewash City is probably the most affordable, dynamic and re-usable terrain available for Old West gaming. It’s cardstock, but that means you can easily modify the images to change up the look and feel of building. I also like the game mat they have as a base for building an Old West town.

Whitewash City

Whitewash City

Hovels, Ltd.

Hovels provides their resin buildings either plain or already painted. In addition to the 25mm Wild West line, they also have an American Civil War line which could easily be used in an Old West setting. My particular favorite is the Grand Hotel.

Grand Hotel

Grand Hotel

Roll Your Own

For the crafty gamer, you could also build your own terrain out of balsa wood or cardstock. A tutorial by David Marshall and another from Dave Bezio should give the DIY gamer a good place to begin.

Davestown Balsawood

Davestown Balsawood

Wild West Minis DB

Wild West Weeks

Listening to: Toy Story 2 Video Game OST – Al’s Penthouse

Red Dead Redemption

Posted by Mad Brew On September - 23 - 2011
Red Dead Redemption

Red Dead Redemption

Red Dead Redemption[1] is an action-adventure 3rd person shooter that is set in the late (1911-1914) Old West. While it’s set in the Old West, the open game world locations and people are actually fictitious. Red Dead Redemption (RDR) is the spiritual successor to the PS2 game, Red Dead Revolver, but doesn’t share any common characters in the story lines (though you can unlock Revolver models for online play).

Plot

I’ll try to keep from spoilers, but the primary storyline for RDR follows former outlaw, John Marston, who is strong-armed into tracking down and killing his former gang members when the newly formed FBI kidnaps his wife and son.

Marston must obtain allies (by rendering services for them) in the Territory of New Austin and the Mexican province of Nuevo Paraiso in order to track down and incapacitate his former friends. Then Marston must face the law that shanghaied his life.

The voice acting is superb and the story and dialog do an excellent job of illustrating the underlying themes exemplified by the Old West. Civilization conquering the Wild. Law subverting Freedom and all the little grey areas between. The plot handles the moral and ethical ambiguity rooted in the myth of the American Frontier very well.

For a more complete synopsis of the plot (as well as detailed information about every part of the game), I highly recommend the walk-through provided by the Red Dead Wiki.[2]

Gameplay

Red Dead Redemption is built on RAGE (Rockstar Advanced Game Engine), so it shares a lot technology with Rockstar’s other game built with the same engine, Grand Theft Auto IV, such as a sandbox game world and the third person shooter perspective.

Travel

Transportation across the open world is done primarily with a horse (along with carts, wagons, or stagecoaches if you steal one) or train, but once a place has been “unlocked” you can travel there instantly when you’ve set up camp or when you’re at a save location. You can always travel to waypoints you can place on the world map using this method. Some online games and story chapters have unique modes of transportation such as by river raft or automobile.

Combat

The controls (at least for the PS3 version) are pretty intuitive and easy to master. Firing a weapon consists of pressing and holding the aim button and then firing with another. You have three modes of aiming: Casual, Normal, and Expert. The difference between Casual and Normal are not that obvious at first, but they both snap-to-target (with Normal you have to be near the target for auto-aim to work). Casual aiming also increases heal speed. Expert removes all auto-aiming features (and gives an XP bonus in multi-player).

Damage is represented by blood splatter and red transparency that overlays the screen. Health is regenerative, and once you quit taking damage you quickly heal. However, it is still possible to be sniped in one-shot, especially in multi-player.

Weapons

The RDR team did a healthy bit of research for the weaponry found in the game. While some of the specs are inaccurate (Henry rifles held 16 rounds, not 12; original Evans repeating rifles held 34 rounds, not 22; Mauser pistols were not fully auto until after WWI), I think they were modified for game balance. Below is a list of available weapons and links to their real-world counterpart:

Weapon List:

My only real gripe is that the infamous LeMat revolver wasn’t able to fire the grapeshot center barrel the Confederate sidearm was famous for. Other than these small inconsistencies, I think the weaponry is dead-on for this western shooter. Indeed, I think the weapons used may have actually determined the timeline the story is set in.

Breaking Horses

Horse breaking is a mini-game in Red Dead Redemption. You can either break horses at one of the ranches or break horses in the wild. There are several breeds of horse that can be obtained (Welsh Mountain, Quarter Horse, & American Standard-bred being but a few), each with different qualities. Attributes for mounts include Speed, Stamina, and Health and each has a rating of 1 to 4 stars. Most of the breeds must be found and broken in game.

Gambling Mini-Games

There are several gambling mini-games available to play in both single-player and multi-player. Each mini-game has its own unique mechanics and/or controls. You can lock hands in Arm Wrestling, try not to exceed 21 in Blackjack, slice up your hand in Five Finger Fillet, test your luck in Horseshoes, prevaricate about faces in Liar’s Dice, or bluff your way to the pot in Poker.

Other Activities

Some other activities available in Red Dead Redemption include Bounty Hunting, Cattle Herding, watching newfangled film at the Cinema, commit Crimes & Murder, Drinking, Herb Collecting, Hunting & Skinning, and Train Robbing. There are also random mini-missions that you can accept like preventing hangings, escorting strangers, getting ambushed, dueling, and intervening with suicides.

There are also Gang Hideouts sprinkled across the map that bandits will repeatedly take over, but you can clear them out.

Multi-player

The single-player element of RDR could stand-alone as great game without adding online play, but Rockstar pulled out all the stops and included multi-player. There is no conventional lobby to enter the various types of multi-player games; instead you can select everything from Free Roam.

Free Roam

Free Roam is basically an online instance of the entire open game world of Red Dead Redemption that supports up to 16 players. Many of the activities available in single-player are available in Free Roam, the major exception is that you no longer have an inventory or economy (ammo can be obtained from slain players/NPCs or quasi-random ammo boxes that appear throughout the map).

Free Roam comes in three flavors: Normal, Hardcore, and Friendly. Player killing is available in Normal and Hardcore, but is removed in Friendly (though you can blow yourself up with dynamite and take nearby players with you or stun them long enough for enemies to kill them). In Hardcore, you must use Expert aiming.

There is also a Private instance where only invited players may join, but many of the achievements and challenges can only be accomplished in the above public Free Roams.

From Free Roam, you can form posses of up to 8 players and clear gang hideouts or just generally wreak havoc. Posses also allow you to stay together when entering one of the many game modes: competitive or cooperative.

