Sunday, November 30, 2008

Plush, Power & Plunder: NPC Stats - Hospital

You find descriptions of the characters in the Plüsch, Power und Plunder Hospital adventure.



NPC stats for Plush, Power & Plunder - Hospital as PDF

Here all the stats are repeated as plaint text:

Victims
IQ 6 (30)
Cou 6 (30)
Str 6 (30)
Agi 6 (30)

Cutie Points 5
Plush Points 9
Plushdurance 20
$ 0

Fight 30%/6+1d6


Minions
IQ 5 (25)
Cou 8 (40)
Str 8 (40)
Agi 6 (30)

Cutie Points 9
Plush Points 15
Plushdurance 60
$ 200

Fight 60%/8+1d6+2 (spoons and forks)

Robbing Plushdurance 70%


Elite followers
IQ 5 (25)
Cou 10(50)
Str 12(60)
Agi 9 (45)

Cutie Points 9
Plush Points 30
Plushdurance 80
$ 200

Fight 90%/12+2d6+2 (knifes)


Brainy guys (The Pin, The Brain, The Prophet)

IQ 12(60)
Cou 9(45)
Str 8(40)
Agi 6(30)

Cutie Points 15
Plush Points 25
Plushdurance 80
$ 400

Fight 70%/8+2d6+2 (knifes)
Shoot 85%/11+3d6+3 (glue)


Cat
IQ 4(20)
Cou 15(75)
Str 16(80)
Agi 14(70)

Cutie Points -
Plush Points 40 (Hit Points)
Plushdurance 80
$ 0

Fight 110%/16+3d6+3 (claws&teeth)


Sick Kids
IQ 12(60)
Cou 8(40)
Str 18(90)
Agi 11(55)

Cutie Points -
Plush Points 50 (Hit Points)
Plushdurance 80
$ -

Fight 55%/18+1d6 (fist) House rule: Human attacks against small creatures are always agility based
Shoot 55%/11+2d6+1 (CDs, etc.)


Grown Up Stompers
IQ 12(60)
Cou 7(35)
Str 22(110)
Agi 11(55)

Cutie Points -
Plush Points 100 (Hit Points)
Plushdurance 100
$ -

Fight 55%/22+1d6 (fist) House rule: Human attacks against small creatures are always agility based
Shoot 55%/11+2d6+1 (CDs, etc.)

Saturday, November 29, 2008

English language Plüsch, Power & Plunder Character Sheet

This is my cheap and dirty translated character sheet for Plush, Power and Plunder.

Here you find straight access to the Google Spreadsheet PP&P character sheet version. Just click the Printer icon and a PDF will be generated in real time for you to save.



Here you also find the PDF English language Plüsch, Power & Plunder Character Sheet.

Plush, Power, Plunder - Rule notes and House rules

Character Creation

House rule: The player can roll his stats or take 3 on all of them.

Basic Stat x5 = Roll Stat

House Rule: Basic Stat x7 = Roll Stat [Should make beginner characters fail less in One Shot]


Skill Checks

Spending 1 point of Plushdurance adds 2 to the dice result.
Spending 1 Plush Point also add 2. You can only use that in body stuff though.

You are elegant if you are 20 points below the expected roll.

If you are able to pull of a skill use you have to spend the ammount of Plushdurance points written next to it.
You loose half the Plushdurance points, if you fail the roll.


Combat

Highest Courage creature acts first.

1 defense / round.

Distance:
Attacker's (Weapon Damage + Agility Base) - Defender's Strength Base

House Rule: The defender can use his weapon to block and adds it to the his definding score.

Melee:
Attacker's (Weapon Damage + Strength Base) - Defender's (Weapon Damage + Strength Base)
The defender causes damage if the result is negative!

House rule: Disarm: If attacker has no weapon, he is able to grab the opponents weapon if he causes any damage. Both roll strengths as soon as one fails and the other one succeeds in the same round, the winner has the weapon.

Multiple opponents: against the 3rd attacker (and 4th, 5th, etc.) you can't add your weapon damage when checking for damage.


Damage and Regaining Power

If you loose all your Plush Points you are KO for 2d6 minutes. After waking up, you have regained 5 Plush Points.
Further attacks remove 1 Cutie Points. You also loose 1 Cutie Point if go KO 3 times the same day.

Resting 8 hours restores all your Plush Points and your Plushdurance.

Only the Seamstress can restore 1 Cutie Point per treatment.

Friday, November 28, 2008

Wizards of the Coast's Dungeons & Dragons PDFs

All the free Dungeons & Dragons PDFs Wizards of the Coast offers.

