Mad Brew Labs

Better Gaming by Design

World of Darkness Slasher – The Krampus

Posted by Mad Brew On December - 25 - 2011

[WARNING: Some people may find the following offensive. If you do, you were warned... do not whine about it in the comments.]

Merry Krampus by Steven Austin

Merry Krampus by Steven Austin

Since time before the charlatan they called Christ walked the deserts outside Babylon, I have fed upon the terror and the bones of unruly children. My legend is immortal and I shall continue to feast on disobedient pups and wash my feet in their blood. Though my reputation ensures many a child grows into honorable adults, I fear that there are too many bad apples for me to sink my teeth into. Alas, though my power holds, its reach is not far enough and this world shall forever grow worse under the ravages of bad seed.

Background

The Krampus is a Slasher of Legend and he roams the World of Darkness every Yuletide in search of miserable little juveniles in need of punishment. In the beginning, the Krampus would only visit children in the night and sneak into their rooms to scare them. Though, as his legend grew, so did the terror and ghastly stories connected with him. His legend began to change his method of operation.

Over centuries, the Krampus was shaped by the stories parents told their children to encourage good behavior and he grew from a simple frightener of the night into a horror that fed upon wicked children. What behavior attracts the Krampus variable and depends on the stories parents tell their children. Should a child defy a parent’s wish which was communicated in the Krampus story, then there is a chance the Krampus will attempt to collect the child during Yuletide, though the Krampus prefers the flavor of bullies, liars, and teenagers of any sort.

What exactly constitutes a child in the Krampus’ eyes is determined by the culture, in most areas this begins when the child starts school (around 5 or 6) and ends when they are legally an adult (anywhere between 16 and 21 years of age). The Krampus can appear anywhere, but it is strongest where it’s stories are more prevalent. Austria and Bavaria are predominant in Krampus sighting; however, the Krampus often visits American towns where there is a large concentration of Germanic culture.

Appearance

The Krampus is vaguely human and is covered in short white fur (often splattered with the blood of bad children) and carries a massive wooden bucket chained to his back. The bucket is often filled with the appendages and blood of recent victims and both the bucket and its chain are used as weapons.

The Krampus also has an elongated tongue that constantly lolls out of its mouth and with which he alternatively frightens children or tempts women. He also has two twisted horns protruding from his forehead.

Storytelling Hints

The Krampus can only target children that have defied parents that have threatened their children with his legend. The Krampus is truly immortal as long as his stories continue to be told to children and should he ever be reduced to zero health, he dissipates in a cloud of coal soot and returns to his ways the next Yuletide.

The Krampus believes he is doing the world a favor and that his activities makes the world a better place. He thinks his presence inspires children to grow into good, responsible adults while he culls the bad seed from the world. He often monologues about such things when he claims rotten children to torture.

The Krampus is known for more than his thirst for misbehaving children and is known for his lust for the ladies and his obsession with cleavage in particular. A woman can attempt to persuade the Krampus to leave a particular child alone with a Seduction (p84-85 World of Darkness core rulebook) roll. For this particular roll, equipment rating is determined by the woman’s bust size (Storyteller’s discretion on how many dots).

Bad Bucket of Blood

This bucket can be spun around as an All Out Attack that targets all opponents in a 3 yard radius and it also counts as a Close Combat attack (Strength + Weaponry).

  • Damage 4
  • Bashing (-2)
  • Knockdown 1
  • Knockout 2
  • Area Affect 3
  • Size 4 (-4)
  • Two-Handed (-1)

Chains of Castigation

The chain connected to the Bad Bucket can be used as a weapon by itself. A successful attack causes continuous damage as the sins of the victim burn her flesh. The Krampus gains the benefits of specializing in the Bad Bucket, Favored Weapon, and Weaponry Monomaniac as these chains are actually considered part of the Bad Bucket and are just an alternate use.

