Tuesday, May 20, 2014

Gharial lizard man

Dwarven Golem Armor

A Golem with a dwarf pilot sitting in it. When the pilot is out, the golem can still follow orders.
I guess that some of them can talk.

Wednesday, May 14, 2014

Troubleshooter sandbox.

Notes for creating a sandbox about solving problems for NPCs.

How it work:
  • Every NPC that the group encounter have a problems that need to be solved.
  • NPC are linked to factions.
  • Problems affect the game world by creating assets and hindrances (they kind of work like tags).
  • The PCs get XP for solving problems (and other rewards).
The PNJ attitude toward the problem:
1-4. Active: the PNJ actively seek help.
5-6. Passive: the PNJ don't seek help, but the problem is obvious. 
7. Secretive: the PNJ hide his problem and want it to remain secret. 
8. Closed: the PNJ is "locked" and will trust the PC only once some condition or test is meet. 

The situation is:
1-5. Stable: the problem don't risk of resolving itself or getting worst.
6-7. Unstable: at the end of each session there 1 chance on a d6 that the problem is negatively resolved.
8. Very unstable: at the end of each session there 2 chance on a d6 that the problem is negatively resolved. (and the chances augment by 1 for each sessions).

The problem is about:
  1. A ally individual character or creature.
  2. A enemy individual character or creature.
  3. A neutral individual character or creature.
  4. A ally faction, group or creatures.
  5. A enemy faction, group or creatures.
  6. A neutral faction, group or creatures.
  7. A material resource, gear or tools (can be about money or debt).  
  8. A location.
  9. Lore, skill or information. 
  10. A magic item, device, curse or creature. 
  11. Reputation, morale or a psychological trait.
  12. A special event, project or expedition. 

STABLE problems award a ASSET if they are positively resolved.
UNSTABLE problems create a HINDRANCE when they are negatively resolved.

  1. Gain a individual ally character or creature.
  2. Make a alliance with a faction or group of creatures.
  3. Gain, access or control material resources, gear or tools (can be money). 
  4. Gain, access or control a useful location.
  5. Gain a useful lore, skill or information. 
  6. Gain a magic item, device, blessing or creature. 
  7. Gain a useful reputation or a positive psychological trait (may affect the morale of the troops).
  8. Loose a hindrance OR remove a enemy asset OR add a enemy hindrance.
  1. Gain a individual enemy character or creature.
  2. Enter in conflict with a faction or group of creatures.
  3. Suffer from a material or economic resource scarcity (can be a debt).
  4. Gain a hindering location.
  5. Gain a inaccurate lore, skill or information. 
  6. Gain a curse or a cursed magic item, device or creature. 
  7. Gain a negative reputation or a negative psychological trait (may affect the morale of the troops).
  8. Loose a asset OR remove a enemy hindrance OR add a enemy asset.

Assets and Hindrances mainly work like tags that color factions or NPCs.
Naturally they also affect the setting.

Once by session one faction may attempt to achieve something.
To see if it succeed roll 2d6 and add or remove 1 point for any relevant asset or hindrance.
If the PCs help, their actions count as a asset or a hindrance (depending if they are successful or if they badly fail).

2. The action miserably fail and the faction loose a asset or gain a hindrance.
3-5. The action fail.
6-8. The action is not resolved. The faction can make a new attempt later with a +1 bonus.
9-11. The action succeed.
12. The action succeed and the faction can attempt a extra second action.

If a other faction oppose the action, add or remove 1 point for any relevant asset or hindrance of the opposing faction.

A newly established faction start with 1 asset and 1 hindrance. If you want, you can add or remove one asset or hindrance to represent the starting faction influence or situation.

Saturday, May 3, 2014

Unstable dungeon

Just a multiple copy-paste of a bad attempt at drawing a dungeon.