Here are the free 4th edition Dungeons and Dragons 1st level sample character PDFs:

Dwarf Fighter (Martial Defender)
Dragonborn Paladin (Divine Defender)
Half-Elf Cleric (Divine Leader)
Halfling Rogue (Martial Striker)
Human Wizard (Arcane Controller)
Tiefling Warlord (Martial Leader)

Setting specific:
Longtooth Shifter Cleric (Divine Leader)
Warforged Paladin (Divine Defender)

D&D 4th Edition Errata at wizards.com:

Player's Handbook 4th Errata
Dungeon Master's Guide 4th Errata
Monster Manual 4th Errata

Plush, Power and Plunder - The English translation

Here we go with the translations from German I have chosen for the different game terms of Plüsch, Power and Plunder. I did not change the order to be alphabetic in English as the way it is, it will be easier to find it in the German language rule book.


IQ (Intelligenz)
Courage (Mut)
Strength (Stärke)
Agility (Geschicklichkeit)

Cutie Points (Knuddelwert)
Plush Points (Plüschpunkte)
Plushdurance (Pfriemelpunkte)
Wollworth $ (Wollworther Dukaten)
Weight Capacity (Tragkraft)

Rolling* 4
Ventriloquism 5
Persuasion 5
Berserk 5
Chemistry 9
Electronics 9
Drive Toy Vehicles 5
Trap Building 4
Shooting and Throwing 8
Dexterity (Finger stuff) 5
Fly* 10
Language, Additional 5
Bouncing Ball* 5
Growing Hair (and loosing it)* 4
Hacking 8
Healing 1/Plushpoint; 5
Smashing Weapons
Jump High 4
Hypnosis 10
Detachable Eye* 10
[Magic*]
Mechanics 9
Knowledge of Human Nature 8
Night Vision 6
Robbing Plushdurance* 5
Brawling 8
Ride Animal 4
Acting 5
Stealth 5
Pick Locks 5
Fine Arts 5
Reading (automatic with IQ 8) 7
Skateboarding 5
Swim 15
Ropes 5
Jump: Landing and Wide 4
Tracking 6
Pole Jumping 5
Pointed and Sharp Weapons 8
Camouflage 4
Climb Stairs 6
Open doors 6
Defense 6
[Voom-Ua*]

Skills with * can be only used, if studied. All others can be used with 10% chance of success by anyone.

Tuesday, November 25, 2008

Free Savage Worlds Character Cards PDF Files (PDFs)

Here you find the free download of the Savage Worlds Character Cards as A4 pdf files.

There is the GM (Gamemaster) overview pdf for people who want to keep the info on an A4 sheet

and the Cut and Fold pdf for those who prefer to use real credit card sized cards and are not into using glue.

If you want to know how to fill those up, just check my blogpost with stat examples.

Here are the links to the free PDF files:

(Sorry, PDF links are broken at the moment, but have a look at the bottom of the post, for alternatives!)

Savage Worlds Cut and Fold Character Cards PDFs in A4 format

Savage Worlds GM Overview Character Cards PDFs in A4 format


I have to admit, I have to find the pdfs somewhere on a external hard disk. In mean time, you could use these:
Savage Worlds Mini Character Sheets

And those look far better than mine, although they are in German:

Savage Worls Stat Block Cards (pdf)


Sunday, November 23, 2008

Savage Worlds Character Cards (Mini Character Sheets)

After I created them in 2005, it is finally about time I make them public.

First I show you an example of a filled out Combat Card.
The front has all stats important for combat:

If you wonder what the different symbols and numbers mean exactly, here is the legend:

On the back you find the basic Attributes as well as the most important 10 Skills, Edges and Attributes. You can add modifiers from Edges or Charisma right behind the skill, if you want.


And here are finally the blank jpgs. Downloading the A4 pdfs for printing probably will be more comfortable.


Here you find the free download of the Savage Worlds Character Cards as A4 pdf files.

Saturday, November 22, 2008

I am an Instigator

I know it at least since I read the D&D 4th Edition Dungeon Master's Guide in June, but now that I found the text online, I can share it with my coplayers.

I love being an Instigator - with capital "I". :)

Instigator
An instigator enjoys making things happen. She has no patience for careful planning or deliberation. She’ll open an obviously trapped chest “just to see what happens.” She provokes authority figures and opens dungeon doors to bring more monsters into an already difficult fight. The instigator loves the vicarious thrill taking enormous risks and sometimes just making bad choices.
The instigator can be disruptive, but she can also be a lot of fun for the other players. Things rarely grind to a halt with an instigator in the group, and the stories that get retold after the game session often revolve around whatever crazy thing the instigator did this week.

AN INSTIGATOR:
Likes to make things happen.
Takes crazy risks and makes deliberately bad choices.
Thrives in combat and dislikes having nothing to do.
Takes decisive action when things grind to a halt.


As a teenage GM I hated my brother to be an instigator though.

Thursday, November 20, 2008

Klaudia Wisch - Minigolf Journalist



Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Fighting d4, Guts d4, Intimidation d6, Investigation d6, Persuasion d6, Notice d6, Shooting d4, Stealth d4, Streetwise d4, Swimming d4, Taunt d6, Tracking d4
Charisma: 0; Pace: 6+d6; Parry: 4; Toughness: 5
Hindrances: Habit (Smoking); Anemic, Stubborn
Edges: Strong Willed (+2 Intimidate, +2 Taunt)
Gear: Minigolf Club; AK-47; Laptop; 50$
Miss Wisch is a 26 years old Austrian journalist with a love for cigarettes and minigolf. She is a strong willed allrounder and has read the Zombie Survival Guide. She also speaks some Russian. She is in charge of a cat called Ivan Jasper and a boy friend called Nickel Peck. He helps her to download everything.

