RollUP is a show all about character creation – exploring a host of different systems every Friday! The focus for our first few episodes has been Call of Cthulhu 7e by Chaosium. In addition to our episodes, we recommend checking out the free Quick Start PDF for more information as well as the Investigator’s Handbook.
Over the last three weeks, @LaughLoveLindy (Masks of Nyarlathotep and more) and I (@Frostfrmfire) have been working on two characters as an example of what could be made for playing in this narrative, and flexible, system. There are so many settings open so to narrow it down we took a poll and the classic 1920s of Lovecraft were chosen.
Our plot hook was simple: a rich Parisian society lady by the name of Madame du Faux has invited a number of guests to a lavish party in her home, the highlight spectacle of which will be the unwrapping of a mummy. What dark secrets will be found within?
Thanks to the help of chat and the random rolling method (p43 onwards in the handbook) we ended up with: Professor Archibald Bennett, a self-taught expert and Gillian Moore, a jewel and art thief. These two characters went to school together in London but their lives had since diverged. The invitation had the Professor searching for a plus one and Gillian ended up conveniently in Paris just in time to oblige.
Professor Bennett is a curmudgeonly fellow, old before his time who has a specific interest in the occult, his most treasured possession is a stolen artefact with a symbol he has yet to identify carved into its surface. He’s generally unkempt with barely tamed hair and a tweed suit a week past laundry day but his brain is organised, and fascinated with secrets the world. Having glimpsed a few of the dark secrets and not being of the best constitution he chooses to arm himself with a revolver. Gillian rides a motorbike and sidecar and appears to have a much more devil may care attitude to life and her work. She seeks a great prize and fortune – adventure isn’t such a bad methodology. Gillian’s prized possession is a compact which contains a hairpin lockpick, a breath mint and a very handy mirror (suitable for many occasions). Gillian has a habit of staring at things – things she desires and into space where she can imagine things she desires.
Here are some pre-gen player character sheets for Warhammer 4e so you can jump right into an adventure. All of these PCs were created by the rules stated in the book with some of them rolling random for race/class and some of them choosing their careers and races, which gave them variable amounts of XP to spend on advances. They are all legitimate by-the-book starting PCs.
Click the pictures to be taken to a link where you can download each characters sheet. The sheets used is the same one created by me on this link:
Last week I asked Twitter what kind of Dungeons & Dragons monsters I should write about. I’ve been running Out of the Abyss most of this year, so I listed a few Underdark monsters I’ve used a lot. The clear winner was oozes.
One of the big limitations of oozes is that almost all of them are slower than most player characters. Most player characters can run away from an ooze. In order for an ooze to be a problem, you’ve often got to put your player characters in a tight spot where they can’t run, such as a tight dungeon. Since most oozes can squeeze trough small cracks you could have oozes coming out of the walls to attack and then disappearing back into tiny cracks where the player characters can’t attack them. You’re kind of treating them less like a ‘monster’ and more like a dungeon hazard – something the player characters have to get past in order to get to the business end of the dungeon. Hopefully it’s going to take off a chunk of their hit points, and maybe it will even ruin some of their armor or weapons, so they’re more vulnerable when they face the boss.
When you think about it, there are actually a lot of ways villains could make use of oozes. Oozes could be used in traps. There could be a trap that drops your players into a pit full of oozes. Or a trap that drops oozes on their heads. There could be a potion bottle that actually has a tiny ooze in it.
While we’re talking about bottles of ooze, maybe your villain could be an alchemist who throws vials with oozes in them at your player characters?
If you’re running an adventure that involves a murder investigation, maybe the villain has used an ooze to clean up the evidence like a slimy Roomba?
If the villain manages to capture a prisoner and is trying to get information out of them, maybe their interrogation involves an ooze? The torture could be dipping their hand in a container of corrosive ooze. Or it could be allowing an ooze to eat away at them until they provide answers.
