#AgeOfBlood

#AgeOfBlood

#AgeOfBlood

I’m back with another preview! This one is super text-heavy, so I broke it up with a bit of art as well.

First up is an Action preview (Marshal) and some notes on Heritages in the Age of Blood setting, followed by 3 of the currently 8 playbooks as they stand for the upcoming roll20 playtest with my BitD group.

The Captain has always been an important playbook to make work for me because it was something I really wanted in the setting, but I struggled with it for a long time. Part of this stems from the ‘problem’ of Command.

On it’s own it is fine but I wanted to wrap up some concepts I had for making a strategist, logistical mind, and military leader archetype work. The action name of “Marshal” was suggested to me by the preview materials for Dylan Green’s Blades Against Darkness hack. I hope you forgive me Dylan! The Captain’s playbook ability, Band of Brothers, was inspired by one of the Iruvian playbooks (Faris), which was made by Johnstone Metzger. It wasn’t until I had both of those things in place that I actually felt really good about the Captain.

Next up is the Slayer, which is the oldest playbook in Age of Blood and one of the first things I wrote for this setting about a dozen years ago back when this was a lonely text document for a homebrew DnD setting that never took off. It doesn’t look much like it once did, but this playbook still wears the influences of Geralt of Rivera and the Belmont family on it’s sleeves. I boiled the concept down slightly to make it work for a few more warrior concepts, since this is the Cutter-replacement of the setting.

Finally is the Hunter. Not much to say about him, it’s very much one of those self-evidently necessary playbooks for the setting. One of the things you might notice is that the slice of special abilities these guys all draw from are “Military”, which is a big 15 item list universal to them all (the examples on the playbooks are just from the sample templates offered to each). As the various Training abilities hint at, there is also a Religious list, a Tribal list, and, uh, 3 Occult lists (we’ll get to those later).

For Age of Blood I wanted to reign in the wild possibility space of Veteran playbook advances just a bit, partially because there are a real metric ton of SAs in this hack (at current count around 60) and narrowing the possibility space to prevent death by analysis paralysis feels useful. In addition, I tend to like at least somewhat focused thematic character archetypes (just choose 2 pie slices and be done with it, gosh) and the touchstones of this game have often been somewhat dogmatic about the silly concept of “multi-classing”. The universality of the 12 actions deeply undercuts the distinction between warriors, wizards, and the like in this setting but this is still a gentle nod to that. We’ll see if the “Training” abilities survive in playtesting or if they fade away to be replaced by the simplicity of Veteran advances.

#AgeOfBlood

#AgeOfBlood

#AgeOfBlood

Some preview art and material for my own take on a dark fantasy hack of BitD. The goal is to to explore questions of survival and sanity on the wild ruined frontier of a declining kingdom. This isn’t exactly “Low Fantasy”, as powerful inhuman entities most definitely exist and can be invoked directly by the players for fantastic ‘wizard-like’ effects (see the Channel action). It is Dark however, as the consequences of such activity are unpredictable, dangerous, and socially-verboten. Very literal Goetic demons tempting humans for power at a price are a lynchpin of the setting.

This preview homes in on a few of the Actions which have changed. One of the things I loved about Blades is the way that Consort, Sway, and Command (and a host of other possible secondary actions like Study and Finesse) interacted to create unique and nuanced ways for each scoundrel to approach social situations. It really says something about a character when they choose to Command their way to attention in a social scenario, vs. Swaying others or Consorting.

One of the goals in AoB was to pivot the Action list to create interesting options for the players in combat scenarios to express character in a similar way. Age of Blood has to have a defined space for a “Dungeon Crawl”-style Expedition (replacing Heists) and a lot of that will boil down to vanquishing adversaries, which needs to be a similarly nuanced space for freedom of expression through a character. There are a number of other systemic hurdles to help home in on the thematic goals here (corruption, supplies and provisioning, camping, loot as reward system, etc.) but I’ll cover all of that in another preview.

Hi all! I’m hoping for some opinion and critiques on a system I’m working on.

Hi all! I’m hoping for some opinion and critiques on a system I’m working on.

Hi all! I’m hoping for some opinion and critiques on a system I’m working on.

This is in the context of (yet another!) dark fantasy Blades in the Dark hack. The sub-system at play here is ‘Conditions’. Here’s the current text below, which will be followed up by some design notes:

“Conditions are generally harmful circumstances (they can occasionally be beneficial) that befall the characters, but which are short of actual Harm. Some conditions may lead to Harm if they are not dealt with (for example, Burning or Acid) but they exist separate to the Harm track for PCs.

Why even have conditions? Pragmatically, they allow the GM to model a variety of dangerous repercussions from enemy action that do not simply translate to “Add a Level of Harm to your character’s sheet.” They help formalize a collection of circumstances that in Blades in the Dark would normally fall under various other umbrellas like Harm, Complications, or Worsening Position. Since Conditions are more transitory then Harm the PCs may be less compelled to throw Resistance rolls at them. All of this is important to Age of Blood because it gives the GM a way to slow down the otherwise frantic pace of adding up Harm and Stress from enemy consequences that the Players would otherwise incur, as well as helping to represent insidious foes whose threats go beyond mere bodily injury or mental fright.