Disclaimer: This is not Claudia Zettel!

Tuesday, November 18, 2008

Plüsch, Power und Plunder: Hospital

I plan a one shot adventure and have the following basic idea:

The stuffed toy player characters all belong to the same kid (Peter) and are taken together with him/her from kinderzimmer paradise to hospital. In the children's department of hospital you have plenty of plush bullying and plushtrique going on. There are a lot of rooms and each has it's own power structure which is interwoven with the rest.
And there are the carts of the cleaning ladies and the mysterious freight elevators to cleaning powder purgatory and/or trash land. Maybe even some mice...
Actually this sounds pretty Foucault and I will also add some noirish elements, as noir was my first idea.

Locations:



Above the steerages of the children's department, the Plushies (my translation of "Plüschis"), have their hide out. The room structure is the same as below, as this is an old building (19th century).

A hoist takes you down to the washing basement, but there is also a pipe slide.

Only 2 minions of the Pin have the keys - and obviously the nurses (in the nurse room. (At night there is only one for the whole department.)

Washing basement also has steerages and is overseen by the Brain with 1d6 minions and the more outsider spider Shelob.

Player Handout Map:


Note that the hoist and pipe were moved around the corner on the player handout map and that you should probably use this version.

Player Handout Map for Plush, Power & Plunder Hospital as PDF

Important NPCs:

First encounters:
Plush robot (from kid who arrived one day earlier) Dusk who is beaten up and later on turns washing powder addicted
+ Plush smurfette with similar fate

The Kingpin - short the Pin: he is the ruler of the hospital and hides in a crack of the wall in the boiler room. His minions run the business for him. Plush lemur mouse
His bodyguard are 3 plush pandas - masters of Voom-Ua. 3 plush pandas

The 2 Elevator Sentries: beefy minions of the Kingpin.
A big plush spider named Shelob is guarding the basement elevator door. Plush spider picture
The pipe and upper door are guarded by "the Thing" an imposing green monster. That scratches the ceiling when walking around. Green plush monster picture

The Brain - plus gamepad - that oversees drug mixing in washing basement

The Prophet, who talks about hope and the kinderzimmer paradise. Plush beaver

Big Stompers (aka humans): 4 nurses and a doctor during the day; only one nurse during the night; the night nurse brings to security guys, in case she gets scarred by strange noises... Random kids

Ivan Jasper, the cat. A neutered psycho tomcat that is held in the children's department to cheer up the kids and has it's own cat room.

Random Encounter Tables


All encounters should make notice rolls, if they see the PC Plushies - hard ones if the plushies are cautious.
After each encounter there is a 80% chance that nothing happens long enough, that the PCs can sneak by.

By-standers:
Plush organs
Plush microbes
Plush roadkill

Plush skeleton girl

Side plots: the Pin wants to poison Peter, so that the PCs have no way back to kinderzimmer paradise

Stats:



NPC stats for Plush, Power & Plunder - Hospital as PDF

Sunday, November 16, 2008

My Setting Ideas

Beacon Star (working title) - Contemporariy PCs find a space ship and are let loose on the world with this high technology. A game about social change and space exploration. (Could also work as Primetime Adventures game...)
Tearsworld Tyrsworld Treenewelt - Kitchensink Setting on a world that is bound to the 19 Earths
Castle Torswald - German based Torchwood rip off that has magic instead of scifi back ground
Toy Brigade - Savage Worlds of living toys in the world of now; inspired by Plüsch, Power and Plunder

My PBeM characters

PBeM means obviously Play By eMail. From 1997 until 2005 this was my main playing mode. I was running a lot of games as GM. This here is a list of characters I played, when being in someone else's game.

The characters are obviously all inactive.

Sintflut - Growing Liquid Nun Super Hero (Mutants and Masterminds in a forum RPG on baydragons.com, 2003)
Aressa Fokker - Reporter with flying camera droid (2 short lived freeform Star Wars games, 200x)
Marble Shark - I don't remember this character to well, but he was a young European super hero who could turn to stone, had a pony tail and I guess superspeed under water. (freeform, 200x)
Naga - Female mutant snake (TMNT, 200x) was rejected by the 2 player group
White Deer - Alien Weredeer Super Hero (freeform called Radiant City, 2000)
(Radian City: Actually I also had a second character called Emo Kid / Emo Boy I never played there. In 2000 Emo was not about black clothes btw ;) )
Spielball - Nightspawn Exchange Student with puppet Morphus (Nightbane, 1998)
Topsider battle philosopher (Perry Rhodan freeform, 1998 I guess)
Quicksilver - Rich, growing liquid super hero (Heroes Unlimited, 1997) - IRC not Email