The competitive game modes always begin with a Showdown, either a Mexican Standoff (free-for-all) or a Face-Off (gangs matches), and support 2-8 players. The Liars & Cheats DLC also allows you to play Poker and Liar’s Dice in multi-player.

Cooperative Missions

The cooperative game mode is available with the Outlaws to the End DLC and includes 6 coop missions that have both normal and advanced versions. Players can choose “classes” (classes merely define the beginning weapon loadout) and attempt to complete the missions in groups of 2 to 4 players.

Gang Shootout

A team deathmatch where the team with the most kills wins.

Gold Rush

The game randomly spawns bags of gold and you must capture more than the other players to win. The more gold you carry, the slower you move.

Grab Bag

Is much like capture the flag, but there is only one flag and it spawns in quasi-random locations as a bag of gold.

Hold Your Own

A classic capture the flag scenario.

Horse Racing {Liars & Cheats}

Players race against each other with mounted combat.

Land Grab {Undead Nightmare DLC}

This is like a free-for-all version of Stronghold below. Players fight to maintain control over sections of a town.

Shootout

A classic free-for-all deathmatch where the person with the most kills wins.

Stronghold {Liars & Cheats DLC}

For those familiar with the Warfare mode from Unreal Tournament 3[3], Stronghold is very similar. One team tries to prevent the other team from capturing nodes on the map. Both teams take turns attacking and defending, and the team with the best score wins.

Undead Overrun {Undead Nightmare DLC}

This is a cooperative game that supports 2-4 players. Players are confronted with wave after wave of undead hordes and are scored by how many waves they survive.

Levels & Unlocks

Unlike the single-player game, multi-player has levels. A player may level from 1 to 50 (and do it again up to 5 more times to unlock Legendary stuff). A player’s level and how many times he’s passed into legend (i.e. started over at level 1) determine which mounts, weapons, character skins are available to him. Clearing gang hideouts, general killing, and participating in the multi-player game modes earns players experience.

Occasionally, Rockstar announces double and triple experience events on holidays and weekends. In order to be aware of when these things happen you have to follow them on Facebook[4] or Twitter[5] or catch the event on the Social Club.[6]

Achievements & Challenges

The achievement & challenge system is an addiction for me. I simply cannot rest until I’ve unlocked every trophy (what is awarded on the PS3 for obtaining achievements) and beat every challenge. It makes the achiever in me forgo sleep in order to mark a single challenge off the list.

There are two similar systems at play in Red Dead Redemption. Achievements (or Trophies on the PS3) are usually tied to the storyline or with single impressive feats. If you complete the story, you end up with a lot of Trophies. Challenges are not tied to the story, and you could probably go through the entire game without completing one.

Most of the challenges exist in multi-player and there are so many of them (especially when you add the DLCs), that it could keep everyone but the most hardcore/unemployed busy for more than a year. Completing challenges always unlocks something like outfits, titles, or things like golden weapon skins.

Expansions (DLC)

There are five expansions, or downloadable content, available for Red Dead Redemption: Outlaws to the End, Legends & Killers, Liars & Cheats, Hunting & Trading, and Undead Nightmare. Except for Hunting & Trading, all of the DLC is premium content, which means you need to pay extra for it. However, they bundle four premiums together as the Undead Nightmare Collection and retails for $19.99.

I won’t go into the minutia, but the DLCs add new challenges, achievements, usually a weapon or new outfits, titles, character skins, and online game modes. Undead Nightmare is unique in that it adds an entire new single player campaign that takes place in between final events of the main storyline. An undead plague turns people into flesh eating zombies and Marston needs to recover an ancient Aztec artifact to stop it.

Just last week, Rockstar released another free DLC pack entitled Myths & Mavericks. It releases some popular single player characters for multiplayer as well as adding a bunch of multiplayer maps.

Awards

Since its release on May 18th, 2010, Red Dead Redemption has collected an impressive array of critical acclaim and awards. Metacritic[7] reports an aggregate score of 95, making it the 4th best ranked PS3 game of all time according to them. The only reputable review I could find that scored RDR less than in the 90th percentile was from Eurogamer[8] and they gave an 8/10.

At the only video game awards I monitor, the Game Developers Choice Awards, Red Dead Redemption was nominated for 6 categories (out of 7 it could be eligible for) and walked away with 4 awards including Best Audio, Best Technology, Best Game Design, and Game of the Year.[9]

RDR has also claimed numerous Game of the Year awards from the media, including: Computer & Video Games, GameSpot, GameSpy, Good Game, and Machinima. The game has also been recognized for its music by GameSpot, Machinima, and SpikeTV; for its downloadable content by G4 TV, Game Revolution, and SpikeTV; and for its graphics at the Korean Games Conference.[10]

Soundtracks

The two soundtracks available, Red Dead Redemption[11] and Undead Nightmare,[12] are simply phenomenal. The atmosphere and ambiance is perfectly captured by the game’s audio. These soundtracks would be an excellent tool to set the mood for any Western tabletop game. The music for both albums were composed by Bill Elm and Woody Jackson, current and former members, respectively, of the instrumental/post rock band Friends of Dean Martinez.[13]

Verdict

This game is my current favorite video game and I think it is certainly the best 2010 had to offer. Red Dead Redemption has all the Bartle player types[14] covered. Explorers have an expansive open world to discover and roam. Achievers have countless Achievements and Challenges to complete. Killers can slay everything they meet. Socializers can form Posses and voice-chat or do whatever they like to do, I guess.

The only way I can envision this game being better is if they released it on PC and along with an editor and supported user generated content. I’d love to make stuff for this game!

From the characters to the plot, the locations and side-missions, and even the soundtrack, this game has all sorts of elements just waiting to be mined for a tabletop game. Play this game for just ten minutes and you’ll be ready to write a scene for the Wild West roleplaying game of your choice!

Wild West Weeks

Listening to: Red Dead Redemption – Undead Nightmare OST – Get Back in that Hole, Partner

References


[1] The official Red Dead Redemption website by Rockstar Games.
[2] The Red Dead Wiki, an exhaustive resource for all things Red Dead.
[3] Unreal Tournament 3 is a first-person shooter by Epic Games.
[4] Rockstar Games on Facebook.
[5] Rockstar Games on Twitter.
[6] Rockstar Games Social Club Events.
[7] Red Dead review aggregation on Metacritic.
[8] Red Dead Review from Eurogamer.
[9] Red Dead Redemption sweeps the Game Developers Choice Awards.
[10] RDR awards listed on Wikipedia.
[11] Red Dead Redemption YouTube playlist.
[12] Undead Nightmare YouTube playlist.
[13] Friends of Dean Martinez mySpace page.
[14] Dr. Richard Bartle’s Players Who Suit MUDs.