  • Damage 1
  • Lethal
  • Continuous Damage 1
  • Range 3
  • Size 3 (-3)
  • Two-Handed (-1)

Be sure to visit Nevermet Press as they have kindly commissioned the art and organized the Krampus Karnival.

Listening to: DevilDriver – Beast – Shitlist

Geist: The Sin Eaters Preview

Posted by Mad Brew On July - 17 - 2009
Geist: the Sin-Eaters

Geist: the Sin-Eaters

Geist: the Sin-Eaters is the reimagining of the original World of Darkness game-setting called Wraith: the Oblivion. While the general concept of playing an entity that can operate in both the realm of the dead and the lands of the living are still present along with a smattering of terminology (like caul and [ecto]plasm), that is where the similarity ends. Notice how Geist’s cover has keys, but the old Wraith book had chains and a lock? That is very indicative of the difference between the old and the new.

This is a good thing, because the new setting is pretty damn good in its own right.  The Atomic Array was kind enough to give me a pre-release PDF copy of the Geist core book that will hit the shelves during GenCon. I’ve spent about a week reading and skimming the pages, mostly reading the always excellent short fiction pieces that bookend each chapter.

Premise

In Geist, players take on the role of someone who has died, but came back to life. However, it wasn’t without a price. When the character died a Geist, a spirit of the dead, offered a deal to be returned to life if the person also allowed the Geist within them. This gives the character extraordinary powers, but also causes them to truly become someone other than they were as the process merges the two entities.

Every Geist was sensitive to the supernatural before their death, so they are not wholly unprepared. But now they have been given a new lease on life, strange powers, new motivations, the ability to walk in both worlds, and presented with new challenges. How these characters meet these new challenges with the knowledge of death is what a Geist chronicle is all about.

Sin-Eater Template

Geist Promo Pic

Geist Promo Pic

Just as with the other settings in the World of Darkness, Geist offers a new template to add to the basic World of Darkness character that provides some unique new traits. You begin by making creating a basic character per the World of Darkness core book, and then apply the template.

Archetype

An Archetype is a more advanced Virtue/Vice mechanic in that if the character would regain Willpower from actions that are in line with those elements, the character would also regain Plasm (the Geist energy trait) in the same fashion.

Additionally, if the character activates a Manifestation (the Geist supernatural powers, similar to Disciplines or Gifts) in a manner that reflects her archetype, then the cost in Plasm to activate the Manifestation is ignored; of course what is in line with a Geist’s Archetype is up to the Storyteller to determine.

New Advantage: Psyche

Psyche is a measure of the strength of the bond between the Bound (the living person) and the Geist. Mechanically it limits the amount of Plasm a character can have and spend and maximum attribute and advantage scores (much like a Vampire’s Blood Potency trait).

Anchors

Geists with powerful Psyches require Anchors to connect them to lands of the living.  Destroying anchors can have profound effects on Geists as they lose their connections to living world.  It is very much akin to the Fetters of ghosts.

Plasm

Plasm is the fuel that empowers a Sin-eater’s Manifestations and other supernatural abilities (mechanically similar to Blood for a Vampire). Other supernatural abilities include healing and opening Avernian Gates to the underworld.

Synergy

Synergy replaces the standard World of Darkness Morality trait and represents how in tune a Bound is with their Geist. There are of course a new set of “laws” that govern what a “sin” is for Synergy. Example sins include killing other Geists, destroying anchors, and murder.

Merits

Several new Merits make their way into the World of Darkness. The first is Ceremonies, which are just rituals that can be performed to aid a character on his mission.  The next Merit is Haunt, which is a refuge for a Geist to restore Plasm or make it easier to cross over into or out of the underworld. The final Merit is Momento, which are powerful relics that serve as foci for supernatural power.

I hope you enjoyed the small preview, check out the book when it hits the shelves this August.

Want to learn more about Geist: The Sin-Eaters? Read on…

Drop by White Wolf Publishing today!

