Every good role-play game needs a solid sheet where players can keep track of their characters' abilities, equipment, and other important stuff. Delves page designer and layout man Joe Dragovich and I have been slowly developing this sheet over the last few weeks of play-tests, and we're getting very close with it. Initial thanks and inspiration must be credited to the Baron, whose inspired sheets for his own Goalsystem fantasy games used similar symbols. Thanks, Baron!
Here's the latest incarnation:
We feel like it's tidy enough to fit nicely into the book's 6" x 9" format, and also to not take up too much table space, while also being large enough to accommodate all of the cool stuff that needs to go onto to it.
Let us know what you think!
Thanks for visiting!
--Scott
Wednesday, May 30, 2012
Monday, May 28, 2012
Orboros Argus
Sneaked in a bit of painting today and got my first plastic Argus done! Nice details and a breeze to paint!
I hope to get the second one done sometime this week. Here you can see my burgeoning Circle band, complete with proxy Warlock!
Thanks for visiting!
--Scott
I hope to get the second one done sometime this week. Here you can see my burgeoning Circle band, complete with proxy Warlock!
Thanks for visiting!
--Scott
Friday, May 25, 2012
Goalsystem Delves Design Log 12: Dynamic Battles
A lot of battles in the dungeon fantasy genre resolve down into a group of adventurers dog-piling on a single creature, and that's Ok. But we wanted to give players and GMs some options that create a more dynamic melee experience, so we've instituted the Knockback rules from Supersystem, modified for the genre. In most cases only Large category (or bigger) creatures, or those with the Hideous Strength power, can do Knockback. And they can always choose not to do it should they just want to pummel a target in place.
We've found it to be helpful for clearing multiple adventurers away from a larger creature beset by them on all sides.
Some new to this implementation of the Goalsystem mechanics is the Drive-Back maneuver:
Successful use of this maneuver in the right terrain can really shift the fortunes of a battle!
Thanks for visiting!
--Scott
We've found it to be helpful for clearing multiple adventurers away from a larger creature beset by them on all sides.
Some new to this implementation of the Goalsystem mechanics is the Drive-Back maneuver:
Drive-Back
An attacking character or creature using this maneuver spends its Attack action and makes a Class or prime trait check versus the Class or prime trait of the target model. If the attacker wins he drives his foe back 1” for each goal he beats his foe by. The models remain in base contact and move the distance in a direction designated by the attacker. Any of the attacker’s allies in base contact gain free strikes on the driven back model. The attacker and his target remain in base contact after the drive-back is resolved. Drive-backs can result in targets being driven off of precipices or other high objects. A model driven back in such a manner gets to make a TN4 Class or prime trait check to save itself, and is left hanging from the edge as per the falling rules. Drive-backs do no damage to the target. A smaller model trying to drive-back a larger foe subtracts 1” from his final total.
An attacking character or creature using this maneuver spends its Attack action and makes a Class or prime trait check versus the Class or prime trait of the target model. If the attacker wins he drives his foe back 1” for each goal he beats his foe by. The models remain in base contact and move the distance in a direction designated by the attacker. Any of the attacker’s allies in base contact gain free strikes on the driven back model. The attacker and his target remain in base contact after the drive-back is resolved. Drive-backs can result in targets being driven off of precipices or other high objects. A model driven back in such a manner gets to make a TN4 Class or prime trait check to save itself, and is left hanging from the edge as per the falling rules. Drive-backs do no damage to the target. A smaller model trying to drive-back a larger foe subtracts 1” from his final total.
Successful use of this maneuver in the right terrain can really shift the fortunes of a battle!
Thanks for visiting!
--Scott
Wednesday, May 23, 2012
Privateer Proxy
As I slowly work on my Hordes Circle force, I've decided to work in a few proxies, including a male proxy model for Kaya, the Warlock. I grabbed a Mage Knight Elven Acolyte model and gave him a quick re-basing and re-paint and voila! A "new" Warlock using Kaya's stat card!
Here he is:
I need to come up with some kind of cool back-story for him; I see him as a renegade Elf taken in by the Circle and given a chance at power.
Thanks for visiting!