Aces & Eights: A Shattered Frontier RPG

Posted by Mad Brew On September - 22 - 2011
Aces & Eights: Shattered Frontier

Aces & Eights: Shattered Frontier

True Grit

True Grit. That is exactly what you’ll find in the Aces & Eights: Shattered Frontier RPG by Kenzer & Company. When I first saw the beautifully tooled leather-bound tome at GenCon 2008[1], I was very much intrigued by the concept of an Old/Wild West roleplaying game, but unfortunately passed on the opportunity to purchase it. So, I’m borrowing a gently used copy.

Leather-tooled Hardcover

Leather-tooled Hardcover

It is a massive book. It has a thick, leather-style cover tooled with a Western design and comes with a 400 page count. The cover reminds me a lot of the Time Life Old West series of books published beginning in 1979, and I’m sure that’s intentional.  I only have one roleplaying game book[2] that dwarfs it. Contained within this one book is everything one needs to play the Aces & Eights game from the basic (quickstart) rules to the advanced rules, mini-games, and even A&8’s alt-history campaign setting.

The historical elements of the game are pretty dead on. The firearms are correct for the period (though, I feel I need to correct them on the fact that a Henry rifle had a 16 round capacity instead of 15) and the price of goods are pretty accurate for the period. Their alt-history, “The West that Never Was,” setting is very believable and they have realistically extrapolated the outcome of history had a few key choices/events been slightly different.

The presentation is phenomenal. The period perfect paintings (many painted by the legend Charles “Kid” Russell), prints, and photographs really capture the Old West atmosphere. The rules are actually written in a conversational tone in a style that pays homage (yet is not overwhelming) to way people spoke during the period. In fact, I think Kenzer needs to hire Sam Elliott[3] (or a similar gravelly voiced cowpoke) to narrate an audiobook version of the rules (it’s the voice my mind read the rules with and it rocked!).

Il Buono, il Brutto, il Cattivo

Character Creation

For not having a class system, the Aces & Eights RPG has a ton of rules. The character stats and generation are obviously heavily influenced by Hackmaster, Kenzer Company’s other RPG. You roll 3d6 in order as well as d100 fractional scores (percentages) for each ability score (Strength, Dexterity, Constitution, Intelligence, Wisdom, Looks, and Charisma).

Dexterity and Intelligence help determine Accuracy while Dexterity and Wisdom decide Speed. A characters Reputation and Fame are calculated using Looks and Charisma. Everything but Looks can be adjusted during creation either through sacrificing scores or with Build Points.

There are random generation tables for about every facet of character creation (age, place of birth, handedness, height, body mass/weight, starting cash, reasons to go west, quirks & flaws, even your skill mastery is random in some sense). There is an entire appendix for detailed character backgrounds that has 24 tables to randomly generate your family history and back-story.

Personally, I’m not a fan of random stat generation, but it would be very easy to house rule a point buy mechanic. The random background generation sounds intriguing. It would have very little impact on mechanics, but would allow for a ton of interesting roleplaying opportunities.

I did find the use of fractional scores almost completely useless. It felt like it was more of a carry-over from Hackmaster than as a meaningful element to the A&8 rules.

Scrapes (Combat)

Shotclock

Shotclock

The combat resolution mechanic used in Aces & Eights is pretty novel and I’ve only ever seen one other game use a similar mechanic[4]. A&8 uses a system of silhouettes targets combined with a transparent overlay. You find a silhouette that reflects the position & stance of your target, add any necessary cover (boulders, doors, barrels, etc.) and then place the shot clock overlay where you’re aiming at.

You then roll a d20 and add any modifiers. If you get a 25 or greater, you get a bullseye. Below a 15 is miss (but there are optional extrapolation rules). Any result in between means you draw a card from a standard poker deck to see where you’re deviated on the clock. You then roll damage and consult the wound charts for additional effects.

It makes for a very realistic combat encounter since you could accidentally kill someone you were only meaning to scare. The wound charts also mean that a character can effectively die from a single shot even though the damage did not exceed his hit points.

There are no rounds in Aces & Eights, only a Count Up. Every action costs a certain number of counts and movement can be tracked separately from shooting actions. Since there isn’t necessarily an action every count and combat is very deadly, the combat sequence actually plays out very quickly.

Supplemental Rules

The rules are built in a modular fashion which means you only need to add complexity as your game demands it. You can actually play simple showdown shootouts without out ever needing to dip into actual character creation. A few rolls and you’re ready to skin those smoke wagons!

Mini-games are a big portion of the supplemental rules. The designers did not a single resolution mechanic approach these elements. Some of the mini-games include cattle drives, gambling, bar brawls, chases, and convincing a jury you’re don’t need to be on the receiving end of a sudden drop with a short stop.

There are so many rules packed into this book, that I’d rather not cover them here, so I plan on doing some short supplemental reviews that cover some of these other aspects and touches on the rules in depth.

Unforgiven

The hardcover core rulebook has seen two printings, but is now currently out of print. It costs a fistful of dollars with a list price of $59.99 as of the second print. For a few dollars more (read: a LOT more), you can grab it from Amazon or eBay. According to what I have read on the Kenzer forums and from commentary across the web, I guess both runs suffered from a significant (but not overwhelming) number of books with poor binding.

The second printing updated the rules with errata and clarifications, but a font issue rendered several tables undecipherable but Kenzer did release a download for fixed tables. There wasn’t space for an index in print, but Kenzer also released a download for that.

However, most of these issues are negligible to me; it’s fact that I didn’t acquire a copy of Shattered Frontier before it went OOP that is truly unforgiven. Now, I am in full swing of a Wild West Revival[5] and I can only get my hands on a borrowed copy! [EDIT: Kenzer just released the core rulebook in PDF form for $24.99, rather expensive for digital if you ask me).

For those interested in giving Aces & Eights a spin, you can grab a print edition of the Aces & Eights: Shattered Frontiers Player’s Guide for $29.99 or grab a PDF copy of the Aces & Eights: Showdown rules for $9.99. Or wait until later this year, Jolly R. Blackburn recently mentioned that A&7 will go to the printers for a third run.[6]

Wild West Weeks

Listening to: Ennio Morricone – The Good, the Bad, & the Ugly OST – The Ecstasy of Gold

How the West Was Won


[1] While the A&8 game was made available for purchase early 2007, it did not appear on my radar until 2008 when it was nominated by the ENnies for Best Game, Best Production Values, Best Rules, and Product of Year. It ended up winning the Silver Award for Best Game as well as winning Best Roleplaying Game earlier in 2008 at Origins. Aces & Eights definitely has a pedigree.

