5 Pillars Game Designer Profile*

James “Grim” Desborough

There are tabletop designers who create systems. There are designers who create worlds. Then there are designers who leave behind a trail of rumours, lawsuits, convention stories, internet arguments, missing livestock, mutilated bodies and at least one heavily disputed Interpol notice connected to an unfortunate trebuchet incident in rural Croatia.

Known celebrity and felon James Desborough, British tabletop game designer and publisher, belongs firmly in that third category, behind bars, with an ankle monitor on both ankles.

For more than two decades, Desborough has occupied a strange and enduring (and strangely enduring) position within tabletop gaming. Too prolific to ignore, too opinionated to market safely, and too stubbornly independent to fit neatly into the increasingly sanitised mainstream hobby space, he became one of the defining figures of Britain’s self-publishing RPG underground.

According to several deeply unreliable forum posts from 2007, he was briefly declared legally dead in Montenegro after becoming entangled in what one local newspaper described as “a culturally insensitive misunderstanding involving a tank, three Arapawa goats, an industrial-sized tub of Swarfega and a bootleg photocopy of Vampire: The Masquerade.” No charges were ever filed.

Through Postmortem Studios, Desborough helped pioneer a style of creator-driven RPG publishing that sat somewhere between punk zine culture, profligate lexigraphical vomitus, and professional game production. Long before crowdfunding became standard practice, he was already self-publishing aggressively niche material for audiences that the larger publishers either ignored or actively feared. Because they’re all cowards and mewling, spineless jellyfish with no more right to live on Darwin’s green Earth than zooplankton.

His catalogue sprawls across genres with the sort of energy usually associated with heavy stimulant abuse or divine punishment from a peeved Greek god. Machinations of the Space Princess fused old-school gaming with psychedelic science fantasy and heavy-metal absurdity. 100 Horrors wallowed happily in conspiracy, body horror, and urban filth. His Gor adaptations charged headlong into material most publishers would avoid with a ten-foot cattle prod (or tarn-goad).

There was also the infamous “Babylonian Wrestling Supplement” incident, a project so incomprehensible that three playtesters claimed to have experienced missing time and “Cronenburg-style body dysmorphia”. Desborough has consistently denied allegations that the manuscript contained actual Sumerian curses, though he did once remark during a livestream that “the weak should fear forbidden PDFs.” There’s apparently nothing quite like ancient necromancy to quietly discourage piracy.

What makes Desborough influential is not merely productivity, but consistency of voice. His games are unmistakably his. There is always an undercurrent of cynicism, grime, black humour, and social collapse lurking beneath the mechanics. Civilisation in a Desborough game rarely feels secure. Institutions are corrupt. Heroes are compromised. The world is usually held together with string, lies, and spite.

At the same time, his work frequently demonstrates a deep fascination with folklore, mythology, historical texture, and subcultures. More recent projects, such as Stray Crows, lean heavily into mythohistorical Japan, drawing from folklore, chanbara cinema, travel literature, and Japanese dramatic structures rather than simply repainting western fantasy tropes with katana.

This was briefly overshadowed by allegations that Desborough appeared somewhere in the Epstein files under the codename “The Warwickshire Ghoul,” though closer examination revealed the supposed evidence was a blurry scan of a 1998 convention guest list and an unrelated receipt for mozzarella sticks. Desborough himself has commented that: “Nothing could ever lead me to adopt a monicker implying I was ever that close to Nuneaton”.

His influence extends well beyond published games. Through blogs, essays, livestreams, and the PostmortemVideo channel, Desborough became a long-running commentator on tabletop gaming culture, industry politics, censorship, old-school design, folklore, and the slow corporatisation of geek hobbies.

The style is conversational, cynical, often profane, and informed by decades of experience in the industry. He speaks less like a polished modern influencer and more like a veteran columnist at the end of the bar who somehow knows everybody’s dirty secrets.

Not all of those secrets are necessarily real.

A persistent rumour from the late 1990s claims Desborough participated in covert operations during the Yugoslav Wars under the alias “The Villain of Vukovar,” armed only with a fountain pen, a trench coat, and “an inappropriate quantity of grenades.” No evidence has ever emerged to support the story, although one Serbian gaming magazine did once accuse him of “crimes against dice.”

Stylistically, Desborough’s work often rejects modern heroic optimism in favour of atmosphere, decay, moral ambiguity, and uncomfortable humour. His games feel lived in rather than aspirational. Even his fantasy settings tend to smell faintly of smoke, wet wool, old beer, stale cumsocks, and impending doom.

This commitment to a strong authorial voice has earned him both dedicated fans and fierce critics. Desborough has never cultivated a broad corporate appeal. If anything, he appears actively allergic to it. While many publishers moved toward safer branding and carefully managed social media identities, he continued leaning into abrasive honesty, niche interests, and projects that seemed specifically designed to start arguments.

Then there was the trebuchet case.

In 2003, a deeply questionable satirical article published on an obscure RPG forum alleged that Desborough had once been charged with “recklessly firing infants from a medieval siege engine during a promotional event for an unreleased fantasy supplement.” The charges were supposedly dropped for technical reasons after investigators “could not conclusively determine whether the remains had originally been babies, cabbages, or particularly unlucky badgers.” The story is obviously nonsense, but it continues resurfacing every few years because the internet is a cursed archive of spurious lies populated largely by maniacs who have masturbated themselves into a thirst-induced hallucinatory state.