If the player characters are searching a dungeon for an ancient artefact, you could have them find that it’s already been found by another adventurer – maybe a rival. If they take the time to search for clues, they discover a gelatinous cube that devoured the adventurer and the artefact. If the player characters want the artefact, they’ll need to get it out of the ooze.
Oozes aren’t normally sentient, but if your adventure features an intelligent ooze you’ll need to think about how to characterise your ooze non-player character. I’d suggest portraying an ooze as lethargic but ravenous.
If the ooze has consumed a lot of people, I’d have it talking with many different voices. I might even describe the faces of the ooze’s victims appearing briefly in its shifting form.
Green Ronin Publishing is a renowned roleplaying game company with a reputation for innovative quality games since 2000. Some of their notable roleplaying game products include Dragon Age, A Song of Fire and Ice Roleplaying, and Mutants & Masterminds. The Seattle-based publisher continues to be hard at work to produce expansions to their existing properties while broadening into new systems and projects. For example, a week before Gen Con 2018, Green Ronin launched their Expanse RPG Kickstarter campaign and highlighted the release of their new Modern Age system, the contemporary-to-futuristic successor to their Fantasy Age ruleset.
It’s been a month since Gen Con, but there are still plenty of projects Green Ronin has in development, soon-to-be-released, or recently completed. These are my top picks for most anticipated projects or products, but they encompass most of Green Ronin’s product offerings.
The Expanse Roleplaying Game
This upcoming game system brings James S.A. Corey’s award-winning science-fiction novels to your tabletop. Fans of the SyFy Channel series based on the same novel series can look forward to the same fast-paced action and intrigue-filled storytelling. Using the new Modern Age ruleset, the game offers unique features such as Fortune instead of Health, Interludes for those breaks between encounters, and of course, spaceship battles. You can snag a copy of the quickstart for The Expanse RPG here.
Fancy some adventures during the Industrial Revolution? Or perhaps some urban fantasy noir game? Or maybe head into a dystopian future reminiscent of settings such as Blade Runner or Ghost in the Shell? The latest iteration and expansion to the Adventure Game Engine (AGE) now features a classless implementation through talents, focuses, and specializations. The iconic stunt system makes a return in this new high octane, fast-paced combat, a sleek new interface for a plethora of games and genres. The new system includes new mechanics for running chases, along with options to add magic and psychic powers to your games. The World of Lazurus will serve as the Modern Age‘s first campaign setting with a dystopian noir flair. Additionally, there are plans for a companion book be released sometime in late 2018 to 2019. You can take a glance at the new Modern Age ruleset with a quickstart PD here.
Dragon Age/Fantasy AGE
Fans of this video game turned tabletop game, as seen on Geek and Sundry’s Tabletop, inspired the Fantasy AGE ruleset but the folks at Green Ronin have been hard at work to produce new content for this beloved franchise. According to announcements and planned releases for both Dragon Age and Fantasy Age, longtime fans can expect several new supplements to arrive over the course of 2019. Notable products include a new “Faces of Thedas” supplement series, a rules compendium, and a campaign builders handbook. I will enjoy reading the campaign builder book, I love the AGE system and would not mind have some more ideas on crafting my campaign settings.
Mutants & Masterminds
The superhero inclined RPG system has received some cosmetic and linguistic updates in the latest edition. Green Ronin’s partnership with DC Comics produced iconic heroic stats for Superman, Batman, and Wonder Woman to name a few. At the Gen Con panel, designers announced a quickstarter’s guide to introducing new prospective players to the game, a Super Team handbook, and an “Astonishing Adventures” series as their modular adventure entry. Additionally, the game recently launched a new Basic Hero’s Handbook to present a streamlined presentation of their third edition rules, and a Rogues Gallery supplement, containing all of their iconic villains from M&M under one cover. I have not personally played Mutants & Masterminds since their 2nd Edition book sometime back in the mid-2000s and would love to read up on the changes over the past decade. The system is quite adaptable and exemplifies one of the most authentic superhero RPGs with an ample blend of mechanics to narrative design.