Listening to: Skinny Puppy - Rabies – Worlock

The World of Darkness Online

Posted by Mad Brew On November - 6 - 2008

Expect to see WoDO, or The World of Darkness Online, within 3-5 years as CCP/White Wolf is currently accruing talent to begin development on the new MMORPG.  No doubt many of you are aware of the merger of the two companies that happened almost two years ago exactly.

CCP being the developer of the popular EVE Online, “a player driven science fiction MMORPG where players pilot their customizeable ships through over five thousand galaxies” (Wikipedia).  And we all know White Wolf as the publisher of the Storytelling System of books that includes Vampire: the Requiem.

There was speak of producing RPG material for EVE, but I have yet to hear of anything solid.  And the big deal was that they confirmed an MMORPG version of White Wolf’s World of Darkness.  Bringing a persistent world for players of their Vampire, Werewolf, Mage, and other supernaturals.  If it is well executed, this may be the first time I try an MMO subscription, but we’ll have to see how it develops.

I know first hand they are beginning to hire, because I was contacted by a recruiter for a position with CCP/White Wolf.  I have declined to pursue the offer because 1) I am not a fan of the ridiculus work hours that you put in at a game development house and 2) I am not fond of Georgia, where the position is located.  CCP also has the jobs posted on their site if you are in the market.

Sorry for the short post, but I have been under the weather for a bit as well as working on some projects for the Labs.  Oh, time is getting close, I have a date at the Blogger’s Bloodbath.

Listening to: Anthrax – The Sound of White Noise -Black Lodge

Beast: the Ravaging – Officium

Posted by Mad Brew On October - 24 - 2008

In Beast: the Ravaging, your beast may belong to an Officium.  Officia are the guilds of battle.  Each Officium is tasked with a role that enables the warmongering hordes of the Beasts to conquer their foes in battle.  From ranged archers to frontline defenders, each Officium dedicates itself to a specific style of combat.  In every horde. each Officium is led by a Taskmaster, who directs the training and deployment of troops under his command.  The Taskmasters report to the Warlord of the horde, which is usually the biggest, meanest son of a beast around.

Membership in an Officium grants access to the specialized Aptitudes of their role in battle.  These Aptitudes allow members to execute extraordinary powers that allows the invoking Beast to ravage his enemies on the field of battle.

Artillery

The Artillery of a horde may consist of boulder throwing Giants, Javelin wielding Kobolds, crossbow wielding goblins, or mix of Beast and ranged weapon.  The role of the Artillery is to pin down enemy units and destroy their vanguard before they can reach the front lines.

Beasts of the Artillery Officium are usually deployed behind Soldiers and Brutes and shower death and destruction upon the enemy.

Brute

The largest and most power specimens of Genos usually find their way to the Brute Officium.  Brutes excel in punishing the enemy with devastating attacks.  However, Brutes are often slow and are thus easy to strike themselves.  Even so, it is a long grind to bring down the hordes’ Brutes.

Beasts of the Brute Officium are usually deployed to shield the leaders, Controllers, and Artillery of the horde.

Controller

Beasts of the Controller Officium are master manipulators of the battlefield.  The method Controllers use to exert their influence over the battlefield may include casting spells or merely employing clever tactics to turn the terrain against the enemy.

Controllers are usually deployed behind front line combatants, but should the need arise, they have no qualms against entering the fray themselves.

Lurker

Lurkers strike from the darkness and quickly withdraw, eliminating the enemy’s commanding officers, controllers, and destroying their moral.  Most Lurkers are deadly assassins that keep to the shadows, however some from this Officium merely disguise themselves as unlikely opponents.

The Lurker Officum is the wildcard for the hordes.  They are deployed anywhere on the battlefield where their services would prove most effective.  This usually means behind enemy lines.