[2] The Pathfinder RPG Core Rulebook.

[3] The quintessential cowboy movie star; you might know him as The Stranger from The Big Lebowski.

[4] Millennium’s End RPG (sic), a modern spy game by Chameleon Eclectic.

[5] This year it was my turn to decide the destination for our family vacation. I picked Yellowstone National Park. Having visited the park twice when I was much younger, I was taken by nostalgia that has rekindled my early childhood attraction with the Wild West. This coupled with being completely taken and engrossed by the Red Dead Redemption video game has led me to deep immersion in all things Western (Old, Weird, or Wild).

[6] Jolly R. Blackburn was interviewed by the Role Playing Public Radio podcast in February.

Deadlands Reloaded

Posted by Mad Brew On September - 21 - 2011
Deadlands Reloaded

Deadlands Reloaded

Deadlands first debuted back in 1996 as a Western-Horror-Steampunk mash-up (before the term was as ubiquitous as it is today), a setting billed as the Weird West. The rules would eventually evolve into the current Savage Worlds roleplaying game (along with the Deadlands miniature battle spin-off rules, The Great Rail Wars). Deadlands is why Savage Worlds uses poker chips, playing cards, and exploding dice mechanics (referred to as “Aces” and “Raises”) as those items helped give DL its Western flavor.

A Reckoning

Harrowed Gunslinger by Brom

Harrowed Gunslinger by Brom

The setting for Deadlands is an alt-history North America that begins in 1879. As with the Shattered Frontier setting of Aces & Eights, you will find a country divided where the Confederacy retained their independence after the Civil War. Also like A&8, the Mormons actually founded their nation of Deseret and the native population have not one, but two territories they control. Unlike A&8, the Republic of Texas is not a separate entity, though their famed Texas Rangers have become a federal level secret service for the Confederate States of America.

A lack of coal and iron led to the stalemate in the War Between States, which allowed the Mormons, the native Sioux Nations in the Dakotas, and the Coyote Confederation in the Southwest to found their own independent states. Though the Union and the Confederates still consider much of the west theirs, the current halt of the warmachine keeps them from doing anything about it.

But what puts the Weird into Deadlands’ West is the Reckoning. See, a long time ago a cadre of Native American shamans, called the Old Ones, fought the evil spirits, known as manitous, in the spirit lands, named the Hunting Grounds, in order to protect our reality from their influence. A deal was brokered, and as long as the Old Ones remained in the Hunting Grounds the manitous could not gain a foothold in our world.

Well, that is, until the Reckoning, when a rebel Sioux shaman committed some atrocities in order to drive the white man out of America. See, he completes a nasty ritual that culminated in the murders of the Old Ones, thus releasing the bindings keeping the manitous in the Hunting Grounds. With the deal broken, the most powerful of the manitous, the Reckoners were able to directly influence the world.

And so all the monsters, magic, and generally Weird stuff is usually created by the manitous in order to spread fear throughout the land. The Reckoners, who have assumed the mantles of the Four Horsemen of the Apocalypse, feed off of fear and once terror reaches a certain limit, the Reckoners can enter the world, making it their own. By the way, their domain in the Hunting Grounds is called the Deadlands, now you know how the setting gets its name.

Make Yer Dudes

Player's Guide

Player's Guide

So, in a roundabout way, heroes of Deadlands are trying to save the world by reducing the level of fear via daring do and recounting their legendary tales. The type of characters you can play in Deadlands is pretty open, since Savage Worlds doesn’t have classes, per se. However, depending on your Edges and Skills, various themes rise to the top.

DL characters are only allowed to take a single Arcane Background, which defines whether or not you’re a Blessed/Voodooist, a Huckster, a Shaman, a Chi-channeling Martial Artist, or Mad Scientist. Everything is pretty self-explanatory except for the Huckster. Hucksters enter a test of wills with the manitous to channel magic from the Hunting Grounds. Since the progenitor of Hucksters is Hoyle (like the cards), this battle of will takes on the form of a poker game, and when Huckster cast their spells, spiritual cards appear in their hand.

Of course, this review wouldn’t be complete without mentioning the Harrowed. These bad hombres are sentient walking dead. Harrowed are reborn, or at least reanimated, when one of the manitous takes up residence in a corpse. The Harrowed retain their personalities and memories, to begin with at least. The dark spirit within will try to take over the host at the worst times, to wreak havoc all while wearing your face. Players can have Harrowed characters, but it’s rare to begin play as one.

Ante Up

Marshal's Handbook

Marshal's Handbook

Deadlands Reloaded uses the Savage Worlds core rules which are spawned. The basics of Savage Worlds is a character has five Attributes (Agility, Smarts, Spirit, Strength, & Vigor) and a range of Skills, all of which have a die rating ranging from d4 to d12 (well, actually d12+2, but that’s with Edges). Skills have linked Attributes, and it’s more costly to purchase a Skill with a greater rating than it’s linked Attribute.

There are several derived stats (Pace, Parry, Charisma, & Toughness), which are calculated from Attributes or Skills and modified by Race and Edges. Edges are similar to Feats or Merits from the d20 and Storytelling Systems, respectively. The opposite of Edges are Hindrances, which are similar to Flaws or Drawbacks.

For resolution, a player rolls either the Attribute or Skill that’s related to the action along with their Wild Die (a d6 by default, but can be modified by Edges or Hindrances) against the Target Number of 4. Then take the better result between the Trait and Wild dice and add any circumstance modifiers. If it beats the TN, it’s a success.

What more, Savage Worlds incorporate exploding dice, called Aces, which are open-ended rolls. So, every time the maximum value of the die is rolled, you roll it again and add the result. This continues until a result lower than the maximum value is rolled. Both Trait and Wild dice are subject to Aces.

For every 4 points you exceed the Target Number, you get a Raise. Raises are critical successes and can influence the final result of an action. However, on the flip side, if both the Trait and Wild dice roll ones, that’s Snake Eyes and is considered a critical failure.

Savage Worlds also have Bennies, which are similar to Fate or Action Points. Bennies can be spent to re-roll any Trait Test and you can spend as many as you wish and take the best result. They may also be used to keep your character from dying. Settings usually modify these rules, and Deadlands is a prime example. In Deadlands, there are three types, and when some of them are spent, it actually puts a Bennie in the hands of the Marshal (the Deadland’s name for GameMaster), to be spent against the players.