Freeport: the City of Adventure
Green Ronin has partnered with Drowned Monkeys Games to create a computer roleplaying game (CRPG) based on the publisher’s original campaign setting of Freeport: the City of Adventure. According to Drowned Monkeys Games, the game will feature a virtual room hosted by a virtual gamemaster on a virtual table. The entire experience is akin to a full-fledged simulation that includes “dice rolls, playing with friends, painting miniatures, dioramas, character sheets, etc. are represented in the play space.” The game is slated for release during the holiday season of 2019.
Ork! The Roleplaying Game
Longtime Green Ronin fans will recall this familiar product, Ork! The Roleplaying Game was the company’s first product released over eighteen years ago. This casual, “beer-n-pretzel” roleplaying game is chock full of wild antics that will often leave your playgroup reeling in laughs. After years of no additional releases, the company has returned to their roots and announced before Gen Con a new standalone second edition printing. The updated book is currently still on preorder at the time of this article, but if you are looking for a fun, casual antic-inlined tabletop RPG, Ork is the right game for you.
Green Ronin is undoubtedly going to be busy the rest of 2018 and well into 2019. Dungeons & Dragons fans may recall the company’s previous entries which include Sword Coast Adventurer’s Guide and in the Critical Role: Tal’ Dorei Campaign Setting. For D&D fans looking for new roleplaying games, this is an excellent opportunity to expand your horizons with a trusted company with years of experience crafting quality games.
Sometime in the early 2000’s, I entered into a world of darkness and terror, where monsters wore a human face and a great plot lurked underneath the pale moonlight. Vampire the Masquerade 5th Edition by White Wolf Entertainment brings the nostalgia of the revolutionary vampire tabletop roleplaying game to the 21st century. Since its original publication in 1991, White Wolf has published games to tell captivating stories about the horrors of the night, touching on mature content compared to the fantasy roleplaying games of yore.
What you need to know about Vampire the Masquerade 5th Edition (V5):
Storyteller Roleplaying System: a dice pool of d10s with difficulty determined by the number of successful die results (a result of 6 or above). The dice pool is usually determined by combining the dots or value in an attribute stat and skill together.
Vampire has strong themes that parallel the real world, which may contain dark and mature undertones but in a safe environment.
Updated mechanics from previous editions that offer a streamlined entry for new and veteran fans, especially fans who haven’t played a game of Vampire in many years. I love the new Hunger dice mechanics.
The Second Crusade and the Gehenna War has caused many powerful vampires to be gone, with greater danger now for the Kindred than ever before in a continually changing world. The metaplot within Vampire sets the stage for new opportunities for unique narratives within playgroups.
Players have nine clans to choose during character creation which includes the original seven clans of the Camarilla, the Caitiff, and Thin-blooded.
At Gen Con 2018, I had the opportunity to sit down with White Wolf to discuss Vampire’s changes from its previous editions, what people should expect in the new edition, and White Wolf’s plans for the future (trust me, it’s good).
Mechanically, Vampire 5th Edition sports many new options to streamline gameplay and resolution into a robust system that emphasizes story and its progression. Sure obstacles still matter, but they are no longer a detriment for narrative advancement.
For returning and new fans of the franchise, 5th edition sports some refined concepts:
While the dice still uses pools of d10s, the difficulty is defined by the number of success. Successful results are determined by any die results of 6 or more. Criticals occur for each pair of die results with a 10, which count as two successes.
Winning at a cost is a new feature, where if the rolls possess some successes, but the test fails, a player can achieve their goal, but a situation worsens. A much more narrative focused option but one that adds stakes and tension.
Checks are single d10 rolls, attempting to achieve a target number of 6 or higher. Typically used to determine any Hunger gain for the vampire.
Taking Half is one of my favorite additions to the game. As a way to reduce the number of dice rolls, Storytellers can take half for SPCs (storyteller-played characters) for rolls in contests (such as combat for example). The Storyteller takes half the value of the final dice pool, rounded down, and treats that result as successes.
Predator Types are similar to D&D 5th Edition’s background, except focused on the way your vampire character hunts for their blood. There are additional boons and flaws acquired that grant some areas of specialization and narrative opportunities.