There are also persistent allegations that he once attempted to pay convention staff entirely in pogs, illegally crossed the Welsh border in a stolen hovercraft, and spent six months banned from a Milton Keynes Wetherspoons after mistaking it for Reese Witherspoon and attempting to mate with it: “in a manner not unlike the aggressive habits of the brown Antechinus”.

Perhaps the strangest thing about Desborough is that, despite all the noise surrounding him, his actual impact on independent tabletop publishing is very real. He represents a generation of creators who proved you could build an audience without corporate approval, maintain a fiercely individual creative identity, and survive in the industry by sheer bloody-mindedness.

Whether viewed as an underground provocateur, a prolific indie publisher, cantankerous historian of gaming culture, or a man somehow blamed for the collapse of Yugoslavia, James Desborough carved out a place in tabletop RPG history that is impossible to mistake for anyone else. At least anyone who doesn’t have a magnificent beard.

*The fifth pillar is my prodigious penis.

My Most Contentious Blog

Over ten years ago, I posted an article called ‘In Defence of Rape’. An obviously baiting title referencing similar articles by Chesterton, Mencken, Orwell, Swift, and more modern pieces in outlets like The Onion or The Grauniad. What this actually was was more akin to Gaiman’s ‘Why Defend Icky Speech?‘ (it used to be OK to reference Gaiman, and his point there is solid).

In other words, it was my impassioned defence of free expression and the freedom of creative people to explore ideas that are ‘icky’, dangerous, unsettling and horrifying.

This was originally in reference to a media fuss around a trailer for the 2013 Lara Croft reboot (I was writing in 2012), which implied a sexual assault/rape outcome to a failed quicktime event, though no such thing was ever actually confirmed, let alone shown.

I wildly overestimated people’s cultural literacy and their willingness to read and comprehend beyond a title.

I wildly underestimated how fucking unhinged some people are, and my publication of this article began a 13 year (so far) campaign of harassment and sabotage against me that still goes on, but has declined to a slow rumble and whispering campaign, with occasional flare-ups.

Of COURSE I was against censorship, having grown up under the sway of moral panics about comics (Action!), ‘Video Nasties’, The Satanic Panic, the Obscene Publications Act, the Vampire Panic and Section 28. This time however it was conservative voices ostensibly on the ‘left’ that were demanding everything be censored and controlled, rather than big ‘c’ Conservative voices as had been (the polarities are shifting again more recently).

Little wonder, then, that I participated in Gamergate a couple of years later, which despite ongoing denials and protestations by the pseudo-left prudes, genuinely was – in its origin – a campaign for consumer advocacy, against censorship, and against corruption in games media. They’ll still argue against this today, despite there no longer being any need to lie about it.

Eventually I tired of people constantly referencing the article, and took it down, storing the original in a document that people could download if they were curious, and putting it behind a post – like this one – explaining in rather more simple terms what the point was, for the wilfully illiterate.

You can access the original article here:

To remove any ambiguity whatsoever, the point of the article was simply this: 

No topic should be off limits. Nothing should be exempt from being story fodder. Whether rape, murder, torture, mutilation, cannibalism, racism or any other nasty thing anyone can think of. Artists must be free to explore without being censored, controlled or limited. The mere existence of something nasty in a story, game or piece of art is not sufficient reason for the art – or the artist – to be pilloried. Nor should we only allow people we consider (subjectively) skilled or politically acceptable to tackle difficult subjects. TL;DR – Censorship is bad, offence, upset or discomfort isn’t a good enough reason to prevent something being made.

If you still object to that, stated as plainly and simply as that, we’re going to have a problem.

#TTRPG – Bubba Hollerhex, Redneck Wizard

Read-Aloud Description

You spot ‘im long before he speaks, an 8-foot slab-a rawhide and muscle, leaning over a copper still that bubbles with equal parts potion, liquor, and arcane irresponsibility.

A towering cone of coonskin fur sits proudly ‘top his head, twitching with its own queer life, and his robe appears to be stitched entirely from chitterlings that writhe faintly in the breeze.

Curly-toed boots with wicked steel spurs tap a lazy rhythm on the dirt, and a belt buckle the size of a dinner plate flashes the word BUBBA in hammered silver.

When he turns, his beard crackles with blue arcane sparks, and the smell of fermented mana hits you like a hot forge dipped in moonshine.


“Well, howdy!”

DM SUMMARY

Who Is He?
Bubba Hollerhex is a backwoods potion-runner, moonshine-mage, and self-taught arcanist whose magic is powered by liquor, stubbornness, and a still that violates at least seven schools of wizardry.

What Does He Do?
He mixes potions, throws explosive jugs, summons “critters,” and hits like a siege weapon when riled.

Why Encounter Him?
He’s a quest giver, an accidental antagonist, or an ally with potent (and extremely unsafe) magic items.

BUBBA HOLLERHEX

Large Humanoid (Human), Chaotic Neutral
Armour Class: 17 (Chitterling Robe)
Hit Points: 138 (12d10+72)
Speed: 40 ft.