Savage Worlds Character Templates

Here you find a list of 0 XP Savage Worlds characters that you can use for instant gaming. Obviously all this characters are fictional. :)

Fantasy

Akaradolk - Dwarven Fighter
Astner - Human Cleric
Beta Flatfinger - Lucky Halfling
Carl Osdracen - Human Swordmage
Jorgindel - Spellcasting Elven Archer
Kirla D'sa - Human Warrior
Leopold von Stadt - Young Wizard
Praterkarli - City Thief


Modern Day (or even Western and Science Fiction)

Vitus Bowman - Hillbilly Brute
Al Cooper - Fat biker
Edwin Downing - Nerdy Gun Nut
Debbie Sheehan - Teenage Cheerleader
Der Spielaffe - Gorilla Playboy
Claudia Zettel - Minigolf Journalist


Slipstream (Pulp Science Fiction)

800-85 - Feminine Robot Man
Rex Plosion - Psi Kid
Awesome Welles - Melancholic Action Hero

Edwin Downing - Nerdy gun nut

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d8, Spirit d4, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d6, Guts d6, Notice d8, Shooting d8, Stealth d6, Swimming d4, Throwing d6
Charisma: -2; Pace: 6+d6; Parry: 5; Toughness: 5
Hindrances: Arrogant; Outsider, Phobia (kids)
Edges: Danger Sense
Gear: 500$

Description: Edwin Downing always preferred to stay home, instead of playing with other kids. He thought they were creepy and he was disgusted by them. He was happy, when he could drop out of school to take care for his sick mother. He does not like people, even now that he owns a gun range. And he is sure, he is the best sniper there is.

Debbie Sheehan - Teenage Cheerleader

Race: Human (additional Edge)
Attributes: Agility d8(+2), Smarts d4, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Driving d4, Fighting d6, Guts d4-2, Healing d4, Notice d4, Persuasion d6+2, Shooting d4, Stealth d4, Swimming d6, Survival d4, Throwing d6
Charisma: +2; Pace: 6+d10; Parry: 6 (5 with encumbrance); Toughness: 5
Hindrances: Yellow; Greedy (minor), Quirk (call the team spirit)
Edges: Attractive, Acrobat, Fleet-footed
Gear: 500$
Description: Debbie is a proud, young high school cheerleader. She is not really prepared for the things to come soon, but at least she is athletic, fast and trusting the team spirit.

Al Cooper - Fat biker

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Driving d4, Fighting d6, Gambling d4, Guts d6, Intimidation d4, Notice d4, Persuasion d4, Repair d6, Shooting d4, Stealth d4, Streetwise d6, Survival d4, Swimming d4, Throwing d4,
Charisma: 0; Pace: 5+d4; Parry: 5; Toughness: 6
Hindrances: Heroic; Obese, Habit (Heavy Smoker)
Edges: Ace
Gear: 500$

Description: Al Cooper is a heavy-weight biker guy, who never left his city. He is already nearly 40 years old, but till now he was mostly hanging out or driving in circles.

Vitus Bowman - Hillbilly Brute

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d4, Intimidation d6, Notice d4, Persuasion d4, Riding d4, Shooting d4, Stealth d4, Swimming d4, Survival d4, Throwing d4, Tracking d4
Charisma: -4 Pace: 6; Parry: 5; Toughness: 7
Hindrances: Clueless; Outsider, Ugly
Edges: Nerves of Steel, Brawny
Gear: 500$ in form of an old family bible, a goat and a stick.
Description: Vitus comes from a small farm in the mountains. After all his family died, and he was on his own, he wandered out in the world. He does not know about the worth of his bible, but would not sell it anyways - under normal conditions.

Savage City: Wolfram Pertl, The City’s Richest Merchant (Wildcard)

Wolfram Pertl looks like an emaciated, humble old man in a modest tunic. A stranger could even think he was a beggar, but everyone in town knows he is the richest merchant of the region. Wolfram makes his home at Location 11.

Attributes: Agility d4, Smarts d10, Spirit d10, Strength d6, Vigor d8
Skills: Fighting d10, Guts d10, Intimidation d8, Knowledge (Trade) d10, Notice d10, Persuasion d10, Steetwise d6, Taunt d6
Charisma: +2; Pace: 4 (+d4); Parry: 7; Tougness: 6
Hindrance: Lame, Wanted (minor)
Edge: Charismatic, Alertness, First Strike, Command