Vampire focuses on the group dynamics with coterie creation and relationship maps, which provide an excellent tool for players to reference the overall climate of their character plots, but also as an influential tool for Storytellers to assess where to tug for story beats.
Hunger and the Hunger dice mechanic is significantly streamlined compared to older iterations, criticals and failures create new story avenues and opportunities. A much more narrative implementation compared to the mechanical presentations from earlier editions.
Disciplines offer a suite of options based on the level of investment, choosing a new power each time the vampire gains a dot in it. Characters normally have an equal number of dots and discipline powers.
One of the novel additions to the game that I love is the introduction of the loresheets, which provide a context in a character’s background and establish them as a facet of the Vampire lore and metaplot. While players should consult with their Storytellers on what loresheets are allowed, they provide a fantastic way for players to engage with the setting. The physical print sports fifteen loresheets for players and Storytellers to utilize but the digital PDF includes additional loresheet that did not make the final cut.
Additionally, the core rulebook includes advance mechanics and systems that expand on the test mechanic, explores interpretations for combat, and includes new implementations with blood and hunger.
Fun Tip: While I was at Gen Con, Karim, the lead editor for Vampire, introduced me to a novel approach for incurring Hunger. Should the vampire accrue enough damage to fill their health boxes, they gain one Hunger die. Give it a try in your game.
Some of the upcoming ventures and products from White Wolf ahead:
The upcoming Anarch and Camarilla sourcebooks are expected to be released later in the Fall of 2018 and include additional lore information with some mechanical inclusions as well.
White Wolf has partnered with Onyx Path Publishing to bring the iconic Chicago by Night setting book to the V5 system.
A new Legacy-format board game called Vampire: the Masquerade Heritage will be released in SPIEL 2019. In the game, players build a vampiric bloodline with characters to complete historical missions and battle against other clans in a chronicle that spans 700 years.
The World of Darkness – the Documentary is set to be released on Netflix, Hulu, and Amazon later in 2018. The documentary explores the history of White Wolf Entertainment, the impact Vampire had on pop culture and media, with interviews from many creators, fans, and artists who were inspired by this IP for over 25 years.
Additionally, there will be new upcoming Vampire LARP events in the coming future including one in Austin, TX in November 2018 called The Night in Question. You can find other LARP events and support at World of Darkness’ community hub.
Vampire’s 25-year legacy lives on in the latest 5th Edition and is prompted with possibly the most ambitious media resurgence that would be akin to a Second Coming. The growth of the tabletop roleplaying hobby presents a substantial audience from Vampire’s initial release in 1991. The system is accessible, the setting is vibrant, and the story is still just as dark. It almost makes me hopeful to see a Kindred: the Embraced television series reboot. Time to grab your black chain jeans and leather shirts, it’s time to return to the Masquerade.
I have created a fillable pdf character sheet for Warhammer 4th edition. I have also added a third page for nothing but notes as I find you can quickly run out of space for skills, talents, trappings, corruption and mutations and whatnot. I hope you enjoy using it!
Version 2 now live with clickable buttons that keep track of your advantage and auto fill skill blocks from your current characteristics blocks.
Please click the image below to be taken to the sheet. You can download it from there.
The wait is over and Cubicle 7 has delivered. Through some kind of sorcery they have managed to bring Warhammer into the modern age and maintain the tone and feel of the old games.
Back are the popular percentile system using D100s. In order to pass a simple skill test you have to roll equal to or below your skill level. So if you are using your Agility score of 45 to jump over an obstacle you must roll a 45 or below on a D100.
Success Levels (SL)
Previous called “degrees of success” in 2nd edition, this value has become of prime importance in calculating several important actions, such as attacks and damage. It measures the full amount of “10s” that you succeed or fail by on the dice to measure the effectiveness of your test. If your skill is 49 and you roll a 21, you have a SL of 2. If you roll again on that same skill and you roll a 95 you have a -4SL since that is a hard fail.