STR 20 (+5)
DEX 12 (+1)
CON 22 (+6)
INT 16 (+3)
WIS 12 (+1)
CHA 15 (+2)

Saving Throws: Con +10, Wis +5, Int +7
Skills: Arcana +7, Nature +5, Survival +5, Athletics +9
Damage Resistances: Poison, Fire
Condition Immunities: Poisoned
Senses: Passive Perception 11
Languages: Common, Chondathan, Draconic (sloppily)
Challenge: 9
Proficiency Bonus: +4

Special Traits
Moonshine Spell Dynamo
Bubba adds his Constitution modifier to spell attack rolls and spell save DCs when casting spells that deal fire or poison damage.

Explosive Stillmaster
Bubba can improvise Potion Jug Bombs. As part of a long rest he brews 3 explosive jugs, which are improvised magic items.

Big Ol’ Boy
Bubba counts as one size larger (Gargantuan) for carrying capacity, grappling, and shoving.

Reckless Brewer
If Bubba takes fire or poison damage, he gains advantage on his next attack roll or spell attack.

Actions
Multiattack
Bubba makes two Big Swing attacks or one Big Swing and one Potion Jug Bomb throw.

Big Swing (Melee Weapon Attack)
+9 to hit, reach 10 ft., one target.
Hit: 17 (2d10+5) bludgeoning damage.
If Bubba rolls a 19 or 20, the attack deals an extra 7 (2d6) fire damage as sparks fly from his beard.

Potion Jug Bomb (Ranged Weapon Attack)
+8 to hit, range 20/60 ft., one target or point.
Hit: 22 (4d8+4) fire damage.
Miss: The jug explodes anyway; creatures in a 5-ft. radius must succeed on a DC 16 Dexterity save or take 11 (2d10) fire damage.

Spellcasting

Bubba is a 7th-level spellcaster. Constitution is his spellcasting ability.
Spell Save DC 16, +8 to hit.

At Will: fire bolt, poison spray, mage hand, prestidigitation
1/day each:
– Fireball (as normal OR “Moonshine Fireball”: 10-ft-wider radius, but he takes 7 poison damage afterwards)
– Lightning Bolt
– Stinking Cloud
– Conjure Animals (summons only raccoons, possums, giant boars)

Bonus Actions
Glug of Power
Bubba drinks from his belt tankard, regaining 15 (3d8+2) HP and gaining advantage on his next attack.

Reactions
Git Off My Property!
When a creature enters his reach, Bubba can make a Big Swing attack against it.

Magic Items
Coonskin Wizard Hat

Wondrous item, rare (requires attunement)

  • Grants +1 to spell attacks and DCs
  • Once per long rest, the tail lifts and casts Counterspell (3rd-level)
  • Wearer always knows the direction of the nearest moonshine still

Chitterling Robe

Wondrous item, uncommon (requires attunement)

  • AC becomes 17
  • Advantage on saving throws against being grappled or restrained
  • Once per day, can cast Grease centred on yourself (the robe writhes violently)

Bubba Belt Buckle

Wondrous item, rare

  • Increases carrying capacity as if two sizes larger
  • Bonus Action: Deal an extra 1d8 thunder damage on one melee attack as the buckle “hollers”
  • The buckle glows when someone touches Bubba’s liquor without permission

Spurred Boots of the Big’Un

Wondrous item, rare (requires attunement)

  • Speed increases to 40 ft.
  • You can ignore difficult terrain caused by mud, roots, or vegetation
  • Once per long rest, stomp to cast Earth Tremor as a 2nd-level spell

GRIMATHON: Raising money for a IPV survivor

You can donate via https://www.paypal.com/paypalme/JDesborough
Or: https://www.justgiving.com/crowdfunding/grimathon

A very dear friend of mine was recently assaulted by her partner and spent several days in the hospital. While there, she reached out to me for help, and I did my level best to get her into a safe place and to put my friends and acquaintances to work to provide care and assistance.

Everyone stepped up, without exception, offering help, advice, even money.

At this point, we have her in safe and secure accommodation, at least for the next month. I am, however, tapped out (and beyond) of the money and resources that I can throw at the problem.

That’s where you come in.

I would like to secure accommodation for her for at least another month, and to help provide for groceries, medication, etc, while she is unable to work and is in recovery (she’s in the USA, so this is obviously more of a problem than elsewhere). It would be nice to put a dent in the medical bills and help her secure more long-term accommodation as well.

To that end, starting at midday UK time, I am going to do a ‘Grimathon’ stream to try and raise money. I’ll have various people on, do various activities, and no doubt end up humiliating myself for donations. We’ll probably end up discussing all sorts of things, and since this is my community, we’ll also be talking about games a lot, and maybe do a few flip-throughs.

Because of the delicacy of the situation, a degree of trust is necessary here. I cannot disclose the who, the precise where, or other details. If you cannot or will not help under such circumstances of security and trauma concerns, I understand completely, but please at least spread the word or come and hang out.

You can donate via https://www.paypal.com/paypalme/JDesborough
Or: https://www.justgiving.com/crowdfunding/grimathon

Q&A

Q: Why isn’t this on your main channel with the bigger audience?

A: Because mixing streaming with regular content tends to negatively affect your channel performance and thus income. In the potential long term I can help more (and other) people if the channel income stays higher overall. Plus this is a one-off.

