Posts

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters)

Pseudo-Pseudohistorical Injuries (and Other Combat-Related Matters) Pseudo-Pseudohistorical Violence Master Page   Injury Guidelines I think there is real tension between the idea of letting injuries be diegetic and fit the scenario and having guidelines and procedures in place to reduce GM fiat. I am trying to thread that needle here; as long as DMs (me) keep in mind that these are guidelines, not hard and fast rules, I think things will work out. Injury Check: 1-6: flesh wound; no effect 7-10: light injury 11-12: medium injury 13-15: downed; medium injury 16-19: heavy injury 20+: mortal injury Hit location (d12) 1: head 2: right leg 3: left leg 4-5: dominant arm 6-7: non-dominant arm 8-12: torso For hit location, use the melee die that the character used. If a character wins a melee roll by 2 or more (complete victory), then they can choose to force the opponent to use the result of either their own melee die or the opponent’s. Injury Sever...

Pseudo-Pseudohistorical Bestiary

Pseudo-Pseudohistorical Bestiary Pseudo-Pseudohistorical Violence Master Page   Armour: The type of armour the beast is considered to have for the purposes of injury checks. Shooting: bonuses or penalties when attempting to shoot at the beast. Melee: the dice the beast rolls in melee, as well as what weapon to treat it as for length and injury checks. Harm: the dice the beast rolls when doing an injury check. If no specific table is given, assume it is the standard injury check (1-6 flesh wound; 7-12 injury; 13+ down). Below I have created a handful of template monsters. In the style of “Just Use Bears”, I figure that at least for now this is good enough. Some monsters might have specific injuries they always cause, or specific types of weapons they are resistant to. (e.g. a skeleton has a +4 on injury checks against pierce and +2 against slash.) I trust myself to wing those things at the table, at least for now. Templates “Bears” Actual bears, but also other ...

Walking Dead Braunstein/Cataphract-Like

Walking Dead Braunstein/Cataphract-Like A cool idea I had:     Rather important readings: Sam Sorensen's Cataphract Design Diary Mythic Mountain Musing's Traveller Braunstein  

Pseudo-Pseudohistorical Logistics

Pseudo-Pseudohistorical Logistics Pseudo-Pseudohistorical Violence Master Page   I am hoping to actually bring these rules to the table soon, so I am going to be getting into some of the more nitty-gritty and logistical aspects of running the game. My original version of this post got overwritten on accident. I think I put everything back in though… Encumbrance You have two hands! 4 belt slots (His Majesty the Worm Style): these are the items you can access much more quickly. Light armour occupies one of these slots, medium two, and heavy three. For additional carrying capacity, you have a few options. For a pack, you can either have a Satchel: 4 slots Backpack: 8 slots; encumbering and if that just isn't enough, you can use Small sack: 4 slots, occupies a hand. Large sack: 12 slots, occupies both hands; encumbering. Edit: Originally large sacks were 8 slots, but Phlox of Whose Measure God Could Not Take pointed out that made it strictly worse tha...