Skirmisher

Skimishers use their speed and maneuverability to flank the enemy.  They move in and out of the melee, distracting and harry their opponents where they are vulnerable.  Mobility is the strength of this Officium.

Skirmishers are deployed on the battlefield to work in concert with Brutes and Soldiers.  They attack once the enemy is engaged with the frontlines.

Soldier

The Beasts of the Soldier Officium are the mainstay of the hordes.  Soldiers make up the bulk of the horde’s fighting force and are usually first to engage the enemy, at least after the enemy has moved through the storm of death rained in by Artillery.

Soldiers are deployed so their numbers are concentrated in the front and center the horde, though tactical minded Warlords often hold large units of Soldiers in reserve to crush their opponents when the oppportunity arises.

Aptitudes

So what cool powers do the Officia have to offer?  Can you smash your enemies with a boulder?  Or cleave them with brute strength?  Well you’ll have to wait until the next installment of Beast: the Ravaging to see.

Listening to: Marilyn Manson - Eat Me, Drink Me - Heart-Shaped Glasses (When the Heart Guides the Hand)

Tested: World of Darkness Core Book

Posted by Mad Brew On October - 23 - 2008
World of Darkness core book
World of Darkness
Hardcover: 224 pages
Publisher: White Wolf
Date: August 21, 2004
Language: English
ISBN-13: 978-1588464842
Dimensions: 11.1 x 8.6 x 0.8
Weight: 2 pounds

This is obviously not a new product, as it debuted at GenCon ’04, but it is the first book I have taken the opportunity to re-read since I have started the Labs.  After reading it completely (for the second time), I found myself motivated to write my first in-depth review.

The World of Darkness began in 1991 with the release of Vampire: the Masquerade written by Mark Rein•Heigen.  Thirteen years after its initial release, the World of Darkness (WoD) was ended with the Time of Judgment story arc.

I was at the “End of the World of Darkness” party they hosted in the Arts Garden over downtown Indianapolis after the announcement of the Time of Judgment at GenCon ’03.  It was an open bar and we got to chill and hang out with the designers, writers, and staff of White Wolf.  Needless to say, it was awesome and I was plastered.

Then in August of 2004, White Wolf Studios released the new version of the rules, dubbed the Storytelling System with this book.  But before I delve into the miasma of how the new system is different, for better or worse, than the old system, I want to discuss the book from the perspective of someone new to the game.

The Setting

The World of Darkness is set in a dark reflection of our own world, if you saw it through the worn, pitted and scratched mirror that rests in the dusty attic of your grandmother’s house.  It is a modern day version of this world where things are just a shade bleaker and the shadows just a shade darker.  The most interesting thing is that all the imagined things we fear in those dark shadows are real in the World of Darkness.

In the World of Darkness, you play an ordinary mortal who is confronted by the entities hidden within these dark shadows.  As you seek to uncover the answers to the mysteries that you encounter, you really only uncover more questions.  You only hope that one of the answers to your questions doesn’t end your hunt for the truth prematurely.

White Wolf markets the World of Darkness as a storytelling game of gothic-horror, or gothic-punk.  Theme, mood, and plot take precedence over combat and mechanics.  The goal of the Storytelling System is to bring a troupe (as a group of WoD players are called) together and weave a dark and gritty story of supernatural horror.  A designated Storyteller, or ST, moderates the story and the rules are merely there to determine the outcome of critical actions.

Each game session has scenes which compose a chapter or act in a story, and several stories make up a chronicle.  This parallels the more familiar progression of fantasy roleplaying that is composed of encounters, adventures, and campaigns.

However, I believe you could use any [popular] set of RPG rules and use them as directed to tell an excellent story.  The success of storytelling is dependent on the moderator, or Game Master, and the players.  So the question is, what does World of Darkness bring to the table that assists the creation of supernatural thrillers?

