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.
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.
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.
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.
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.
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).
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.