As a young man Wolfram Pertl was one of the Spider Knights. This order ruled the east with an iron fist and the power of an ancient evil. In the last days of its reign, Wolfram realized what he was doing. He ran off days before the Union of Freedom was founded.
He could have redeemed himself by joining the Union, but he had promised his pregnant wife that her protection would have priority over saving his very soul. So they settled in the ruins that would become the Savage City, with riches stolen from the Spider Knights. Nobody asked questions here, and later their son Elin Pertl was born. This happened before Sir Hensley II appeared. When the Spider Slayers started to roam the lands for the escaped knights a decade later, Wolfram had already built a fortune by trading. He even gave one-third of his earnings to the poor and one-third to the gods, by way of the temples. Around this time the 35-year-old merchant decided to risk a desperate move to get rid of his Knight Aura: an alchemist from afar offered him help. In a ritual the alchemist ripped out the aura—literally.
The once mighty warrior was crippled, but he hurled the source of the aura, the Spider Gem, into Shark Lake, hoping to leave behind the evil ways of his youth forever. Another decade has passed since then, and Wolfram spends most of his days walking around the marketplace, leaned over his stick, or instructing his agents. He looks much older than he really is. Still, most of his scars are hidden under his modest tunic. He loves to talk to strangers and ask them about their travels. He does not need to spend a lot of time with his business anymore, as everything is set up and most of the money comes from the long-distance trade of spices and other ingredients. Sometimes, though, he likes to choose the caravan escorts personally.
Wolfram Pertl is harmless nowadays and loathes everything evil or chaotic. He is a conservative and religious man. He would never, for example, lend money to anyone because he regards this as a sin.

Savage City: Elin Pertl, Wolfram’s Son (Wildcard)

Attributes: Agility d8, Smarts d6, Spirit d6, Strength d8, Vigor d6
Skills: Climbing d6, Driving d10, Fighting d8, Gambling d6, Persuasion d8, Shooting d8, Stealth d6, Streetwise d10, Taunt d6
Charisma: +2; Pace: 6; Parry: 6; Toughess: 5
Hindrances: Yellow (Guts d4–4)
Edges: Attractive

Some call him the best catch in town, others a spoiled brat. Whatever side you belong to, everyone has an opinion on Elin Pertl, the only son of the richest merchant Wolfram Pertl. Elin is a handsome and athletic man and turned 20 recently. He is a skilled fencer and even better horseman, driving a two-wheeled curricle. Still, he would be a coward in a real fight. People with experience notice that within a minute.
Nevertheless he has achieved everything he ever wanted to. He just did not need to put much effort into anything. People say he exploits his father, using the old man’s money for the yearly spring, summer, autumn and winter festivals that have turned from religious ceremonies into carnivals.
But Elin feels no guilt for wasting his father’s money, since he knows how dirty the basis of all this wealth is. When he was still a boy, he became secret witness to the ceremony that crippled his father. Watching would not have been enough for Elin to hate Wolfram though. But that fateful night the curious kid secretly exchanged the magic Spider Gem for a similar-looking, but harmless, shard of colored glass, while the alchemist tried to revive his father. Elin hid the Spider Gem in the deep well in the cellar of his father’s house. Whenever he would climb down there and press the magic stone against his forehead, he could see and feel the past crimes of his father.
While Elin confronted Wolfram with his dark past, the former Spider Knight does not know that Elin exchanged the gems. Elin would prefer to die than to tell a stranger about his father’s crimes though. On this subject he is not cowardly at all. It is quite possible that his personality will change drastically if his father is openly accused. Elin does not believe his father changed into a good man, but believes that you have to stick to your family. He is unable to understand the the paradox of his own behavior.
Elin spends most of the time chasing girls or racing the countryside. He sees other young and talented people as rivals, or uses them as a means to play tricks on his father.

Savage City: The Market Square

This was created by me as part of the cooperative Savage City project. You can find it in an old Sharkbyte issue.
I described the market square, the richest merchant in town and his son. Somewhere on my harddisk there should be still infos on the wife/mother.

The market square is surrounded by some of the biggest buildings in town. The farmers and fishermen of the region sell their goods here twice a week. But even on other days a few kids and elders are sent to make some coins.
It is not unusual to have the occasional stranger from faraway lands at the market either. These people are normally guests of Wolfram Pertl, the richest merchant in town. Even if there are no strangers, who the street kids point at, one can find all the goods not locally produced at the stands of Pertl’s agents: spices, as well as rare weapons and sometimes even a potion or two.
Except for the wooden stands the paved square has two further attractions to offer: the guardian statue and the stocks.
The statue is called “The Armless Guardian,” as it is that of a warrior. It seems to be quite old and even the scholars have no idea who could have build it. Only the features of the warrior’s face seem beaten by centuries of weather as
the rest of the statue is in perfect condition—except for the missing arms. The townspeople regularly try to fix this flaw, but no matter how inventive or costly the restorations, after a few days the new arms simply fall off.
Still the statue serves its function as a symbol for the city’s rights because the guardian of stone carries a sword. The sword is not held in the missing hands, but is fixed to the back of its head, by the handle. The blade rises far above the guardian’s features. The very same scholars that cannot tell you about its origin will tell you that the shadow of the sword has to point somewhere when the sun is at a certain level.
By contrast the stocks are not mysterious at all. They are regularly filled with petty criminals and attract a crowd of mainly poor kids and nosy women. Only in rare cases, when the city guard exhibits a goblin or another unusual creature, do the stocks get more attention.