I believe the answer to this question is setting.  You may call it what you like: flavor, fluff, flatulence, etc.  But White Wolf excels at embedding their rule books with a significant amount of intriguing short stories.  These writings were very good at capturing my imagination and lead to instant plot hooks.

The first handful of pages are short narratives that usually mimic journal entries or reports and reveal just enough information to hook you, but not enough to spoil the mystery.  Any of these stories could provide the foundation of a horrific story if not a chronicle.

The Rules

The rules of the Storytelling System are fairly streamlined, though they can become sluggish and annoying the more experienced the characters become.  The system needs only one type of die the: pentagonal trapezohedron.  Or in laymen terms, the d10.  Often the Storytelling System is referred to as the d10 System.

It is also called the Dot System, because each trait is measured in dots with values from 1 to 5.  You have several types of traits including nine Attributes, twenty-four Skills, and Merits.  You also have a variable amount of Willpower and Health (6-11) and a maximum of ten dots of Morality.  Attributes and Skills are divided into mental, physical, and social groups and then Attributes are further subdivided into Power, Finesse, and Resistance.

The Storytelling System rules are point-buy, meaning experience is rewarded at the end of each session and each trait has a cost that players spend experience (XP) to purchase.  As a character becomes more experienced, it takes more XP to purchase new traits, but you usually earn XP at the same rate.  This means character advancement slows down as the chronicle progresses.

Depending on the action the character is taking, the player rolls a number of dice equal to the sum of the values of the characters traits involved in said action.  The number of dice is called a dice pool.  For instance, if a player needed to resolve the outcome of his attempt to punch his adversary, he would roll a number of dice equal to his Strength and Brawl.  Dice pools are usually comprised of an Attribute, Skill, and a supernatural trait if he has one.

Each die that rolls a value greater than or equal to 8 is counted as a success.  Five or more success is an exceptional success and therefore gains additional benefits. If any of the dice result in 10, then the player gets to re-roll them until the result is anything other than 10, and add any successes he gets to the results.

If a character has a dice pool of zero or less for a specified action, then he gets to roll a chance die.  Chance dies only succeed on a result of 10. But if a player rolls a 1 on a chance die, then he suffers a dramatic failure, which means bad things will likely happen to him.

I also believe the rules can lend themselves to drama at the table as well.  When you only have few dice to roll and you only have a 30% chance per die to succeed, you can be a little tense.  However, the drama can quickly turn into annoyance with more experienced characters as they have larger dice pools.  It can be a pain in the arse to find fifteen d10s to roll, and having that many dice hit the table at once can break the suspension of disbelief.

And consider this, I know a player that insists on rolling each die one at a time… yeah.

The World of Darkness is also used in the creation of supernatural characters introduced in their own expansions such as Werewolf: the Forsaken, Vampire: the Requiem, and Changeling: the Lost.  These expansions provide templates that are placed upon basic World of Darkness characters.

Grognardia

No game edition is not without its zealots, and the old World of Darkness (OWoD) is not any different.  Many of the complaints found are that White Wolf has done the following:

  • Scrapped the Metaplot
  • Increased or made the Difficulty static
  • Just a re-hash to make more money
  • Watered the game down
  • Removed [insert favorite clan/tribe/merit/etc. here]

Let’s tackle the Metaplot first.  From the beginning, the World of Darkness that White Wolf envisioned is one that was plummeting quickly in a death spiral to the END.  They had actually built in an inevitable apocalypse.  The vampires had their Gehenna, the werewolves an Apocalypse, mages Ascended… I think it actually took some testicular fortitude to own up to the fate they had stitched into their games.  They actually did, they killed the WoD!

Story wise, they had really painted themselves into a corner with the Metaplot.  The Metaplot was the official background story that unfolded in the rule books and novels.  And there were very obvious inconsistencies with the story.  One problem was that the different supernatural lines were not written to be a shared world, but they eventually bled over.  Another seemed to be that no one was keeping tabs on what was written

I enjoyed the Metaplot as much as anyone else, but as creative as gamers are, do we really need one?  I think not.  Besides, if you still want to hang on to the idea of the Metaplot, create your own, modify the existing rules to fit it (name changing mostly), or keep playing the old rules.  No one is taking away your gorram rulebook!