Initiative is handled with playing cards. At the beginning of an encounter, the deck is shuffled and each round the player draws a card. Then a countdown from Ace to Deuce is made with ties resolved in reverse alphabetical suit order (Spades, Hearts, Diamonds, and Clubs). So an Ace of Spades trumps an Ace of Diamonds. Jokers are wild and mean that character can choose whenever they want to act, even interrupting another character’s action. Oh, and they get a +2 bonus to damage rolls too! Whenever a Joker is dealt, the deck is shuffled.

Wounds are handled by comparing the damage rolled versus the target’s Toughness. If the damage is less than his Toughness, there is no game affect (read: glancing blow). If it meets or exceeds Toughness, the target is Shaken (can move half speed, but do no other actions). Each Raise above Toughness on the damage roll causes a wound. Each character has three wound levels and for each wound the character takes a cumulative -1 to Pace and Trait Tests.

If a character receives another Shaken result while still Shaken, it is instead a wound (and a wounded character becomes Shaken if not already). A character can recover from being Shaken on his turn with a Spirit Test.

If a character with three wounds is wounded again, or if the wounds received exceed three, then a Knockout Blow has been received and the players must consult a table to see what happens. A Bennie may be spent to take a Soak Roll and for a success and every raise, the character reduces the damage dealt by one.

Royal Flush

Deadlands is the flagship setting for a solid rules system, so if you like the fast, furious, fun style of Savage Worlds and want to stake a claim in the Weird West, I highly suggest you give Deadlands a spin. You’ll need the Savage Worlds Core Rulebook, which was just revised, as well as the Marshal’s Handbook and the Player’s Guide. Well, you might even be able to get by with just the Test Drive rules for Savage Worlds instead of the core book, but you’re on own then, pardner.

Wild West Weeks

Listening to: Deadlands – Weird Wailin’s Soundtrack – Into the Deadlands

Into the Far West

Posted by Mad Brew On September - 20 - 2011
Far West RPG

Far West RPG

The Far West is a transmedia project conceived by Gareth-Michael Sharka and his compatriots at Adamant Entertainment. As a transmedia project, it will eventually provide several points of access for audiences including novels, comics, web series, and a tabletop roleplaying game. The roleplaying game was recently funded via Kickstarter and broke the previous hobby game funding record after acquiring over seven hundred backers and amassing nearly fifty thousand dollars!

You’ve Got Shaw Brothers in My Sergio Leone

The setting blends the elements of the Chinese Wuxia and Spaghetti Western genres. Add a completely fictitious setting (this is not the American West or the a Ming Dynasty era China) and some steampunk elements and you’ve got an idea where Adamant Entertainment, the publisher of Far West, is taking the setting.

From the website[1]:

A fantasy world that’s The Gunslinger meets Storm Riders meets Deadwood meets Afro Samurai meets The Wild Wild West meets Crouching Tiger, Hidden Dragon meets Django meets Brisco County meets House of Flying Daggers and more.

A fantasy world that’s explored through a constantly-updated website, a tabletop role-playing game, a web series, artwork, fiction, comics and much, much, more. A fantasy world that is shaped by its own fan community.

From what I’ve gleaned from the fabulous vignettes and development articles on the website, the setting consists of the Empire, a heavily developed urban area with very little wild, empty spaces. The heart of the Empire rests on the eastern shore of the Eastern Ocean. As you move farther west, the wild becomes more dominant as law and civilization become more sparse. This, of course, is keeping with its American Frontier influences.

Beyond the core Empire, you have the Periphery, which are Imperial Territories. In the recent past, most of the Periphery rebelled in what is known as the Succession Wars. It wasn’t a concerted effort, and slowly the Empire quelled each territory. Beyond the Periphery is the Frontier, and beyond the Frontier you’re in the Far West.

Odyssey System

Odyssey System

The FATE of d20 on this Odyssey

There hasn’t been much discussion about what rules would be powering the Far West. However, I did find buried on the website a single post[2] explaining at a conceptual level what direction the rules were heading in.

The rules will officially be known as the Odyssey System, which, at its basic level is an integration of FATE[3] Aspects mechanics into the d20 framework. Of particular note are the modifications of the basic d20 system, which actually reminds me a lot of Mutants & Masterminds[4] or True20[5]:

  • Classless
    - Mechanics called Backgrounds and Occupations actually give you Areas of Knowledge
  • Abilities
    - Ability scores are simply represented as the bonus (i.e. -1, +2, etc.)
    - Spirit is a points pool determined by Wisdom that power Kung Fu and the like
    - Any Ability may have a saving throw… such as a Social saving thrown for Charisma
  • Aspects
    - Imported from FATE
    - Based on the traditional Xia virtues: Altruism, Justice, Individualism, Loyalty, Courage, Glory, Poverty
  • Skills
    - Eliminated and governed by straight Ability checks
    - Backgrounds, Occupations, and Edges give bonuses
  • Edges
    - Combines Feats and Class Talents
  • Kung Fu
    - Sort of an expanded Edge
    - Powered by Spirit
    - Purchased with a points-buy system
  • Combat
    - Swaps Hit Points for a Toughness system (similar to M&M)
    - Would levels with penalties
    - Initiative bonus is an average of Wisdom and Dexterity
    - Strength applies to melee defense (blocking)
    - Stunt system powered by critical successes

Seasoned Wanderer of the Dust Road

Since I pledged as a backer of the Far West Kickstarter[6], I’ll be able to follow along with the development of the setting as well as receive a copy of the rules once they are sent to print. So check back here, or visit the official website, for more details if you’re interested in this fantastic mash-up. The work so far really makes me think that Far West will be more than a sum of its parts and will probably be able to stand on its own as a very well done world and game.

Wild West Weeks

Listening to: Yoshida Brothers – Tsugaru Shamisen – Morricone

References


[1] Into The Far West website
[2] The Odyssey System
[3] FATE website
[4] Mutants & Masterminds
[5] True20
[6] Far West Kickstarter

Wild West RPGs

Posted by Mad Brew On September - 19 - 2011
Wild West Weeks

Wild West Weeks

Until I began my research for Wild West Weeks, I did not realize how much had been published for the Western genre in the world of tabletop gaming. I was aware of the many wargame and skirmish rules published for the genre, but there are also numerous titles available for roleplaying. There are several different levels of Western RPG source-books. There are splat-book style supplements for established games, core rulebooks that re-purpose existing systems, and finally there are systems designed specifically for the genre. What choice is right for you (assuming you are entertaining the prospect of gaming in the Old West) depends on your level of commitment and how much (time or money) you and your groups is willing to invest on buy-in. Below I have identified different levels of buy-in as well as highlighting example RPG source material.