Gone is the “whiff” factor of 2e, where low skill players facing low skill enemies miss each other several rounds in a row. Now each attack in combat is an opposed roll between the participants. If an attacker rolls on Weapon Skill and gets a success of 2SL and you compare that to the defender who succeeds as well on a 3SL then the defender has won the round and takes no damage. This type of opposed roll comparing SLs also means that even if both parties miss, damage can still be dealt and there can be a winner of each round. While some people might have a problem with the logic of this, I am fine with it for two reasons: keeping the flow of the game swift and for the cinematic aspect of picturing the players in desperate sword fight where every move of the blade matters.
Careers make a comeback, expanding upon the much loved careers of 2e. Now instead of gaining advances on your stats through XP and moving onto an advanced career, each career has four levels and you can stay or advance as you wish. It also is a lot easier to completely change careers. Unhappy with your rat catcher and want to become a knight? You certainly can, with the GM’s permission of course. I personally would allow such a drastic advance as long as there is a good roleplaying reason for it.
Spell casting has been simplified, where instead of rolling D10s and seeing if you beat the power level of the spell’s description you now measure your Success Level on your Comprehend Languages (Magick) skill. If you know you can’t cast your spell like this you can make a Channeling Test to gather the winds of magic each turn and when your SLs match the casting number (CN) of the spell it then goes off.
The Old World of Warhammer makes its return, taking place before the “End Times” story arch and the disappointing Age of Sigmar. The rulebook focuses the attention on the social and political atmosphere of the Reikland, the capital province of the human kingdom of The Empire. This makes sense as both a limit of scope in describing the world of Warhammer to new players and as a diverse sandbox to immense players in as it provides cities, sewers, swamps, forests, rivers, mountains, farmlands, villages, and more in an area easily managed by a GM.
I imagine later they will expand upon this in future supplements but it is a good size toolbox to pull from.
Cubicle 7 have done a wonderful job with Warhammer 4e and any fan of Warhammer will be pleased. Jim Davis from WebDM sums up the new edition perfectly:
“I think it’s a worthy successor to the WFRP tradition and clearly draws inspiration from prior editions while improving upon those aspects of the game that were notorious problem areas. Everything I’ve read so far makes me want to play this game and see how it does in delivering that classic WFRP experience.” – Jim Davis
As an added bonus I have created a form fillable pdf character sheet for online use. Its a far cry from a Roll20 or Fantasy Grounds sheet with roll macros in it, but it will allow for shareable electronic character sheets.
You’ve heard it said that the mind flayers (a.k.a. illithids) once ruled the multiverse, until they were overthrown and decimated by their gith slaves. But what if I told you that they’re still in control, manipulating everything from behind the scenes?
1. Mind flayers (as presented in the Monster Manual) are too weak to have ever had a multiplanar empire.
Sure, they can use their psionics to cast dominate monster, but they can only do that once per day, and may not succeed. Even an elder brain can only cast it once per day.
2. That said, they might make smart use of guerrilla tactics.
A lone mind flayer who sneaks up on a victim to try and mind control them could planeshift away before being seen if they fail. The victim would just get a creepy feeling that something’s been probing their brain. Not empire-building material though.
3. It takes an illithid a day to make a thrall.
Volo’s Guide to Monsters says that if they have the opportunity to spend 24 hours gently mindblasting another creature, they can eventually turn that creature into a thrall. But that’s still not exactly efficient. It’s no way to rule the planes.
4. These are fake mind flayers.
I suggest that the mind flayers I’m describing are just decoys, a distraction from more powerful mind flayers who are controlling things from behind the scenes. Making the world thing that your species is weak and close to extinction would be a perfect way of hiding.
5. The illithid empire never ended.
Volo’s Guide questions how the gith could have possibly overthrown their illithid masters, pointing out that no ruins of the illithid empire can be found in the Astral Plane they ruled from. Volo’s suggestion is that they may have transported their empire into the future. Maybe the illithid empire is just moments away?