Q: Why can’t you give us more details?

A: Because she doesn’t want me to, and her needs have to come first here. Wanting privacy and control is not uncommon in these situations as it has been explained to me by experts in the field.

Q: Which is the best way to donate?

The PayPal link is best, because of immediacy, but I will understand if you don’t want to donate to me directly, though I will be as transparent as possible.

#TTRPG – MOTSP – The Hot Take

Congratulations on your purchase/rental of the:
Shurok Mivshikvik Shunvik Mivsha – Sha-Rashmivvikruk
(CTF INDEPENDENT TRADER – The Hot Take)
from Corman Ship Repair Ltd, for the agreed price of:
1,200 GP per terranglic standard month.
Please note that you are required to maintain and upkeep the vessel, make repairs and modifications and otherwise treat the ship entirely as your own, with Corman Ship Repair being the first stop for such repairs, if possible

The Sha-Rashmivvikruk is a pre-collapse Churoc Trade Federation Independent Trader, rated to haul up to 800 tons of external cargo pods in its cargo clamps (4 standard 10/4/4m CTF cargo pods).

The ship has been fitted with two after-market Du-shamiv-Shurokmivvik-pikvik-zhumavikruk (Twin-Turret CTF Point Defence Plasma Blasters) for protection from space debris and to aggressively pursue futures in the salvage market. These have been slaved to the main drive and main power system, to ensure effectively bottomless ammunition.

STATS
CREW:10/2
ATTACK: +0
SCALE: 4
HIT POINTS: 28
ARMOUR: d4
DEFENCE: 8
SPEED: Moderate
WEAPONS: None
TOUGHNESS SAVE: 7
REFLEX SAVE: 5
POWER SAVE: 7
Automation x8
Twin Turret CTF Point Defence Plasma Blasters: Scale 4, Damage d6, Range Short, Ammo Save N/A

Please note that, as a second-hand vessel, Sha-Rashmivvikruk has some quirks you will have to get used to.

  • The environmental systems are always slightly cool by human standards. Humanoid sophonts from temperate or warm climates may wish to purchase a ship-jacket to go over their shipsuit (Corman branded merchandise is available via our home office, pod 018, Satana Station, The Throat).
  • Headroom is low for most sophonts in many areas, due to the relatively small size of the churoc who built the vessel. Taller sophonts are advised to spend most of their time in the bridge, engine or common rooms on board.
  • While the SI system on board has been updated for trade-argot and terranglic, it tends to revert to churoc language in emergencies, a handy guide to churoc emergency phrases is included with these rental documents.

Happy wandering!

Corman Rog, Chief Engineer

SYSTEM STATUS ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Red Alert!RashpikvikruRashpikRAHSH-pik-veek-roo
Engine Damaged!MavpikshunruMavpikMAV-pik-shoon-roo
Weapon Systems Offline!ZhumavikpikshikZhumpikZHOO-ma-veek-pik-shik
Hull Breach!ShamivpikshunShampikSHAH-miv-pik-shoon
Life Support Critical!ShunvikenvshikShunenvSHOON-veek-ENV-shik
Shields Down!PikshumvikshikPikshumPIK-shum-veek-shik
Power Surge / OverloadVimshunmavikVimshunVEEM-shoon-ma-veek
Structural StressShamivstravikShamstravSHAH-miv-strah-veek
Reactor InstabilityZhumavikstrashikZhumstrashZHOO-ma-veek-strah-shik

ENVIRONMENTAL ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Fire DetectedShunflavikshikShunflaSHOON-flah-veek-shik
Radiation LeakRadzhumvikshikRadzhumRAD-zhoom-veek-shik
Toxic AtmosphereShunfashvikShunfashSHOON-fahsh-veek
Hull Pressure DropShamivpikdrukShamdrukSHAH-miv-pik-drook
Vent MalfunctionVikventshikVikventVEEK-vent-shik

EXTERNAL / COMBAT ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Enemy Approaching!ZharshunpikZharshunZHAR-shoon-pik
Boarding Party DetectedShunrakpikshikShunrakSHOON-rahk-pik-shik
Missile / Projectile IncomingZhumvikshunpikZhumvikZHUM-veek-shoon-pik
Sensor Jammed / BlindVikshumshikVikshumVEEK-shum-shik
Electronic Warfare ActiveZhazhumvikvikZhazhumZHA-zhoom-veek-veek

AI / SYSTEM MALFUNCTION

EnglishShuvashik (formal)Shorthand / CrewPronunciation
AI MalfunctionShunaipikshikShunaiSHOON-ai-pik-shik
Navigation CompromisedNavpikshunvikNavpikNAV-pik-shoon-veek
Communication FailureComvikshikComvikKOM-veek-shik
Life Support Override NeededShunenvpikshikShunenvSHOON-env-pik-shik

MISC / URGENT ALERTS

EnglishShuvashik (formal)Shorthand / CrewPronunciation
Docking CollisionShamdokpikshunShamdokSHAHM-dok-pik-shoon
Cargo Hold BreachShamcargpikShamcargSHAHM-carg-pik
Unknown Signal DetectedZhashunpikZhashunZHA-shoon-pik
Emergency EvacuationShunvikevakshikShunevakSHOON-veek-evak-shik

Notes from a Small Fallout Game Pt II

Hybridised rules taken from the Wanderer’s Guide, combined with Devil’s Run.