When a character is suffering from a condition, one of their allies may wish to help, or they may devote an action to ridding themselves of it. Such actions typically fall under Tinker or Wyrd. A success on such action clears one or more conditions, while complications can include causing the helping actor to suffer the Condition they were clearing or making a target of themselves by lowering their guard for the sake of altruism.

A list of common conditions is below. Any condition can be applied along with the [Limited] tag, meaning that it only applies long enough to take full effect once before being removed automatically. It is possible that some terribly powerful adversaries may give [Locked] conditions, which cannot be removed outside of Downtime (they can still fade from a [Limited] tag native to the condition). Otherwise, all conditions last until Action is taken to remove them, or until the party finds a break in the action and is able to catch their breath and recuperate (allow them to clear any Conditions they were suffering from).

Burn / Acid / Bleed – When the afflicted character completes an entire Action Roll cycle while under this effect, roll 1d6. On a 1-2, they mark Level 1 Harm. Identical versions of these conditions cannot normally be stacked. If [Limited], these conditions persist until they roll a 1-2 for the first time.

Despair – The afflicted character is suffering from a supernatural sense of dread and has their mental defenses lowered. They take -1 die to any Resolve Resistance rolls.

Slowed – The afflicted character is tripped up, hamstrung, or chilled and has difficulty changing position on the battlefield. If using the Terrain optional rules, they may not relocate to another Zone unless they forgo taking an Action when it is their opportunity.

Entangled – The afflicted character’s limbs are restrained or frozen in place. They are Slowed for the duration of this condition, and also take -1 die to any Prowess Resistance rolls.

Blinded – The afflicted character has difficulty perceiving their environment. They reduce any Action rolls they take by 1 die. This can combine with Harm penalties!

Dazed – The afflicted character has difficulty bringing their faculties to bear. They take -1 die to All Resistance rolls.

Weakened – The afflicted character is unable to put their full weight behind their actions. They suffer -1 Effect on their Action rolls. This can combine with Harm penalties!

Cursed – The afflicted character has been hexed by a malign force or is suffering judgement from a wrathful deity. After they perform an Action roll, the GM may choose any 1 die they rolled and turn it to the opposite face (a 6 becomes a 1, a 5 becomes a 2, and a 4 becomes a 3). This condition is always [Limited], fading after it is invoked.

Stunned – The afflicted character cannot do anything the next time they would have an opportunity to act. This condition is always [Limited]. At the GM’s discretion, when the [Limited] effect triggers to remove Stunned, one adversary in a suitable position also inflicts a Consequence on the character (they may Resist or be Protected by an ally as normal).

Blessed – The character has been booned by friendly spirits or is a conduit for a benevolent deity. After they perform an Action roll, the Player may choose any 1 die they rolled and turn it to the opposite face (a 1 becomes a 6, a 2 becomes a 5, and a 3 becomes a 4). This condition is always [Limited], fading after it is invoked.

Empowered – The character has been strengthened by an invigorating surge. They gain +1 Effect to their actions.”

As you can see, the list of Conditions got somewhat inflated and I may try to chop back some of the more redundant types. The justification of the system is to slow down the Harm Spiral of BitD while also giving some useful texture/flavor to different enemy types (this is a combat-heavy hack).

As my hack text above alludes to, you could very easily just work within the existing Consequence framework to do a lot of this stuff, in particular Consequence Clocks and the trusty “Worse Position” repercussion. However with Position that’s not a very granular dial to turn (there are only 3 positions after all) and I want to cut down some of the mechanical reliance on Clocks (I already have a Clock sub-system that emphasizes tracking of environmental factors and enemy patrols/reinforcements).

Much like the unique game-state of being ‘knocked down’ in Street Fighter, the idea is to create a transitory handicap state that emphasizes wrestling with hard decisions on the part of the players. Thoughts and Critiques?

I made some Roll20 clock assets and thought I’d share, these ones inspired by the Faction Clocks displayed in the…

I made some Roll20 clock assets and thought I’d share, these ones inspired by the Faction Clocks displayed in the…

I made some Roll20 clock assets and thought I’d share, these ones inspired by the Faction Clocks displayed in the faction plates for Scum & Villainy. Right now it has an 8 and 10 clock as well as two color variations on a 6 clock. Enjoy!

https://drive.google.com/open?id=0B9cCuvRxFxWUbHZKN1R0OURSRXc

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s…

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s…

As I was preparing for tonight’s roll20 session I briefly forgot that I was GM and wondered what sort of madman’s newspaper clipping room I’d wandered into.

Alternate Title: I SURE HOPE YOU LIKE CLOCKS