Sunday, 23 July 2017

Stormwytch, a new archetype for Tequendria


It's time to get witchy with Tequendria. Here's a new archetype for your game. 

Stormwytch

Electricity crackles through her veins and dark clouds bubble around her as she moves. The Stormwytch is chaos incarnate - the living roil who lives in mountainous regions where lightning might strike her, imbuing her with the might of storms. 

Starting Specialisms
  • Weather lore (Wits)
  • Magic lore (Wits)
  • Terrifying (Ego)

Starting Equipment
  • 2d6 x 10 shards
  • Mouse
  • Black cloak
  • Sprig of hendria root

Ability
  • Living Storm - you may cast the following spell:

Lightning Spark
Spell cost: 2
Difficulty: Medium
Effect: You fire a bolt of electricity against one opponent within 40ft, doing 1d6 damage. 

Saturday, 15 July 2017

Halfway through 2017, what does Trollish Delver Games look like?


Where does the year go? We're more than halfway through so I thought I'd take stock and share what has happened in TDG towers over the past six months.

Tequendria: Fantastical Roleplaying

My first release of the year was the biggest in TDG history. Tequendria began life as a revamp of Halberd Fantasy Roleplaying, but took on a life of its own as I drew heavy inspiration from the works of Lord Dunsany. The game has been downloaded 1172 times since April and is a silver seller on DriveThruRPG.

Wired Neon Cities

Being a fan of rules lite gaming and cyberpunk, it made sense that I merged the In Darkest Warrens ruleset with a healthy dose of cyberpunkishness to create Wired Neon Cities. Currently sitting on DriveThruRPG as a silver seller with 964 downloads as of writing. I was worried that the game wouldn't be as well received as IDW, because people kind of expect some complexities when it comes to this genre, but I've been over the moon with the response. You can listen to a fan-made actual play session below.



Quill: Shadow and Ink

My first supplement of the year was launched just last week, but so far I've seen a good reception. This has been in the works since mid-last year, not long after I released Quill itself, but I kept scrapping it because I was never happy with the story and structure. I'm proud of how this turned out and with 367 downloads in a week, I'm also heartened to see the enthusiasm for the game.

Liminality

I decided again to enter Game Chef this year with my game Liminality. You can check it out here: https://docs.google.com/document/d/1xMqtDgL4KZu9PflR4SuIYxRvDo5jIUDKBUDcDVBjvv8/edit?usp=sharing

Third Party Products

I'm fortunate that the Delver-verse has a growing community of publishers creating games and supplements.

Quill Quest: The Warlord's Downfall - Tim Snider's foray into the world of Quill is a great one and clearly we were both on the same wavelength with the 'quest points' gained at the end of each scenario.

Anthropomorphic USR - Jay Murphy continues to put out great games using the USR system. Anthropomorphic USR is a love letter to 90s cartoons and comics where human-like animals were the stars.

Horrors Material and Magic Malignant - Try say that twice as fast. Another one from the fertile brain of Jay Murphy for use with USR Sword and Sorcery. HMMM is a treasure trove of NPCs, magical artefacts and monsters for your Conan-style USR games.

Stuff on the Horizon

So yeah, it's been busy so far this year but there's no rest for the wicked. I tend to have a lot of projects on the go and some I'll give up on and some I'll pick up again. If I'm not happy with a project I'll either scrap it on rewrite it entirely. This can happen even when I've pretty much completed a book.

Doom of the Savage Land - This is an OSR game I'm working on that's currently 66-pages long. I've put it on hold because I'm not sure whether it brings anything new to the table in terms of the OSR landscape. Until I've figured this out, I don't know when this will be released.

Chronic Planet - Another OSR game based on a stoner version of the John Carter stories. Because I'm doing the art for this, it's taking a while.

Wired Neon Cities: Street Life - This all exists in notes at the moment, but this new WNC supplement will include new rules, gangs, tech, classes and more.

In Darkest Warrens: Rogue's Port - This is almost done. It's the first setting supplement for IDW.

Hell on High Water - Demons and pirates using In Darkest Warrens rules.

That's the stuff that's in the works, although I can't say whether all of these will launch this year (it's very unlikely this will happen).