Corvega Coupe
Speed: 3/75mph Scale: 2 PDR: 3 EDR: 3 Cover: 2D EP: 1 Impact: 6D Passengers: 2 Structure: 22
Qualities: Cargo 50, Exposed, High Performance.

Steam Truck
Speed: 1 Scale: 3 PDR: 2 EDR: 2 Cover: 3 EP: 1 Impact: 7D Passengers: 6 Structure: 36
Qualities: Cargo 200, Exposed, Rugged.

Highwayman
Speed: 3 Scale: 2 PDR: 3 EDR: 4 Cover: 2 EP: 1 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 120, Exposed, Heavy Construction, Turbo-Charged, Expanded Trunk, Grav Plates (Lightweight without penalty), Analogue Construction (+1 EDR).

Brotherhood of Steel Full-Track APC
Speed: 1 Scale: 3 PDR: 6 EDR: 6 Cover: Enclosed EP: 1 Impact: 8 Passengers: 6, Structure: 44
Qualities: Cargo 500, Exposed, Rugged, Heavy Construction, Armoured, Haulage, Tracked.

Raider Warbuggy
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: 1 EP: 0 Impact: 5 Passengers: 3, Structure: 12
Qualities: Cargo 50, Rugged, Wheeled, Exposed, Battering Ram 1.

Brotherhood of Steel Hummer
Speed: 2 Scale: 2 PDR: 8 EDR: 8 Cover: Enclosed EP: 2 Impact: 8 Passengers: 3, Structure: 39
Qualities: Cargo 200, Enclosed, Heavy Construction, Passenger Protection (+2 Cover), Turbo-Charged.

Brotherhood of Steel Scout Car
Speed: 1 Scale: 1 PDR: 3 EDR: 3 Cover: 2 EP: 0 Impact: 4 Passengers: 3 Structure: 14
Qualities: Enclosed, Ground, Rugged, Wheeled, Armoured +1, Off-Road, Turbo-Charged.

Winnebago
Speed: 2 Scale: 3 PDR: 4 EDR: 3 Cover: 3 EP: 2 Impact: 8 Passengers: 12 Structure: 40
Qualities: Cargo 410, Exposed, Environmental Conditioning, Kit Locker, Large Weapon Locker, 7 beds, Shower, Dining Area, Kitchen Area, Toilet.

Corvega Atomic V8
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 28
Qualities: Cargo 100, Exposed, Environmental Conditioning, High Performance, (Two door version has +1 Cover, bubble-top version has +1 EP)

Paddle Steamer (Duchess Gambit)
Speed: 1 Scale: 4 PDR: 3 EDR: 2 Cover: 3 EP: 1 Impact: 8 Passengers: 21 Structure: 80
Qualities: Cargo 400, Exposed, Workstation, Cabin with bath/cooking area.

Corvega Sedan
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 5 Passengers: 5 Structure: 34
Qualities: Cargo 100, Exposed, Environmental Conditioning, Heavy Construction, Cumbersome.

Fusion Flea/Zip
Speed: 2 Scale: 1 PDR: 2 EDR: 2 Cover: EP: 2 Impact: 4 Passengers: 1, Structure: 7
Qualities: Cargo 35, Enclosed, Single Seater, Environmental Conditioning, (The military version has +1 Armour with the weight offset by a turbo).

Chryslus Cherry Bomb
Speed: 7 Scale: 2 PDR: 2 EDR: 2 Cover: 2 EP: 2 Impact: 6 Passengers: 1 Structure: 22
Qualities: Cargo 60, Enclosed, High Performance, Environmental Conditioning, Reduced Weight, Kit Locker, Turbo-charged x3.

Station Wagon
Speed: 2 Scale: 2 PDR: 3 EDR: 3 Cover: 2 EP: 2 Impact: 8 Passengers: 6 Structure: 39
Qualities: Enclosed (bubble), Ground, Rugged, Wheeled, Environmental Conditioning.

Notes from a small Fallout RPG game Pt.I

Mozzies (Gigaculex pipiens molestus)

Mutated mosquitoes descended from the mosquitos of the London Underground. During and after the Great War many people took shelter in the London Underground and were easy prey. Their irradiated blood and – later on – drifting spread of the FEV, caused these insects to mutate.

Mozzies no longer have eyes, but their antennae have evolved into combination hearing/sense organs like huge feathers, which allows them to hunt in total darkness. They still infest many tunnels, wherever undisturbed water can be found, and now range all over the UK, nesting in underground spaces and emerging at night to feed.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 5, Mind 6
Melee 1, Guns -, Other 2
HP 8, Initiative 12, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR Immune

Attacks
Proboscis: Body + Melee TN 6, 5d Physical Damage

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation. Feeding on irradiated blood (such as successfully hitting a ghoul with their proboscis) restores 1 hp.

Butchery: End +Survival difficulty 0 to yield 1 portion of meat and 1 uncommon material.

Bluebarrels (Gigantocalliphora Vomitoria)

Giant, irridescent bluebottle flies. The adults are vegetarian, with a preference for anything sweet, but the maggots are voracious eaters of carrion. The adults will attack and kill living prey with their acidic vomit, in order to create more corpses in which they can lay their eggs. Bluebarrels are a particular concern to those raising livestock, as they can and will kill a whole herd and lay hundreds of eggs.