One-Shot

For gamers interested in a simple distraction from their primary campaigns, a simple skirmish ruleset may be a better alternative than using a full-blown roleplaying game. However, it might be possible to work a one-shot style mini-adventure into an existing campaign (can always apply time/dimension/planar/dream travel). A good choice for this level of buy-in is to find cheap supplements for your current roleplaying system. Use the rules your group are most comfortable with that help reinforce the genre and kick the rest to the curb.

Example 1

System: Weird West RPG

Type:Rules Light Robertson Games’ Wierd West RPG can fit onto a single page and is probably the one of the easiest Weird West roleplaying games you can find. It literally only takes about 10 minutes to begin play.

Example 2

System: Gutshot

Type:Skirmish A pretty simple miniature skirmish game, Gutshot may be the right choice for a group to get right into some Old West shoot-out fun. It’s quick and easy, but does unfortunately doesn’t come in full electronic form.

Side-Trek

The side-trek is a story arc or adventure that resides within a larger campaign. A group would typically invest between two to four sessions experiencing an Old West adventure set within the context of an on-going campaign.

Example 1

System: Savage Worlds + Deadlands

Concept:Time-traveling Pulp If you’re pulp or fantasy heroes happen to travel through time or dimensions and you’re using Savage Worlds, a quick dip into Deadlands might be a cool side-trek into the Weird West.

Example 2

System: Werewolf: the Apocalypse + Werewolf: the Wild West

Concept: Haunting Past The pack pursues an enemy Black Spiral Dancer to Arizona where it takes refuge at an abandoned cairn in a hidden box canyon. Time has forgotten an ancient evil (perhaps related to the Ananasi… which sounds very similar to Anasazi) there and a ghost pack requires the player’s help.

Alt-Campaign

An alt-campaign an alternate game run by the same group. Alt-campaigns are often run by a different GM than the primary campaign to provide breaks and breathing room for preparation. They tend to light in content and rules, so it also provides a respite for players as well. One of two approaches are recommended for alt-campaigns. Use either a very light rules system or use a setting that built on the same system as the primary campaign. This keeps the buy-in and frustration of switching between rules to a minimum.

Example 1

System: Weird West RPG

Type:Rules Light Once again, I’ll suggest Robertson Games’ Weird West RPG. It’s light, but has enough substance to support a full campaign. It could be the refreshing alternative your group needs.

Example 2

System: OGL Wild West

Type:d20 Variant If you’re current playing Pathfinder RPG or some other d20 variant, slipping in a campaign using Mongoose’s OGL Wild West should be rather easy to do. You’ll find all the familiar d20 mechanics and traits which should keep buy-in minimal.

Dedicated Campaign

For a dedicated campaign, I recommend that the group chooses a game that best fits the genre and their play style. The buy-in can be fairly steep, since this is going to be the primary game for many, if not all of, the players. The decision on which game to use is probably most important for a dedicated campaign, you’re going to be stuck with it for a long time, hopefully, or the campaign will die before it even builds up a full head of steam.

Wild West Game DB

I’ve compiled a small Google spreadsheet to use as a database of all the Old/Wild West RPGs I could find decent information on. I will be reviewing a few of these during Wild West Weeks.

Wild West Weeks

Listening to: Ghoutown – Life After Sundown – Drink With the Living Dead

Calibre – Managing Your RPG Library

Posted by Mad Brew On June - 13 - 2011
Calibre - eBook Management

Calibre - eBook Management

Print is far from dead, but digital is definitely here to stay. My eBook (inluding my RPG library) collection surpassed my physical collection more than a couple of years ago and its size has continued to grow exponentially. I spent a lot of time organizing, maintaining, and converting books in my library, which could be a hassle until I found Calibre.[1]

Calibre is the most feature rich eBook management tool I’ve seen. Calibre can also be extended via plugins or by improving the source, which is open. Most of the following can be found on the Calibre site, but I’m so thrilled by the software I’ll repeat the features here.

Library Management

It manages your library from the concept of a logical book, which means it will only have one entry per book regardless of how many formats I have it in, which keeps the interface clean and concise. It can also sort on all the metadata you’d expect: title, author, date added to library, date published, size, rating, series, etc. It even stores covers. Calibre will even go online and download metadata for the book based on title/author or ISBN.

It also supports custom metadata via tags, which is especially great for RPG libraries. You can tag with system, version, setting, or as a third party publication. This makes finding all the relevant resources for your game a snap. I used to organize my library by publisher, but then I’d find myself needing to access lots of directories to get all the material I needed. You may also attach comments about the book.

Format Conversion

The eBook converter is pretty amazing. It supports more formats than I’ve ever used and it can rescale font sizes, detect and create structures (table of contents), and even insert metadata into the “book jacket.”

accepted input formats:

CBZ FB2 MOBI PML TXT
CBR HTML ODT RB TXTZ
CBC HTMLZ PDF RTF
CHM LIT PRC SNB
EPUB LRF PDB TCR

available output formats:

EPUB MOBI PDF TXTZ
FB2 HTMLZ RTF
OEB PDB SNB
LIT PML TCR
LRF RB TXT

 

Device Sync

Calibre supports a large number of devices natively, but it be used with any eReader that exports itself as a USB disk. The following is a list of just a few of the devices supported: Android devices, Edge, iPad/iPhone, Kindle, Kobo, Nook, and Sony PRS.

eBook  Viewer

Calibre can also be used to read your library and its viewer supports a wide array of formats. It also supports bookmarks, table of content, CSS, printing, and searching. You may also customize the experience by adjusting a user style sheet and fonts.

RSS Download

Of particular note to bloggers and blog readers is Calibre’s ability to automatically fetch feeds and convert articles into an eBook format. It supports about 300 news sites out of the box, but users can build recipes for new sites and upload them to the Calibre forum.[2]

Content Server

My favorite feature of the Calibre program is its ability to serve my books so I can access them from anywhere. This feature is particularly useful for those of us with mobile devices that don’t have a lot onboard storage.

You can actually browse your collection from anywhere with an internet connection with a simple browser (like on your smartphone or even with the Kindle). Hell, this ability is even useful when running a game at home as it allows me to keep all my eBooks in one location but access them from multiple devices at the table.