Wednesday, 12 July 2017

Quill: Shadow and Ink has arrived

 

I'm happy to announce the release of the first official campaign for Quill, one inspired by Lovecraft.

Quill: Shadow and Ink is an addition to the popular Quill letter writing roleplaying game, where malignant forces are at work and those who cross paths with a certain book meet a cosmic doom.

The campaign contains five linked scenarios, each giving you a number of Story Points depending on how you did. At the end, adding up your Story Points will give you one of two endings.

The campaign is designed to mimic the epistolary nature of many of Lovecraft's stories. After playing, you will be left with several physical artefacts in the form of letters, which can be kept for posterity.

The book requires the Quill core game to play. Download Quill: Shadow and Ink as pay what you want.

Monday, 26 June 2017

Shift Vampire - In Darkest Warrens


Once a Shift Vampire has sated its ravenous hunger on fey blood, it may reach Haeomozenith where its body phases through time, both past and future.

Sometimes it can be merely a day while other times it can be years - sometimes centuries. As a result older Shift Vampires may have knowledge of the world beyond their ken - knowing the future - though one that tends to shift like the mist.

Victims of this vampire find their souls lost in time - constantly flowing like a river through the ages - back and forth. Rarely a soul will fall back into its original body, which in most cases breaks the mind of that individual. In the rarest of cases these become what the Warlocks of Echontha called Sagetouched. These are said to be the wisest and most knowledgeable people of all time, but few know where they reside.

Shift Vampire 4+
Wounds: 9
Special action: After a successful melee attack, the victim must Test Brawn. If they fail, they are pinned. Future attacks the vampire makes against the victim do not require an attack roll. If the victim is an elf, they take 2 damage instead of 1.





Sunday, 25 June 2017

What's next for Quill?


Quill remains one of my favourite creations in tabletop gaming, but I've not put anything out since last year. What gives?

I've been working on a cosmic horror campaign for a while, figuring out how it's going to work and what kind of experience I can give the player in a series of scenarios. I've got ideas flying around and I started writing the thing, but I wasn't quite happy with it, and when I'm not happy I tend to go back to the drawing board.

Depths of Madness will show its face, but I need to find out how to make it a better experience than just playing some scenarios. I'm playing with the idea of including puzzles and printable artefacts because at the end of the campaign you end up being left with this really cool collection of letters, photos, maps and other documents that you can store in a shoebox and come back to with fond memories. Depending on your score I want the game to reveal more clues to the story, opening up the world a bit more, rewarding savvy play.

The ultimate thing would be to release a physical boxed game full of goodies, but at the moment it's beyond my budget and I don't want the stress of running a Kickstarter.

So that's where I am. Rest assured, those waiting for more Quill will be rewarded.

Saturday, 24 June 2017

Wired Neon Cities - Necrowretch


Even florescent cyber cities have graveyards, or more specifically Necrospace.

Necrospace is, in part, a sprawling mass of chalk land where the dead are put to rest, drilled out holes in the earth holding millions of capsules in turn harbouring the flesh body of the deceased.

Only the rich few get to be buried, but as with Glow City itself, there's a fine line between physical and digital. Necrospace is also the term used for the graveyard of online avatars that haunts the comms relays in physical Necrospace. Billions upon billions are digitally buried here.

But shit goes wrong.

Sometimes augmentations spring back to life, or a virus somehow crosses the boundary between the two Necrospaces, fizzing a corpse back into existence.

The warped beings that bust out of their capsules are Necrowretches - corpses kept alive by electronics. Their mind is fractured and dangerous. They feel no pain, require no sustenance and never rest.

Necrowretch 4+
Wounds 6
Special action: you activate an augmentation. Roll 1d3. Each can only be used once per day. 1) arm blades - inflict and extra wound in combat. 2) warp armour - increase wounds by 2. 3) flamethrower - you now hit on 3+ in ranged combat.

The longer the Necrowretch is in battle, the more augments it has access to. While rare, they can be devastating when unleashed into the public.

Once, before better security was added to the cyber Necrospace, a Corpsetrash virus hit, releasing more than a hundred Necrowretches simultaneously. They were eventually put down by private Pink Cat military, but not before causing a wave of death and destruction that hasn't been seen since.