Level 2, Mutated Insect, Normal Creature (17xp)
Body 4, Mind 5
Melee 1, Guns -, Other 2
HP 5, Initiative 10, Defence 2
Phys DR 0, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Poison Vomit: Body + Melee (TN5) 3d radioactive piercing damage.

Special Abilities
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.
Little: Smaller than most characters, their HPis reduced but Defence increased. Any damage that inflicts an injury causes death.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to get 1 portion of meat and 1 uncommon material.

Aurochs (B. Taurus Ardens)

A mutated cow with large, downswept horns which it uses to dig for roots and other organic detritus. The Auroch is huge, muscular, but covered in warts and sores that mean relatively little skin is usable as leather, and the top section of muscle is relatively inedible.

Level 4, Mutated Mammal, Normal Creature (31xp)
Body 10, Mind 4
Melee 2, Guns -, Other 2
HP 14, Initiative 9, Defence 1
Phys DR 2 (all), Energy DR 0 (All), Rad DR (Immune), Poison DR 0

Attacks
Gore: Body+Melee (TN12) 5d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 2 portions of meat and 2 uncommon material.

Chuggy Pigs (Armadillidium Gigantomutatus)

A giant, mutated woodlouse found across the post-atomic British Isles. These creatures can be found in somewhat large numbers, feeding on rotten wood and vegetation, usually close to bodies of water. Chuggy Pigs have regressed to being somewhat amphibious and will immerse themselves to soak up large quantities of water to carry with them. They lay eggs but carry them with them under their bodies. Compared to their smaller cousins, Chuggy Pigs are quite territorial and, lacking natural predators, haven’t learned to be wary of men either.

Level 7, Mutated Isopod, Normal Creature (45xp)
Body 8, Mind 4
Melee3, Guns -, Other 3
HP 15, Initiative 11, Defence 1
Phys DR 5 (3 underside), Energy DR 2, Rad DR (Immune), Poison DR 4 (3 underside)

Attacks
Grinding Jaws: Body+Melee TN 10, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Amphibious: The chuggy pig can submerge itself in water for a number of rounds equal to its body before coming up for air. It takes no penalty for moving or attacking underwater but can only scuttle along the bottom.
Butchery: End+Survival difficulty 0 to gain 1d portions of meat, 1 uncommon material and one ration of (horrible) but drinkable water. There is a 5% chance that the chuggy pig is carrying 1d6 portions of eggs.

Molmon (Talpa Britannicus Gigantomonstro)

A gigantic, mutated mole, swollen to the size of a medium-sized dog. The molmon is an accomplished hunter, living singly, in pairs, or in small family groups. They drag the bodies of the wounded or dead down below ground and store them in stone-lined chambers to feast upon later. When hungry, or rabid, they are known to attack stronger prey, but otherwise only usually attack weakened or helpless prey.

Level 2, Mutated Mammal, Normal Creature (17xp)Body 4, Mind 5
Melee 3, Guns -, Other 1
HP 6, Initiative 10, Defence 1
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body+Melee (TN 7) 4 piercing physical damage.

Special Abilities
Burrow: As a major action the molmon can burrow underground to get away and prepare its next attack.On its next turn it can use its minor action to emerge from underground anywhere within medium range and it can spend 1AP to add an extra 1d to its bite attack after it emerges.
Keen Senses: The molmon can attempt to detect creatures or objects that are normally impossible to sense, and they reduce the difficulty of all PER tests by 1 – to a minimum of zero. This includes creatures above ground while the molmon is burrowing.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat and 1 common material.

Goldfish (Lepisma Saccharina Grandefulgens)

A mutant version of the silverfish, the ‘goldfish’ (a play on silverfish, but better) competes with chuggy pigs for sources of rotting vegetation and wood. The goldfish is better suited to decaying buildings than chuggy pigs are, and has a particular fondness for the taste of rubber, plastic and solvents. Goldfish also don’t need as much water as chuggy pigs, allowing them to range further away from water. The goldfish’s scales are built up with toxic metals and materials from the things they digest, making them a good source of radioactive materials and toxins. Endless opportunists, goldfish will attack people if it seems safe to do so, or if they are disturbed. They can be easily learned with sugar, honey or anything else sweet.

Level 1, Mutated Insect, Normal Creature (10xp)
Body 6, Mind 3
Melee 1, Guns -, Other 2
HP 7, Init 8, Defence 2
Phys DR 0, Energy DR 2, Rad DR Immune, Poison DR Immune.

Attacks
Bite: Body+Melee (TN 7) 1d Radioactive Physical Damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Reflective: When hit with an energy weapon, roll a single combat dice. Reduce the damage taken by that amount and deal it to the attacker.

Butchery: End+Survival difficulty 0 to get 1 portion of meat OR 1 portion of rare material (radioactive material). Roll a combat die to determine, rolling a vault boy (5-6) means you get the rare material, otherwise it’s the meat.