Calibre gets my highest recommendation 5 out 5 flasks!

5 out of 5 flasks

5 out of 5 flasks

Listening to: Kyuss – Blues for the Red Sun – Green Machine

Resources


[1] Calibre’s official website

[2] Calibre forum

Reviewed: Bag of Holding

Posted by Mad Brew On November - 30 - 2010

A couple of weeks ago, I got ThinkGeek.com’s “Bag of Holding” messenger bag as an early Yuletide gift from my awesome wife. I immediately decided to put the messenger bag to the challenge of its namesake by stuffing as much gaming paraphernalia into as I could. After the dust settled, the Bag of Holding was able to carry 22 pounds of gaming goodness!

Messenger Bag of Holding

Messenger Bag of Holding

Initial Impressions

The bag itself is constructed from a heavy and durable grey canvas, very much like denim in texture. Unlike it is advertised, the “fourth Velcro compartment” does not use Velcro, it instead uses two lightly magnetic snaps like the outside flap does. There is definitely a lot of storage space and the main padded laptop compartment feels like it might actually protect something.

Messenger Bag of Holding

Bag Compartments

Specs

Here are the details from ThinkGeek’s site:

  • Main padded laptop compartment big enough to hold a 17″ laptop
  • Interior pocket dimensions:
    • Main Padded Laptop Compartment: 16″ x 13.5″ x 3″
    • Huge second compartment: 16″ x 13.5″ x 3″
    • Third compartment: 13″ x 10″ x 1″
    • Fourth Velcro compartment: 12″ x 7″ x 1″
    • Front zipper pocket: 13″ x 5″
    • Rear Document pocket: 16″ x 10″
    • Sturdy canvas, brass zippers and pop-rivet construction
    • d20 badge with “Bag of Holding” proudly printed on the front flap
Inside the Messenger Bag of Holding

Inside the Messenger Bag of Holding

Mad Brew’s Loadout

Main Laptop Compartment

Main Padded Laptop Compartment

Contents of Main Compartment

In the main compartment I opted out of a laptop and instead packed the Pathfinder RPG Core Rulebook, Pathfinder Bestiary, Pathfinder Bonus Bestiary, and the ever useful Ultimate Toolbox. That’s 1346 pages (cover to cover) of gaming! You could easily keep two large books and a laptop in here.

Huge Second Compartment

Huge 2nd Compartment

Contents of 2nd Compartment

The second compartment is the same size as the main compartment above, but boasts an extra pouch to help keep things organized. I packed a GameMastery Combat Pad (in the pouch), a tackle box (that can hold 22 medium sized minis), two dungeon tiles, and a flip-mat.

Third Compartment

3rd Compartment

Contents of 3rd Compartment

In the slightly smaller middle compartment, I packed the venerable D&D Rules Cyclopedia and the Domains of Dread Ravenloft hardcover. This amounts to another 608 pages of gaming information.

Fourth “Snap” Compartment

4th Snap Compartment

Contents of 4th Compartment

The front pouch is where I stored all my pens, pencils, dice, and item cards. I fit 5 dice bags (80+ dice), 5 pencils, an eraser, four ink pens, 5 wet erase markers, and two item card sets comfortably inside. This compartment garners one, of my two, complaints about this messenger bag. Except for two pencils, I had to store all the pens and pencils loose as the pouches were too short and that left only 2 elastic slots. I might actually mod the bag with some additional pencil holders.

Front Zipper Pocket

Front Zipper Pocket

Contents of Front Zipper Pocket

In the front zipper pouch, I put a Pathfinder Tales novel, Prince of Wolves, and my smartphone. Yeah, it might be considering cheating since the novel sticks out of the zipper, but you have to let your nerd flag fly.

Rear Document Pocket

Rear Document Pocket

Contents of Rear Document Pocket

In the rear pocket, I put two card games, Three Dragon Ante and Beer Money. I could have easily fit another card deck or a paperback in there, but I was beginning to fear the shoulder strap wouldn’t hold.

Under the Flap

Flap Snaps

Battlemat & Flap Snaps

While not detailed as a compartment, I was also able to tuck a 25” x 25” battlemat under the flap before I snapped it shut. It did require some re-organization of the front zipper pocket and the fourth snap compartment in order for the flap snaps to remain fastened. Which brings forth my second minor complaint, the snaps could be more heavy duty (circled in red above).

22 Pounds Strap Test

22 lbs Strap Test

22 lbs Strap Test

My concerns about the strap (or at least its mounts) weren’t warranted at all. The bag hung on my office door all night without any visible wear or stress. I can’t say the same for some of the weaker geek shoulders out there. I carried the bag to and from my car several times and while the weight was manageable for me, I doubt I’d want to carry this loadout with me all through a convention.

All This Fits

All This Fits

Final Thoughts

4.8 out of 5 Flasks

4.8 out of 5 Flasks!

If there had been a better pen & pencil organizer and stronger fasteners, I would have given it a full 5 flask rating, so I guess I’ll just have to slap it with a 4.8. Overall, I feel like this messenger bag would be a great way for gamers to tote around their stuff. Besides, I saw plenty of 3.0 & 3.5 era messenger bags at GenCon that could use replacements. Get yours at ThinkGeek now!

Bag of Holding Patch

Bag of Holding Patch

Listening to: Volbeat – Rock the Rebel/Metal the Devil – River Queen

Johannes Cabal the Detective

Posted by Mad Brew On November - 9 - 2010
Johannes Cabal the Detective

Johannes Cabal the Detective

I was given an opportunity to read & review (i.e. given a free copy) the latest book from Jonathan L. Howard, Johannes Cabal the Detective, the sequel to Johannes Cabal the Necromancer. You might be asking why I’ve chosen to review the book on Mad Brew Labs, which is an RPG blog. Well, fiction is a primary influence for gaming and I hear Howard is a bit of an RPG gamer himself (in fact he also does video game design).

No worries though, I plan on approaching the review from an RPG world-building perspective as well as turn a bit of Johannes’ world into game crunch at the end of the review.

I want to see more main characters in media like Johannes Cabal. He’s selfish, but not necessarily evil. His activities are not condoned by society, but he’s ambitious in his pursuits and he generally doesn’t give damn. From a not-so-different perspective, Johannes could be the villain of the story.

Johannes Cabal is constantly struggling against his conscious and upstanding individuals around him as he makes logical, if antisocial, or even amoral, suggestions to solve problems. This is a character I can identify with.