6. You just don’t remember them when they’re out of sight.
Alternatively, maybe the real mind flayers have an ability similar to the Silence from Doctor Who, meaning that anyone who sees them is unable to remember them? Maybe they’re constantly present, but never remembered?
7. Perhaps the gith never actually liberated themselves?
Maybe the mind flayers noticed that their slaves were looking for opportunities to rebel and created false memories of a revolution? Maybe they sowed conflict among the gith so they would fight amongst themselves, not realising they are still enslaved? (Volo’s Guide says that when an elder brain infiltrates someone’s mind, it can alter their perception.) My theory is that the warring gith races are actually the same, but the mind flayers give the githyanki a higher dose of testosterone.
8. There are also clues that the mind flayers still control the duergar.
Volo’s Guide talks about the mind flayers giving their slaves metal implants (eg. flensing claws). In Mordenkainen’s Tome of Foes we see that some of the duergar have new body mods. Maybe these are the result of continuing mind flayer experiments? We also see that the psionic abilities that the mindflayers gave them are continuing to develop…
A couple of months ago I ran Rrakkma!, an adventure that pits a party of gith against mind flayers, trying to stop them from enslaving the gith race again. My party of four gith ended up dying in the final stage of the adventure, and the mind flayers ended up enslaving the gith once again. This got me thinking about how it would be cool run an adventure where the rulers of the multiverse once again, and the gith have to stage another revolution. But then I thought, maybe the mind flayers would try to make the gith think they were free, while secretly pulling the puppet strings? If you wanted, you could run a campaign where everything seems normal, but players gradually figure out that the world is being secretly controlled by the mind flayers.
Long since the days when renowned smuggler and scoundrel, Han Solo graced the silver screens in the first Star Wars movies, would pop culture be dazzled by the soon-to-be-iconic trope of the space cowboy. The trope would carry on into many films, television series, and books include such notables as Firefly, Dark Matter, the Expanse, Guardians of the Galaxy, and anime series like Cowboy Bebop and Outlaw Star. The “space western” genre grew from the space opera scene and told stories of anti-heroes or heroes with attitude in a cruel, unforgiving universe. With Evil Hat Production’s open-game license of Blades in the Dark into the Forged in the Dark branding, we are presented with a unique space adventure known simply as Scum and Villainy. The title pays homage to a particular line from Star Wars: A New Hope from the late Alec Guinness’ Obi-Wan Kenobi, “Mos Eisley spaceport. You will never find a more wretched hive of scum and villainy.”
Fans of Blades in the Dark will find familiar mechanics.
Progress clocks make a return with new additions like “race against the clock” and faction clocks for those pesky rivals.
The game structure remains the same but includes new mechanics for upkeep to maintain your ship. The ship takes center stage compared to the lair from Blades.
Dice rolls and resolution remain unchanged but with twelve new actions for all the space heist high jinks.
The new things in Scum and Villainy include:
Seven new playbooks (or classes) that resemble typical sci-fi tropes such as the mechanic, the muscle, the scoundrel, and pilots. Essentially, all the critical roles from Joss Whedon’s Firefly if you wanted to be specific.
Armor to reduce to nearly lethal consequences.
The Way is the mystical energy that acts like magical ley-lines across the galaxy. What’s a space opera without some supernatural force that no one can explain? Did I mention there are cults for it too?
What’s a crew without their main attraction, the ship? Unlike the crew’s lair in Blades, in Scum and Villainy, the ship is a character too and requires upkeep to stay functional for your band of scoundrels to make their heists.
Rules for science and the strange mystic forces that bind the universe together. Everything from advanced tech, to elusive precursor races, and even the mystical Way.
Androids and drones. Sadly, you cannot be an Urbot character, but maybe in a future installment?
Speaking of advanced technology, crafting has a more significant role as a downtime activity. In many sci-fi series, you will always find someone tinkering away on a new device or modifying an existing one.
Is there honor among thieves? In Scum and Villainy, there are some added suggestions for crafting your trust mechanics along with tips for those massive spaceship battles.