Brulus Character Index

Brulus' development from Novice to (hopefully) Legendary, as well as his whole write up

Brulus' stats in the Luftenwelter wiki

Potential long term goals for Brulus

Brulus' background

Early Draft (background and stats)

Synnibarr, Synibarr, Synnibar or Synibar?

When searching for Synnibarr resources on search engines, I realized that people often get the name wrong. That's a pity, because actually there is not too much info on the World of Synnibarr anyways. Yes, double "n" and double "r" is the way Raven c.s. McCracken meant it to be spelled!
Synibarr would sound like a lame 90ies kewlization of "sin".
Synnibar like a lame 90ies kewlization of "sin bar".
Synibar takes the worst of both. We know those efforts are not in the spirit of the Raven McCracken's RPG, right? :-O

As long as noone goes for "Sinibar", I can still stand the pain.

Anyways: the link has my resources on the World of Synnibarr.

And here you find the World of Synnibarr Facebook Fangroup.

Saturday, November 15, 2008

Rius Divorie Character Index

Concept and (starting) level 3
Level 4

My Inactive Characters

Brulus - Hunchback Alchemist (Savage Worlds Luftenwelter; 2008-2010)
Rius Divorie(†) - Fake Paladin (D&D 3.5 Nyrondria; 2008-2010)
Kondo Kazuya - Irascible Ronin (The Mountain Witch; 2009)
Hadalis - Eladrin Druid with White Snake Form (D&D4 RPTools & Skype Online Game; 2009)
Helicaon, son of Hercules, man-killer - naked greek quarter-divine with helmet, shield and spear (Agon; 2009)
Tailor Smith (†) - a human tailor (=rogue) that decided to become an adventurer after killing an ogre tailor (Castles&Crusades; 2009)
Billie Bob Autumn - Dark Space Hutterer (Serenity/Firely, 2008)
Rex Lokowski - All American Anarchist (Bloodbath, d20 systemless, 2008-2009)
Mafalda - Pilot Space Marine (Primetime Adventures: Captain, My Captain; 2008)
Troll - Regenerating Giant Monster Teenager - (Marvel Universe RPG, 2007)
Axxon Soundscape - Alien Werewolf Rockstar (Primetime Adventures, FeenCon One Shot 2007)
Dr. Ernest Saenger - 1920th Philosophical Anthropologist (Call of Cthulhu, 2007)
Blackskinned traitor prince (Fantasy with Universalis, 2007)
Morrie Morkan - Fallen Girl Turned Battle Nun (50 Fathoms, 2007)
Fat Dwarf (Microlite20, 2007)
Dirk (†) - Mustache Fighter with Hook&Rope Armour (Castles&Crusades, 2006)
Akal Wus - Sneaky Merchant Thief (D&D 3.5 Thief, 2006)
Agh - Redman Beastmaster (50 Fathoms, 2006-2007)
Apocalyptic nerd writer with phobia of rising water (Unknown Armies, 2006)
Janara Jonovian - Rich Kieran merchant girl turned Pirate Captain (50 Fathoms, 2005-2007)
Ras Baray (†) - Braggart Healer (50 Fathoms, 2005) and Ras Baray in German
Werewolf record mail order owner (Werewolf: The Apocalypse, 2000)
Imp who gained a 2nd head and a pizza thanks to a Wish spell (AD&D, 2nd 1999)
Barbarian (AD&D, 2nd 1998)
Yuppie from a family of psycho apocalyptic cult owners (Contemporary Rolemaster(?), 1997)
Terandlias Onreinn Orka - Good Orc with Demon Sword (Rolemaster, around 1996)
Gay half elf with hawk (Rolemaster, around 1995)
Groggi Großohr - ochre plush elephant with knitting needle and 7'' record (Plüsch, Power and Plunder, around 1992)
Wulfram - Merchant turned Tsa worshipper after being killed by poisonous snakes and resurrected (The Dark Eye, around 1990)

Actually that are very few before 2005. That's because I was mainly GMing before meeting my new group that year.
You can find a list of my PBeM characters here.

Here are some characters that I created, but for one reason or the other were never used:

King Ludd - leader of the Luddites (50 Fathoms, never played him, 2007?) I did not want to play another leader and so went for another character in the end.
Fefitor - the dog kid I never played in the end... (Arcana Unearthed via Savage Worlds 2007?)
Humpel - the Gnome Sorcerer I never played in the end... (Dungeons & Dragons, 2006?)
Nicodemus - the last winged man (Savage Worlds) - did not fit the Arcana Unearthed campaign according to the GM...
Krabor - Rip Off from Clawful from Masters of the Universe for a superhero game (2002 or 2003)

My Active Characters

Abel Wellington - Excentric Artist (Primetime Adventures Online Game in Wave) 2010
Paad Ulhof - Female Human Warlord from Karrnath (D&D4 Online Eberron Game in Wave) 2009+