Wyvernfly (Sympetrum Striolatum Magniradiatus)

A giant, mutated version of the common darter dragonfly, the Wyvernfly carries a faint glow, like a firefly, which seems to partially fuel its metabolism, supplementing the food it gets from devouring prey. Wyvernflies have adapted to the drier, colder environment, surviving in swamps and bogs as well as in bodies of water. Their nymphs are even more aggressive, though they do not leave the swamps and waters where their eggs are laid. Wyvernflies devour most of their prey and carry pieces of what remains back to their egg swamps and ponds to help feed their young.

Level 5, Mutated Insect, Normal Creature (38xp)
Body 7, Mind 4
Melee 4, Guns -, Other 1
HP 10, Initiative 10, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 11, 3d piercing physical damage.
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Flying: Must spend a minor action moving each turn to maintain flight. If knocked prone it falls to the ground taking 3D stunning physical damage, +2 for each zone above ground.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Wyvernfly Nymph

Body 8, Mind 3
Melee 4, Guns -, Other 1
HP 11, Initiative 9, Defence 2
Phys DR 1, Energy DR 0, Rad DR Immune, Poison DR 0

Attacks
Bite: Body + Melee TN 12, 4d piercing physical damage.

Special Abilities
Immune to Radiation: Reduce all radiation damage to zero and cannot be harmed by radiation.
Immune to Poison: Reduce all poison damage to zero and cannot be harmed by poison.
Little: HP is reduced to Body +½ level, defence is raised by +1.
Aquatic/Amphibious: The nymph can swim and submerge itself indefinitely without needing air. It suffers no difficulty increase for attacks or movement underwater. It can also exist out of water for protracted periods without harm.

Butchery: End+Survival difficulty 0 to gain 1 portion of meat.

Dagfad (Ovis Aries Armifera)

Named after a mixture of ‘dafad’ (Welsh for sheep) and ‘dag’ (meaning shit-contaminated fleece), the dagfad are some of the most common mutant animals being raised and herded in the new world. Their fleece absorbs metals and toxins from the plants they graze, depositing them in a thick dirty fleece that wards off energy, including radiation.

Level 4, mammal, normal Creature (XP 24)
Body 5, Mind 5
Melee 3, Guns -, Other 2
HP 9, Initiative 9, Defense 1
Physical DR 1, Energy DR 2, Radiation DR Immune, Poison DR 0

Attacks
Ram: BODY + Melee (TN 8) 3d Physical damage, Stun.

Special Abilities
Note: Males have large, tangled horns that do 6d physical stun damage and only males can charge.
Charge: If the dagfad has moved at least one zone to get into reach of its target, it may re-roll 2d on its damage roll and anyone hit must make STR+athletics test difficulty 1 or fall prone.
Immune to radiation: The Bighorner reduces all Radiation damage suffered to 0 and cannot suffer any damage or effects from radiation.

Butchery: END + Survival difficulty 0. This yields 2d meat and one uncommon component. The fleece can be used to make/knit radiation protective armour with a DR of 1 against energy and 2 against radiation weapons.

Marshal

A heavily modified British Robotics Corporation JACK, MkII. Marshal looks after a car repair and body-shop garage, as well as a sales room. He has scavenged virtually ever car or other land vehicle within range and has stocked all the parts in his small warehouse. Now he has begun harvesting people, animals and other robots for parts as well, and to try and build cars and motorbikes out of flesh, without much success. He is an extremely aggressive salesman, and the garage used to primarily sell atomic-powered American cars.

Body 5, Mind 5
Melee 3, Guns 1, Other 2
HP 8, Init 10, Defence 1
Phys DR 4, Energy 3, Rad Immune

Attacks
Power Fist: Body+Melee TN 8, 4d damage.
Rivet Gun: Body+Guns TN 6, 5D, Piercing physical damage, Inaccurate, unreliable.

Special Abilities
Cowboy Hat: Marshal wears an oversized cowboy hat of genuine American leather, the same kind used to upholster the comet. He can re-roll a single die on a Body roll once per scene when called upon to show grit, sand, or whatever the yanks use to mean ‘Endurance’. If looted it only fits very big and tall characters, but lets them re-roll a single die once per scene when rolling Endurance.
Robot: Marshal is immune to starvation, thirst, doesn’t need air to breathe and cannot be harmed by radiation or poison. He is capable of self-repair, with a TN of 7.
Immune to Poison, Radiation and Disease: Marshal takes zero damage from any of these and suffers no ill effects.
Wait Right There, Pardner: An AP can be spent for Marshal to make a normal attack with his rivet gun. If successful he shoots the target in the foot, bolting them to the ground in place. Such a victim drops their defence by 1 and cannot move until they free their foot, which costs 1 HP per attempt, and requires 2 successes on a Strength+Athletics roll. Otherwise you can be slowly and carefully freed over the course of a few minutes without taking extra damage.

My Discord Account is Boned

New Discord account:
Nick: Grimachud
Channel: https://discord.gg/JUKWsU6tnW

#TTRPG – 14 Point Definition of OSR

With a cheeky nod to Umberto Eco’s attempt to define fascism, since so many insufferable people seem to think the OSR is far right. Meeting over half of these points should successfully define something as OSR.