Pre-orders for hardcover copies of Scum and Villainy are already underway with an expected shipping date in early August around the time of GenCon. Due to Evil Hat Production’s PDF purchase policy (something several indie publishers have started the practice), anyone who pre-orders the rulebook gets immediate access to the digital PDF so you can start playing right away. I adore this practice, and if you’re interested in Blades in the Dark, you can read the Forged in the Dark SRD and start your adventures with your motley crew of scoundrels and heathens trying to make a name for yourselves.
Gnome is one of my favourite Dungeons & Dragons races. I’ve played a gnome druid in a couple of one-shots, and I played as a gnome warlock in a Planescape mini-campaign.
Actually, I think everyone likes gnomes because the group I dungeon master for has had three gnome player characters as well as a number of svirfneblin (deep gnome) non-player companions.
I’ve made a list of Gnine Gnomes your Game Gneeds, so now everyone gets a gnome. You could use these as concepts for player characters or DMPCs non-player characters.
1. The gnome who always talks to animals.
This gnome prefers the company of small forest creatures over other humanoids. If you choose the forest gnome subrace, you automatically gain the ability to talk to small animals, so it wouldn’t matter what class you choose. However, I reckon it would make the most sense for this character to be a druid, ranger or barbarian.
2. The gnome who is always making contraptions.
This gnome is always working on a new invention during downtime. Rock gnomes can make a few simple mechanical devices. If your group is okay with it, I would suggest choosing a spellcasting class and re-flavouring each spell as a contraption. Invisible servant becomes an automaton, mage hand becomes go-go-gadget-hand, et cetera.
3. The gnome with the golden gun.
Because why the hell gnot? Actually, check if your group is okay with this one too, because, let’s face it, guns could really break the mood of some games. You could use the gunsmith subclass from the artificer playtest material or you could use Matt Mercer’s gunslinger class. I let one of my players go with the gunsmith, but maybe I shouldn’t have. If you do manage to convince everyone this is okay, I’d highly recommend saying that the gun is encrusted in gems and shoots slugs.
4. The thief who is just a little bit magical.
Choose the forest gnome for their ability to cast minor illusion. Another other option is to go svirf and choose the svirf magic feat. With either of these options, you can work your way up to a level 20 rogue (a.k.a. super sneaky boi) who is also just a little bit magical.
5. The gnome with a silly gname.
Gnomes often have ridiculously long, funny-sounding names. When you’re making your character, ask everyone in your life to put a few words into a hat. Pull a few out in a random order and stick them together to make your gnomish gname. Everyone is going to love Spongespindle Wafflebadger.
6. The gnome who likes to do jokes and pranks.
I think either a rogue with the arcane trickster subclass or an illusionist wizard would lend itself to gnomish mischief.
7. The gnome sculptor.
This gnome is a bard from the college of whispers, who sculpts small, grotesque effigies of others in order to mess with their minds, playing on every insecurity.
8. The gnome who the rest of the party doesn’t know about.
This character is probably a svirfneblin rogue using the svirfneblin magic feat. This gnome might be secretly following the party in order to protect them and keep them out of trouble. Or they might be stalking them, looking for the perfect moment for an ambush.
9. The gnome who makes traps.
If the rest of your group is okay with it, you could choose a spellcasting class and reflavour some spells (eg. acid splash, poison spray, web) to represent traps.
Cubicle 7’s release of the next installment of the popular Warhammer Fantasy Roleplaying Game is imminent and we over here at Encounter Roleplay couldn’t be more excited. Warhammer’s grim and dark fantasy world of survival and corruption holds a special place in our hearts.
Here is why we are excited:
They are keeping a lot of the things that make the game great
The D100 percentile system returns as well as the recognizable Warhammer stat block. This is a very well rounded and well-thought-out block that served the previous editions well for decades.
Careers are also making a comeback as they are one of the most unique things about Warhammer RPG. They help immerse the player in the world and allow for more nuanced character choices.