Ras Baray - Braggart Healer

Race: Atani (50 Fathoms)
Rank: Novice XP: 11
Attributes: Agility d8, Smarts d4, Spirit d8, Strength d6, Vigor d6
Skills: Healing d6+2, Fighting d6, Shooting d8, Climbing d6, Swimming d6, Flying d6, Taunt d4, Guts d4, Notice d4
Charisma: +2; Pace: 6; Parry: 5; Toughness: 4
Hindrances: Yellow, Garrulous, Quirk (braggart)
Edges: Healer, Musketeer, Charismatic
Gear: Musket (.75); Rapier; Bonesaw
Description: Ras Baray is a winged Atani. He is quite small for a member of his race and is the eldest son of the most respectable healer of Maroa. Nevertheless he was always more of a braggart and drinker than an achiever and the night before his final exam as a healer, he ran off on a ship, not wanting to disgrace his family. Now he serves on vessels where his mediocre talent as quack is urgently needed and where he can tell many a stranger tales of his grandeur. He swore only to return to Maroa once he is as rich as all his family combined. A hard task when most of the money ends up with the barmaids...

Praterkarli - City Thief

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d8(+2), Smarts d6, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d6, Fighting d6, Guts d4, Lockpicking d6, Notice d4, Persuasion d4, Shooting d4, Stealth d8, Streetwise d4, Swimming d4
Pace: 6; Parry: 6 (5 with encumbrance); Toughness: 5
Hindrances: Greedy; Wanted (minor), Loyal
Edges: Thief, Acrobat
Gear: Short Sword, Leather Armor, Lockpicks (equipment is not added to Parry/Toughness yet)
Description: Praterkarli, Karli for her friends, grew up on the streets of a major city. She is greedy, but at the same time very, loyal, looking for the surrogate family she never had. She is wanted by the city guards for pickpocking and burglary.

Leopold von Stadt - Young Wizard

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d8, Spirit d6, Strength d4, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d4, Healing d4, Investigation d4, Knowledge (Arcane) d8, Notice d4, Persuasion d6, Riding d4, Spellcasting d8, Swimming d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Yellow; Greedy, Hard of Hearing (minor)
Edges: Arcane Background (Magic), Wizard
Gear: [to be added] Gear1, Gear2,
Powers:
Bolt
Fear
Detect/ Conceal Arcana
Description: Leopold is a young wizard in his early twenties. He spent most of his life in libraries and laboratories. It's hard for him to listen, because it seems a bodyless voice is always mumbling to him in an unknown language.

Kirla D'sa - Human Warrior

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agilty d8, Smarts d4, Spirit d6, Strength d8, Vigor d8
Skills: Climbing d4, Fighting d8, Guts d6, Intimidation d4, Notice d4, Persuasion d4, Riding d4, Shooting d8, Survival d4, Swimming d4
Pace: 6; Parry: 6; Toughness: 6
Hindrances: Code of Honour; Doubting Thomas, Enemy (minor)
Edges: Sweep
Gear: Long Sword, Large Shield (equipment is not added to Parry/Toughness yet)
Description: Kirla is a young fighter in her late teens. She just finished training at the fighters' academy of Ulrich. But she already has an enemy: when she accussed a fellow student of bullying the local peasantry, getting him banned from the academy, he secretly swore revenge. She does not trust magic.

Jorgindel - Spellcasting Elven Archer

Race: Elf (Savage Worlds Rulebook)
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d8, Spirit d6, Strength d6, Vigor d6
Skills: Climbing d4, Fighting d6, Guts d4, Notice d4, Persuasion d4, Riding d4, Shooting d8, Spellcasting d6, Stealth d4, Survival d4, Swimming d4
Pace: 6; Parry: 5; Toughness: 5
Hindrances: Overconfident; Pacifist (minor), Poverty; All Thumbs
Edges: Low Light Vision
Gear: Bow
Powers:
Beast Friend
Entangle
Deflection

Description: Jorgindel is the typical elf traveling with humans. She seems not to care too much about anything, but on the other hand never attacks first. Wealth has no meaning to her and she gives her belongings away regulary and spontenous, making fun of those valuing it. Beware! She just gave away her Short Sword...

Beta Flatfinger - Lucky Halfling

Race: Half-Folk
Rank: Novice XP: 0
Attributes: Agility d8, Smarts d4, Spirit d6, Strength d6, Vigor d8
Skills: Climbing d4, Fighting d6, Guts d4, Notice d6, Persuasion d4, Swimming d4, Taunt d4, Stealth d6, Lockpicking d4, Streetwise d4, Shooting d6
Pace: 6; Parry: 5; Toughness: 5 (Small)
Hindrances: Small; Curious; Big Mouth, Quirk (Eating)
Edges: Luck; Greater Luck
Gear: Bow, Flail; Leather Armour (equipment is not added to Parry/Toughness yet)
Description: Beta is your typical halfling. She has many different talents, but also seems to be loved by fate. Normally she is pretty slim, even for her size, but after a proper meal - she eats at least as much as dwarf - her belly pops out enormously. She extremely curious and cannot keep her mouth shut.