Now on to the Difficulty of actions, or the result the die must reach (or better) to be considered a success.  In the old World of Darkness, the Difficulty was variable (usually a 6, but ranged nominally from 4-10).  I think the goal here was making the rules streamlined, but nothing is preventing a Storyteller from changing the Difficulty.

The other complaints are not really worth looking at.  If you’re pissed you can no longer play a Tzimisce, then port it over.  The mechanics should work with almost no modification.

The Verdict

4.5/5

4.5/5

The World of Darkness book has a solid, streamlined rule system as well as excellent writing.  I highly recommend this game if you are a fan of the supernatural, horror, or mystery/suspense.  I think everyone should try it once.

I love the classless point-buy advancement because it truly allows a player to customize his character.  There are caveats to classless systems however, as build trends inevitably appear.  However, with a good ST and Troupe, this shouldn’t be a factor.

I only wish they had included stuff from supplements like The Armory in this book.  The tightwad in me wants to see extra mechanics like those included in the core book so I get more for my money.

The Good

  • Streamlined rules
  • Classless advancement
  • Superb writing
  • Only need one die
  • No Metaplot

The Bad

  • Large dice pools
  • Classless advancement
  • Need more crunch in the core book
Listening to: Misfits – Collection II – Braineaters

Beast: the Ravaging – Genos

Posted by Mad Brew On October - 6 - 2008

In the World of Dark Fantasy, the monstrous Beasts gather into fierce hordes and descend upon the fringes of civilization.  The hordes send raiding parties to ravage the countryside and test the defenses of the outlying kingdoms of men, dwarves, and elves.  No one is safe.

In Beast: the Ravaging, you become the monster that every villager fears.  Your bestial instinct drives you to prove yourself in battle and reap the spoils of war.  You impose your monstrosity upon everything you see, sometimes even your allies, and the kingdoms of civilization quake in fear at your atrocities.

There are many varieties of Beasts; running the gamut from sniveling goblins to enormous giants.  Beast lorekeepers tell stories that their peoples originate from a cabal of gods that were cast from the heavens because the other gods feared their prowess.

The fallen gods were stripped of their divinity, but all their powers had been extracted.  The Fel, as they were known, were determined to restore themselves as gods once again.  Thus the Fel began raiding villages as well as cities, stealing the virgin priestesses of the enemy gods.  The gods of men, dwarves, and elves.

Only the combined might of the armies of the lesser races was strong enough to slay one of the Fel and force the remaining to retreat to the distant mountains and the caverns under them.  And with them they brought the priestesses they had taken.  Soon the priestesses submitted themselves to the Fel and birthed the mighty races of the world.

The Fel’s children, or genos in the bestial tongue, were warped by the power within their fathers’ blood, bestowing upon them a monstrous countenance.  The Beasts quickly multiplied and not even a generation of men had passed before the Fel descended upon civilization with their horde of Beasts and wrought devastation upon the world.

Satisfied with the carnage and chaos they had sown, the Fel took their most savage and powerful children and marched upon the heavens.  They left the rest of their Genos, or Beasts as man calls them, to wreak havoc on what was left of civilization, promising divinity to those who proved themselves worthy.

This was a thousand years ago.  Today the gods are still besieged by the Fel; their children slavering at the gates of heaven.  The world below has not fared any better, as civilization has never fully recovered, and the hordes still ravage the landscape.

There are six Genos, one for each of the remaining Fel.  Each Genos gains a bonus dot in an Attribute chosen from the two Attributes listed in the Bonus section of its description.  Every Genos also has an Attribute their heritage is lacking in.  Thus increasing dots in the Attribute listed in the Weakness section of the Genos’ description cost twice the amount of Experience Points it normally would.  Finally, each Genos has a unique gift inherent in their lineage.  Each Genos receives gains use of the power listed in the Boon section of its description.