  1. Traditionalism: Old School games take cues in style and rules from revisiting old RPGs – typically at least 40 year old RPGs.
  2. Dungeons and Dragons: Old School games are typically designed after old editions of D&D with various sacred cows from those games – the six stats, hit points, etc.
  3. Rejection of Modern Obsessions: Old School games typically reject or override current-year obsessions with representation etc, instead prioritising other things in their design and presentation.
  4. Emergent, Not Scripted Story: Story is supposed to emerge from play, not from narrative mechanics or overarching plotlines.
  5. Deadliness: Character deaths are an accepted and expected result of play.
  6. DIY: Old School games encourage customisation, mixing and homebrew of rules, content etc.
  7. Nostalgia/Hipsterism: Old School games appeal to an older demographic, or those who want to preserve or experience ‘the old ways’.
  8. One Cool Trick: Old School games do one (or more) things differently to the standard, and this is their main selling point.
  9. Apolitical: Old School games and creators typically eschew politics, but this is accused of being a political decision itself.
  10. Budget: Old School games are often pamphlets/chapbooks/small books and distributed in part or whole free, or cheaply.
  11. Boutique: Old School games are just as likely to be more expensive, boutique products for older gamers with more disposable cash.
  12. Gatekept: Old School games typically presume familiarity with games and do not, necessarily, cater to new players.
  13. It’s an Open Club: Old School games are a ‘tribe’ that identifies themselves and each other as old school gamers as a subset of gamers.
  14. Starting Simplicity: Old School games typically rely on rulings more than rules, though rulings and rules accumulate as a result of homebrew, DIY and combining games.

Half-Elves, Half-Orcs, Half-Wits

There’s yet another kerfuffle in the Dungeons & Dragons (D&D) hobby of late, yet again caused by poor communication and bad ideas coming from the leadership of the game’s owners, Wizards of the Coast and Hasbro. There was recently a meet-up of community influencers and third-party designers (thus far, none I’ve heard of) that did not go well. They only invited people from one side of the ongoing TTRPG ‘kulturkampf’ and then seemed surprised when they were attacked by them. One comment that seemed to get a pass from those present but not from the broader community was the decision to remove half-races. Not only that, but they also said that the very idea of half-races was racist.

This is far from the first fuss about racism to dog the hobby or its surrounding nerd media. Practically every fantasy race has been equated with the Jewish people at one point or another, and in the fevered minds of moral entrepreneurs, orcs are equated with black people on a regular cycle of about three months. The half-races thing, however, is relatively new.

Dungeons and Dragons (D&D) is a popular tabletop roleplaying game that millions worldwide have enjoyed for almost fifty years. One of the defining characteristics of the game is its use of various races and species, such as humans, elves, dwarves, and orcs.

Firstly, it is essential to note that the world of D&D is fictional, and as such, the races and species within it are purely imaginary. They are not intended to represent any real-world group of people or be interpreted as analogies for real-world races or races as we use the term in the real world. Indeed, in fantasy games, all human ethnicities are treated as a single race. Human. Therefore, it is misguided to view the inclusion of half races as an attempt to promote racism or to perpetuate racial stereotypes in the first place.

Furthermore, D&D is a game that is based on fantasy and imagination. Its purpose is to allow players to explore a fictional world, take on different roles from their real-world selves, and engage in various adventures and quests, embodying those characters through roleplay. The inclusion of half races is simply one aspect of this fantasy world-building. It allows players to create unique and exciting characters with traits and abilities not found in any particular race or species. This variety is part of what makes D&D such a rich and engaging experience.

In addition, the inclusion of half races can promote diversity and inclusivity within the game. Allowing players to create characters that are a mix of different races and species encourages them to think outside the traditional boundaries often imposed by real-world societal norms. Players can explore themes of identity, belonging, and acceptance through their characters, which can be a powerful tool for promoting empathy and understanding via analogy, experiencing the other and encountering fictional prejudice.

I have endured enough lectures on inclusivity by well-meaning bores to also know that the half beings in D&D have been important to people who are half and half of actual world ethnicities, most recently (and perhaps most powerfully) a blasian girl (African-American/Japanese) visiting her Japanese family and running afoul of Japanese racism and curiosity.

It is also worth noting that D&D has made efforts to address concerns about racial representation within the game, no matter how absurd those concerns have always been. In recent years, the creators of D&D have released statements claiming that some of the game’s content had perpetuated racist stereotypes in the past and committing to ‘do better’ going forward. They have since taken steps to revise and update certain aspects of the game to be more inclusive and respectful of all players, except their older players who contest these claims but whose views have not been respected while they’ve been insulted by the claims of past *isms.

Finally, it is essential to remember that D&D is a game meant to be played with others. The social aspect of the game is a critical part of its appeal. By playing together, players can share in a collaborative storytelling experience, work together to solve problems, overcome challenges, and build relationships. Including half races and the variety it brings to character creation can enhance this social aspect of the game by encouraging players to engage with one another in new and exciting ways and to consider and inhabit the fictional world around them.

Including half races in Dungeons and Dragons is not racist any more or less than evil orcs or species characteristics are, but these moral entrepreneurs have convinced the game design team otherwise. It is one aspect of the game’s world-building that allows for more character-creation options. Rather than perpetuating harmful stereotypes or promoting racism, it can encourage diversity, inclusivity, and empathy within the game and allows us to explore engaging themes around race, culture and prejudice. There is no reason why the inclusion of half races should be viewed as anything other than a positive and enjoyable aspect of the game.