The Story

See, Johannes Cabal is a Necromancer (of some infamy), and in most civilized nations, necromancy is a crime that carries stiff penalties (including death). We find Johannes imprisoned in a Mirkarvian dungeon at the onset of the book, having been caught trying to steal a copy of the Principia Necromantica from the Special Collection of the library of Krenz University.

Fortunately for Johannes, the Mirkarvian Emperor just died and militants in the Mirkarvian Empire were depending on the Emperor’s announcement of war in order to set off a chain of events to restore the empire to its former glory. So, Johannes is given an opportunity to escape the clutches of certain death if he can reanimate the dead emperor so he can make his dying wish.

Unfortunately for Johannes, the Count that requisitioned his service didn’t have any plans to release Cabal. So during the chaos that ensued after a risen emperor began eating his guard’s brains during a public announcement, Johannes makes a break for it and tries to escape from Mirkarvia in an aeroship (or zeppelin).

It’s during his flight from Mirkarvia on the aeroship that Johannes becomes embroiled in a murder investigation. Johannes begins the investigation in order to maintain his civil servant disguise but eventually is committed to finding the assassin when an attempt is made on his own life.

Much of the book is centered on his investigation, all the while trying to maintain a stolen identity to escape Mirkarvian authorities. It’s full of dark humor, satire, and Johannes generally trying to be antisocial. It’s a character driven story where the minor steampunk elements take a backseat and only serves to paint in the background (which is a good thing!).

I think my favorite part of the story is really the epilogue. The epilogue is narrated by an individual who must team up with Johannes after his escape in order to survive an encounter with some bandits and ancient sorcerer they happen to accidently set free from imprisonment.

Johannes Cabal the Detective: 3.5/5 (Pretty Good)

World-Building

Howard took a great approach to world-building with his Cabal books. They are sort of an alternate history of Earth. He manages to reinvent the world just enough that he can simultaneously take advantage of elements readers will already know about while ensuring they won’t also get bogged down in the details of actual history.

I think many DMs and designers could actually take lesson from how Howard built the world of Johannes Cabal. It shows that you can take advantage of a familiar setting (real history, established RPG worlds, fictional locations) without worrying about the baggage that comes with it. Unless you have some real douchebag players that refuse to compromise.

Jonathan Howard took the real world and inserted fictional nations, which Mirkarvia belongs to. You can definitely see their influences (Mirkarvia definitely has some Austrian-Prussian flavor). With the addition of the esoteric and unrealized technologies (necromancy & steampunk), he can manipulate the expectations of his audience.

When you obviously break an established element, your audience won’t know what to take for granted.  You can then begin to rebuild their expectations by re-establishing those elements you wish to keep. For example, Howard re-asserts British culture by inserting certain elements throughout the story. It can be a tricky process to master, but I think it is one well worth learning.

I think such an approach to world-building works best when you want to make use of powerful existing atmospheres (e.g. re-inventing Ravenloft) or if you want to back-fill a lot of geography or history while exploring a what-if scenario.

[NOTE: Below I have provided a Pathfinder RPG compatible fantasy version of the Principia Necromantica. I've taken some creative license with its powers and history, since not much was said about it in the novel. ]

Principia Necromantica, Minor Artifact

Aura strong necromancy; CL 18th
Slot –; Weight 4 lbs.

DESCRIPTION

Only a few copies of this book are known to exist. The original copy was penned in blood on pale leather pages worked from the skin flayed from the abdomens of 333 virgins. The original Principia Necromantica was created under the tutelage of a powerful demon lord by an accomplished necromancer whose name has been struck from history.

An interesting aspect of the Principia Necromantica is that the pages are not static, but are constantly changing and evolving. The effect is supernatural and can be maddening to the weak willed, forcing any character that invokes one of its powers to make a Will save (DC 20) or suffer 1d4 Intelligence and 1d4 Wisdom drain.

The Principia Necromantica contains knowledge, incantations, and stored magical energies that enable a character to animate the dead. Characters may utilize the book as a library to make Knowledge (religion) checks (they may make checks with a DC higher than 10 untrained, but it takes 1d4 hours of research) with a +5 competence bonus.

A character may invoke the Principia Necromantica to cast animate dead at a caster level equal to his character level once per day. The spell does not require spell components. This books increases the amount of undead a character may control by 2HD per character level.

DESTRUCTION

The Principia Necromantica may be destroyed if the burial site of the 333 virgins sacrificed during its creation is consecrated. Once their grave is consecrated, the pages will boil away into vapor never to return again.

[Special thanks and an apology for this taking so long to see the light of day to Matt Staggs, the publicist to who sent me the book].

Listening to: Down – III: Over the Under – I Scream

Fey Folio: Clans of the Fey Realms

Posted by Mad Brew On August - 2 - 2010
Fey Folio: Clans of the Fey Realm

Fey Folio: Clans of the Fey Realm

Fey are one of the most under-utilized types of monsters in my experience playing fantasy roleplaying games. Fey are horrific, yet fantastic. They are beguilingly grotesque. These dastardly beautiful creatures are showcased in the Fey Folio: Clans of the Fey Realms from Alluria Publishing. This book, written by Matthew Cicci, received honorable mentions in the Best Monster/Adversary and Best Electronic Book categories of the 2010 ENnie Awards.

My first impression from this 27 page e-book is from the artwork, by Vasilis Zikos. There are a couple of really outstanding pieces, including the Sidhe, Fachen, and Erlking (which is also my favorite monster from the book). The second impression is from the graphic design, I really dig the iconography.

The concepts behind the fey presented in the folio are solid and interesting. For instance, the erlking can only be created from mortals, which are kidnapped by and then subjected to a tortuous rite that transmutes the victim into a new erlking. The author does a good job of reflecting the behavior in the stat block by giving the erlking some unique grappling abilities.

Which brings me to my next impression, Clans of the Fey Realms has a multitude of cool special abilities that make these monsters more than your average dry stat block. Most of the stats look appropriate for the Challenge Rating, but there are a few entries that look pretty powerful for their CR (my favorite fey being an example with a permanent darkness aura and superlative grappling skill).

Monster books are the one supplement I’ll buy from outside the systems I play because the concepts presenting can be used damn near everywhere. Fey Folio wins on two fronts, not only does it present some compelling creatures to throw at your players, it also does it in the Patfinder RPG format, which is the game I find myself currently playing the most. Pick it up from RPGNow! While it’s on sale for 5.25.

Listening to: Fear Factory – Digimortal – Linchpin

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