Giant

Giants are the Genos of Volakar the Behemoth.  The spawn of Volakar inherited their sire’s huge mass, and tower over the races at ten to eleven feet tall.  Giants look more less like very ugly humans.  A giant usually fills the position of warlord among the hordes, orchestrating strategies and commanding units of Beasts.

Giants tend to gravitate toward the Brute and Soldier Officium because of their strength and durability.  However, despite their poor dexterity, a fair number of giants find themselves as Artillery, hurling boulders.

  • Bonus: Presence or Strength.
  • Weakness: Dexterity.
  • Boon: Enormous Size, giants have a size of 9; giants can roll 9 again on Intimidate dice pools.

Goblin

Goblins are the Genos of Kromj the Vile.  These Beasts stand about the same height as a dwarf, are devoid of hair, and have inky black, spongey skin like that of a frog.  They have long pointed ears that can be as long as a man’s forearm and also have many rows of sharp pointed teeth and sharp yellow claws.  Goblins are known to lick their claws, transferring their poisonous saliva to them.

Goblins are usually found in the Lurker or Skirmisher Officium due to their mobility.  The Controller Officia also includes its fair share of goblin warlocks.

  • Bonus: Dexterity or Intelligence.
  • Weakness: Wits.
  • Boon: Poisonous, goblin saliva is a toxin that inflicts a point of lethal damage for two rounds after a successful attack; gobins can roll 9 again on Craft dice pools.

Kobold

Kobolds are the Genos of Saladon the Hidden.  These smallish humanoids resemble dog-faced men, albeit with patches of scales.  Most Kobolds are no taller than a man’s waist, but some mongrels have interbred with humans, producing stouter offspring.

Kobold are most attuned with the Officium of Controller or Lurker due to their excellent stealth and powerful shamans.  Yet some find themselves in Artillery because of the same thing; stealth and magic.

  • Bonus: Dexterity or Wits.
  • Weakness: Resolve.
  • Boon: Shifty, once per scene a kobold may shift five feet, putting himself in a better position to attack, he gets five additional dice to his attack pool for that turn; kobolds can roll 9 again on Stealth dice pools.

Ogre

Ogres are the Genos of Kazadli the Tyrant.  The fearsome humanoids are all brutish figures standing just a head taller than a  man.  They are formidable opponents on the battlefield where their charges blast through the enemy ranks.

Ogres are very well suited to the Officium of Brute and Soldier due to the strength and prowess.  Some ogres find themselves excellent Skirmishers, making use of their charge repeatedly.

  • Bonus: Composure or Strength.
  • Weakness: Presence.
  • Boon: Charge, if an ogre is not engaged in melee combat, he may charge and opponent and on a successful attack he knocks the opponent prone and deals two additional bruised damage; ogres can roll 9 again on Athletics dice pools.

Orc

Orcs are the Genos of Marrak the Twisted.  Orcs often serve as captains in the hordes, putting their manipulation skills to use by commanding troops.  These boar-faced Beasts are a fearsome sight on the field of war when their rage overtakes them.

Orcs are endeared to the Brute and Controller Officium due to their Berserk boon and Manipulation skills, but also make good Soldiers.

  • Bonus: Manipulation or Stamina.
  • Weakness: Composure.
  • Boon: Berserk, once per scene an orc may Berserk for a number of turns equal to her stamina which allows her to ignore wound penalties and deal 1 additional lethal damage per successful attack; orcs can roll 9 again on Subterfuge dice pools.

Troll

Trolls are the Genos of Haggard the Hideous.  Trolls are slender but tall green-skinned  thugs with long arms.  They inherited their long, hooked nose and warty complexion from their progenator.  They are renowned for their ability to regenerate wounds that would normally be lethal to most mortals.