She is lucky her GM lets her pick instead of roll
They are making smart changes to the stat block
Something new is the addition of a “dexterity” stat. This is to stand out from “agility” which is general acrobatics and ability to move and dodge quickly, while dexterity is more about meticulous and delicate work with the hands, like lock picking or jewelry crafting.
This is an agility check and not dexterity
Combat is more interactive
Combat in previous editions of Warhammer was brutal and very tactical, but suffered from several problems, the biggest of which was both players and enemies missing round after round.
To alleviate this Cubicle 7 has created the “advantage” system, which lets the combatant gain bonuses to their rolls, and by making a single attack action opposing rolls between both combatants. In a round of combat attacker and defender both roll against weapon skill and measure success. If attacker wins he does damage and gains advantage, if defender wins no damage is done and he gains advantage.
Artist’s depiction of 2nd edition combat encounter
GMs have more freedom on resolving player actions and rolls
The designers have created 3 separate ways to help keep the pace of the game up while allowing for complexity of action.
Sometimes the best way to resolve an action with a possibility of failure is to just roll and see if you make it or not.
That’s a fail
Degrees of failure/success
Things such as climbing a rope on a tower, if you fail do you fall? Or rather how far do you fall? If you succeed do you simply make it to the top or do you make it up so quick you can gain a surprise attack on the wizard at the top?
When you make a low roll on a D100
Need to make a 4 ft jump? Do you have both legs? Okay you pass, no need to get dice involved here.
mom get the camera
I think Cubicle 7 have nailed the sweet spot of keeping the spirit of the popular older editions while making important updates to the ruleset that make things a bit smoother to play.
I am incredibly excited for my character to be burned at the stake for religious heresy and thank you to Cubicle 7 for bringing the game I love into the modern age.
It’s an unending war between two cosmic races… who are exactly the same. You may tell me that the githyanki are chaotic evil raiders from the Astral Plane, totally different from the lawful neutral githzerai monks of Limbo, but just how different are they?
1. The githyanki and the githzerai are both descended from the slaves of mind flayers. (They parted ways soon after they freed themselves.)
2. Both the githyanki and the githzerai are focussed on hunting down the remaining mind flayers.
3. Mind flayers are about the only thing they hate more than each other.
4. Both races have psionic abilities that they received from their former masters.
5. Each of the gith races is ruled by an ancient, powerful figure – an ancestral hero from the war against the mind flayers.
6. In both cases, the leader is so ancient that it’s not entirely clear whether they are alive or dead.
7. In both cases, the leader’s immense age means that they’re dependent on their followers.
8. Both races expect the return of a long-departed hero – a kind of gith Jesus.
9. Both believe in a promise of paradise in the afterlife.
If you are using the gith races in your adventure, you should do everything you can to show how ridiculously similar they are to each other, but how much they hate each other all the same.
One of the ways that the two races are differentiated in Mordenkainen’s Tome of Foes is in the way their leaders are portrayed. Both are depicted straddling the boundary between life and death. It’s suggested that Vlaakith, tyrant of the githyanki, is actually consuming the souls of those who’ve ‘ascended’ to paradise. Menyar-Ag, leader of the githzerai, is portrayed as an ancient master whose psionic strength keeps him vital as his decrepit body withers away. He’s dependent on his disciples to care for his physical body. I would suggest finding ways to give the impression that Menyar-Ag is no different to his githyanki counterpart, and that he may also be consuming the souls of his followers. (It doesn’t have to be solid evidence, just enough to make your players suspicious.)
This would also muddy up the alignment of the githzerai, suggesting that their leader, if not the race in general, is actually evil. You could also suggest that their lawful nature is just a facade. Maybe their practice of stabilising Limbo is a metaphor for the stabilisation of their own chaotic nature? Every now and then, you could have a githzerai’s calm exterior crack, revealing the chaos that lies within.
Think of these two races as sects of the same religion, who have a violent disagreement about how many celestials can dance on the head of a pin. It’s a darkly comical way of saying that we may be just the same as the people who go to war against.
If you want to learn more about the gith, pick up a copy of Mordenkainen’s Tome of Foes.