Astner - Human Cleric

Race: Human (additional Edge)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d8, Strength d6, Vigor d6
Skills: Climbing d4, Faith d6, Fighting d6, Guts d6, Healing d4, Notice d6, Persuasion d8, Riding d4, Swimming d4
Pace: 6 Parry: 5 Toughness: 5
Hindrances: Heroic; Poverty, Vengeful (minor)
Edges: Arcane Background (Miracles), Holy Warrior
Gear: spear with head in form of the holy symbol (equipment is not added to Parry/Toughness yet)
Powers:
Healing
Smite
Description: Astner is a member of the holy order of the sun god. He is fighting for the weak and follows a vow of poverty, giving at least half of his funds to the temple every week.

Option: Give him Obese instead of the Poverty hindrance.

Akaradolk - Dwarven Fighter

Race: Dwarf (Savage Worlds Rulebook)
Rank: Novice XP: 0
Attributes: Agility d6, Smarts d6, Spirit d6, Strength d8, Vigor d10
Skills: Climbing d4, Fighting d6, Guts d6, Lockpicking d4, Notice d4, Persuasion d4, Repair d4, Shooting d6, Survival d4, Swimming d4, Taunt d4, Tracking d4
Pace: 5; Parry: 5; Toughness: 7
Hindrances: Greedy; Stubborn, Quirk (minor)
Edges: Racial: Low Light Vision
Gear: Battle Axe, Large Shield (equipment is not added to Parry/Toughness yet)
Description: Akaradolk is your typical dwarf. He is still young, but proud to live up to all the dwarven clichés you expect. That's his quirk.

Friday, November 14, 2008

Savage Worlds: The Band



This was the setting of my first planned Savage Worlds campaign. We only played it once... But there are (German) notes for much more.
I once posted its Savage Worlds drug addiction rules here in the blog.

The music performance rules were kind of broken, because I did not use the support rules from Savage Worlds. Those are not a perfect fit anyways... But the bigger the band got, the better it got with my rules and they would totally break down above 8 members.

Savage Worlds The Band Map

Neue Helden PBeM RPG

These are the characters from my longest running PBeM campaign (Play By eMail). The campaign was in German though.



Neue Helden Email RPG Group Picture

The picture was done by one of the players. I forgot her name though. :(

Neue Helden PBeM Mailinglist

Really bad pseudo pun....

Savage Worlds: Explorers Edition - $9.99
Savage Worlds Adventure Deck PDF - $9.95
Dice exploding the right moment - priceless

Sorry for that post! But sometimes it really feels that way.

Sunday, November 9, 2008

Nyrondria - What happend before the break

What the DM told us as recap:

You went to check on the seal to the south of Kinmar
Met a not-so-nice "druid" on the way and told him where you were going
Got captured by weird-looking Orcs
Druid turned out to be a not-so-nice wizard
Nailo went into a fit and killed almost every Orc in sight
Went back to Kinmar
Town was under attack
You went below the tavern to find the blue-skinned elf fighting over a green gem with Lord Orgrim
You distracted Orgrim enough to let the elf take the gem and disappeared
Orgrim went north after him, making sure to stall you
You went after Orgrim

Treenenwelt for Savage Worlds

Human wish powers

Humans are kind of Neverending Story powered in the Tyrsworld. They can get any wish fulfilled, but loose memories from Earth for it.

So you stat with Earths Memory d12 and Arcane Knowledge: Wishes d4. You use your lower stat for Wish Magic. You can basically do any spell. Your Knowledge level decides which rank of spells you know: d4=Novice; d10=Heroic; d12=Legendary
Every time you roll a 1 on your Spell die, you loose one level of Earths Memory though!!

Savage Fate - Newest Version

You got the 5 Savage Worlds stats.
Successes are a 4 on the roll. 8 is a great success.

Instead of skills like in Savage Worlds you have something similar to Edges that give you a bonus in a specific field or under specific circumstances.
For character creation you choose:

A +1 environment modifier (e.g. city, wilderness, scholars/university, high society, orc culture, animals, swords, guns)
One primary +2 skill modifier (e.g. fighting, shooting (=throwing), athletics (=climbing, swimming), people skill (= persuasion, intimidation, taunt, streetwise), trace (=investigate, tracking), Stealth, dexterity (=pick locks, pickpocket), vehicles (=boating, driving, pilot), knowledge, arcane knowledge, repair, riding (incl. animal handling), survival (=streetwise), notice, guts.
One secondary +1 skill modifier (same categories as primary skill modifier)
A +1 psychological modifier (Aspect-Spirit of the Century style: friend, loved one, great nation of X, fear of snakes,...)


On each rank you can use one level advancement for one more primary skill and one for one more secondary, one attribute raise and one psychological modifier.

Stack Up maximum for any roll is Rank+3. => Novice: 4; Legendary: 8

[Even simpler solution:
Instead of environmental and skill modifiers, they are all aspects.]

Arcance knowledge is split into Powers and Rituals (á la D&D4).

And there are defined rules for skill challenges (x success vs. 4 failures).