Trolls are most always Brutes or Artillery Officium, throwing  their deadly handaxes with zeal.  They can also make a fair Soldier.

  • Bonus: Resolve or Stamina.
  • Weakness: Intelligence.
  • Boon: Regeneration, trolls may spend 1 Atrocity to regenerate 1 lethal wound or 2 bruised wounds; trolls can roll 9 again on Survival dice pools.
Listening to: KMFDM – Tohuvabohu - Spit or Swallow

Noegnud – A Kobold Quest: Framework

Posted by Mad Brew On October - 4 - 2008

ChattyDM took the plunge and established the Chatty Studios site in the pursuit of his RPG Publishing goals.  He also recently had an adventure proposal accepted by Goodman Games for an upcoming anthology.

So now that Chatty has his studio going, he’s officially moved the Kobold Love project over there.  What is Kobold Love you ask?  Well head on over to Chatty Studios and find out more.  The down and dirty is that Chatty wants to prove that any system is just a means to an end, and a well done adventure can be fun using any decent rules.

He has invited anyone interested to convert his adventure idea into their system of choice, and I have picked White Wolf’s Storyteller System.  I wrote an initial article about entering the fray here.

To make this work, I need to create a Template that takes advantage of the World of Darkness core rules.  Official templates include Vampire: the Requiem, Werewolf: the Forsaken, and Promethean: the Created.  I have done some re-christening of names, but everything is still fluid.  Without further droning, here is an overview of the new template:

Beast: the Ravaging

Genos:

You may choose to add a bonus dot to one of the two Attributes listed for your Genos.  You may never have more than two dots in your Genos’ weak Attribute

  • Giant – Bonus Strength or Presence, Weak Dexterity
  • Goblin – Bonus Intelligence or Dexterity, Weak Wits
  • Kobold – Bonus Dexterity or Wits, Weak Resolve
  • Orc – Bonus Manipulation or Strength, Weak Composure
  • Ogre – Bonus Composure or Strength, Weak Presence
  • Troll – Bonus Stamina or Resolve, Weak Intelligence

Boons:

Each Genos grant special powers, or boons.  This includes the ability to roll again on a result of 9 on dice pool rolls of the associated skill.

  • Giant – Enormous Size, 9 again on Intimidate
  • Goblin – Poisonous, 9 again on Crafts
  • Kobold – Shifty, 9 again on Stealth
  • Orc – Command, 9 again on Subterfuge
  • Ogre – Charge, 9 again on Athletics
  • Troll – Regenerate, 9 again on Survival

Officium:

When Beasts gather in their hordes and march for war, they take up specific roles and join special units.  These units work in concert to ravage civilization.  A character can belong to more than one Officium but the cost of keeping your training up in more than one can become very expensive.

  • Artillery – Raining death from afar
  • Brute  - Meatshields of the monstrous hordes
  • Controller – Sowing chaos, terror and worse with magick
  • Lurker – Striking from hiding
  • Skirmisher – Using mobility to harry the enemy
  • Soldier – The key fighter of the hordes

Aptitudes:

Characters gain access to powerful advantages called Aptitudes based upon their Genos and Officium.  Each Aptitude has various powers for each dot that are purchased with experience individually.  At character creation, a Beast may choose two dots of Aptitudes to be chosen from their Genos and Officium.

Merits:

  • Elite ***** – You gain both bonus dots for your Genos

New Traits:

  • Morality – Instinct
  • Power Level – Monstrousity
  • Energy – Atrocity

This should give everyone the direction I am heading with Chatty’s open reverse dungeon trope.  This is probably more involved than most of what the other participants are doing, but I think it is worth it, besides I may use some of the developed Aptitudes in my Echelon Gaming System.  Chime in and tell me what you think!

Listening to: In Flames – Reroute to Remain – Cloud Connected

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