Friday, 10 August 2018

D6 addictive things


Let's get addicted to:

1. Felger - this thin viscous coating remains on the target of a spell. It smells vaguely of popcorn. Snuffers visit wizard mausoleums to scrape the residue off dead sorcerors where they smear the stuff in their nasal cavities. After ingesting the user sees the laquered purple eyes of the Indecent God. This is not a vision. There is a 5% chance the user gains the spell that killed the corpse.

2. Altosh, the Dreamer's Tongue - Altosh is an addictive language spoken by the wormkin of Gulath. The sounds are potent, pulling those who hear it into a dreamlike state. The wormkin enjoy feasting on dreamers (they, of course, are immune to Altosh). There's a 10% chance the dreamer gains telepathy for 1d10 days.

3. Bugbug mushroom - a particular favourite of mud goblins. Bugbug is first chewed by the gorberry caterpillar (deadly to the touch) before being harvested from bark. The mushroom is then made into a tea. The effects give the user a sprouting of translucent wings. Overdosing gives a 30% chance the user will turn into a giant fly.

4. Porting - stepping through a portal offers a very quick rush, but stepping through a series multiplies it exponentially. Porters line up a series of portals, dozens at a time and fall through them. There's a 5% chance a user's skin is ripped off. This goes up by 5% for every portal after the 7th.

5. Elfsleep - most elves don't actually sleep, instead going into a trance. Elfsleep was a potion created for other races to experience this trance. It's highly addictive and incredibly blissful. There's a 10% chance a user will remain in elfsleep indefinitely.

6. Vlute music - the vlute is an instrument native to the tok tok orc tribe of the Fell Hills. It's a cross between a guitar and a bassoon, made of wood and cartilage. The sound it emits causes non orcs to mindlessly do art. They will pick up whatever is near them and produce drawings, paintings, sculptures. The brain-dead creativity and outcome is so addictive that people travel thousands of miles to visit the tok tok. The tok tok mostly eat their heads.

Thursday, 2 August 2018

Rotgobs for Tunnels and Trolls


Rotgobs are essentially undead goblins, returned to life by a nekromancer or a particularly goth goblin teenager. They share the same mind - the mind of the conjurer (the nekrobrain) and do her wishes. If the nekrobrain dies, the rotgobs go completely insane and even more murderous.

Rotgob
MR 24 (3+12)
Spite 2/ brain munch - do an extra d6 damage if the target fails a L1SR-DX. Ignores armour. Also reduce IQ by 1.
Special: For every other Rotgobs attacking the same target, increase the number of dice you roll in combat by one.

Some rotgobs are raised with innate magic still festering in their veins.

Rotgob magician
MR 28 (3+14)
Spite 2/ cast TTYF or Freeze Please
Spite 3/ cast Protective Pentagram
Special: the nekrobrain may optionally siphon the magic from the rotgob. If so, they gain 2d6 spell points on their turn, but the Rotgob cannot act on its next turn. After 20 total points have been taken, no more can be spared.

The most common method of creating a rotgob is through enchanted jewelry - talismans, rings, bracelets etc. The nekrobrain must have a matching piece of control jewelry to command their minions. If someone else tries to wear it, they may spend 10 spell points to become the new nekrobrain.



Tuesday, 31 July 2018

The Three Witches of the Dreadoak


In the times before the wizard wars, when magic was raw and untamed, the Hidden God created the Weavespider who spun together the first milky strands of fate between the two quartz trees. His web sang a hymn to the breeze, a melody that attracted the attention of three witches who lived in the branches of the towering dreadoak where they had existed since the second sun was ignited by Hod.

The most courageous of the witches, whose name causes men to suffocate, plucked one of the strands and heard the Harmony of the Web and at once was captivated. After years of strumming, the three realised the song was directly tied to the machinations of the young beings who walked the land - the Eck Dwarves, whose lamps would burn long after the suns faded; the Shade Elves, whose gods crawled in the earth; and the realm of man, who had mastered the skies with Smoothdrakes.

The witches played the symphony of the threads, watching savage queens perish and titan wretches spawn as the notes of fate sang in the hills of Ormun. The Hidden God was displeased - the witches had become as gods. In a dream he visited the warrior Aleena, who had slaughtered the host of the Everskull just the previous month and bore the axe legend calls Direwatch. Aleena was instructed to destroy the web.

She travelled to Ormun, having fought the greybeard ghasts and scarlet seraphim along the way. When she reached the witches, they saw what she wanted to do and intervened, promising to play a melody that would give her great power and riches. Aleena agreed and true to their word, the witches strummed a sweet tune. Aleena would become the high empress of men and all would bow to her. She declared war on the Hidden God who would have the web destroyed. The god became mortal to face her in battle, but was slain and his Godhead taken. After drinking his blood, Aleena ascended to brcobethe new Hidden God.

The song of the weave continues to ring out to this day while the spiders dance.

Friday, 13 July 2018

Thursday, 12 July 2018

Vote Trollish Delver Games for fan favourite publisher at the ENnies


It's ENnies season and once again I humbly request your vote in the fan favourite publisher category. Please take 10 seconds to give Trollish Delver Games a 1 ranking http://ennie-awards.com/vote/2018/ballot.php?category_id=24


Sunday, 24 June 2018

Some things you can do with SHATTER6


SHATTER6 is designed to be flexible so I wanted to talk a little about some things you can do with it.

Imbue items with shatterdice

Shatterdice help you achieve the impossible, but your pool is limited. So why not have magic weapons with shatterdice? These could be refreshable daily, or one-use only. For example, a sorcerer uses starlight to forge the Celestial Hammer. The GM says that the hammer is so awesome that it has 5 shatterdice assigned to it, but once the dice are used they don't replenish for another week as it recharges.

Include hordes as single enemies

SHATTER6 is all about cinematic coolness, so having a warrior cut through hundreds of demonspawn is just the type of thing it should be enabling. Create a horde as a single enemy, like:

300 demons
TR: 18
Damage: 4
A horde of 300 slavering winged demons weilding sickles.

Make cutting through them a real challenge - it may take a few really good successes to destroy them all.

Escape from the otherworld 

Losing all wounds doesn't necessarily mean death. In fact, death should only come if the player is cool with it being an integral part of the story. But what if you do die? Maybe the GM decrees that your soul is trapped in the otherworld and it must fight its way out. Failure means it's gone forever, but therest a chance you could cheat death in am awesome way.

Go big or go home

Bigger is better in SHATTER6. The GM has license to go completely epic to challenge the players to come up with novel and exciting ways to tackle them. They should battle giant gods, ride city-sized dragons and attempt to cut planets in two.

Make magic volatile

Having a freeform magic system means players can pretty much do anything they dream of with it. But don't be afraid to make it backfire if the player is unsuccessful in casting. Come up with novel ways of making things go wrong.