--Scott
Here he is:
I need to come up with some kind of cool back-story for him; I see him as a renegade Elf taken in by the Circle and given a chance at power.
Thanks for visiting!
--Scott
Tuesday, May 22, 2012
Paging Allen Nunis...
Comic and game artist Allen Nunis has long been one of my favorites in the industry. I love his detailed lines, and his style reminds me a lot of the great Al Wiiliamson.
Need an example? Check this out:
Anyway, I'd love to have Mr. Nunis do a piece for Goalsystem Delves, but I cannot get a hold of him!
So, if you happen upon this blog and you know Mr. Nunis, or you know someone who knows him, please let him know I'd like to work with him.
Thanks for visiting, and for any help!
--Scott
Need an example? Check this out:
Anyway, I'd love to have Mr. Nunis do a piece for Goalsystem Delves, but I cannot get a hold of him!
So, if you happen upon this blog and you know Mr. Nunis, or you know someone who knows him, please let him know I'd like to work with him.
Thanks for visiting, and for any help!
--Scott
Sunday, May 20, 2012
Goalsystem Delves Design Log 11: Enter Sandman!
Play Unplugged editor Enrico Nardini and I did a bit of GD play-testing last night and had quite a blast!
We did a simple Encounter battle, four adventurers vs. a Hag and her pair of Ogre bodyguards. That's 3 Reward Level dice worth of beasties, making it a roughly even encounter for a 4-character 1st or 2nd level party.
Here's the setup:
This time around we had a Lizardman Druid, Goblin Monk, Half-Orc Thief-Assassin, and a Human Mage.
What we didn't reckon on was the deadly effectiveness of the Mage's Sleep spell!
I was also quite pleased with how the Monk's abilities worked, and the "Keeper" Druid option also worked well--the Keeper has the Animal Companion.
Thanks for visiting!
--Scott
We did a simple Encounter battle, four adventurers vs. a Hag and her pair of Ogre bodyguards. That's 3 Reward Level dice worth of beasties, making it a roughly even encounter for a 4-character 1st or 2nd level party.
Here's the setup:
This time around we had a Lizardman Druid, Goblin Monk, Half-Orc Thief-Assassin, and a Human Mage.
What we didn't reckon on was the deadly effectiveness of the Mage's Sleep spell!
He managed to put the Hag and both Ogres to sleep on a good casting roll and a trio of poor resistance rolls by yours truly. Although Sleep is a first level spells, it potential effectiveness means it can only be used once per Adventure. So if your characters were facing an Adventure with three Encounters, you'd want to pick your spot carefully, and Rico did that here!
As you can see, he set the poor Hag up for a deadly death-strike from the Half-Orc Thief-Assassin.
I was also quite pleased with how the Monk's abilities worked, and the "Keeper" Druid option also worked well--the Keeper has the Animal Companion.
Thanks for visiting!
--Scott
Friday, May 18, 2012
Hordes Circle Warpwolf
When I started with Hordes years ago I went with the metal starter box. Now the plastic box is out, and I am loving the models! The plastic Warpwolf goes together like a dream and paints up quite nicely!
I took a break from work on Delves to paint mine up last night. Here he is!
Next post, back to the Delves designer logs!
Thanks for visiting!
--Scott
I took a break from work on Delves to paint mine up last night. Here he is!
Next post, back to the Delves designer logs!
Thanks for visiting!
--Scott
Wednesday, May 16, 2012
Goalsystem Delves Design Log 10: Artifact Items
Every self-respecting fantasy game needs cool magic items! We've got your garden-variety stuff (magic weapons, potions, etc.), but we also include a few special items we call Artifact Items. Each one is powerful, carries a terrible cost for its use, and can drive the story along just by carrying it around!
Here's an example of one we just had to do as a nod to what's gone before!
These powers last until the end of the adventure. Once accepted, it requires a successful Magic Adventure Hazard check to give it up. If the character has used the Eye at least once, add +1 to all TNs for this check.
Characters who use the Eye in play should shift their Alignment one step toward evil at the end of the session. For example, a Good aligned character who uses the Eye once shifts his alignment to Neutral. If he uses it one more time, he shifts his Alignment to Evil at the end of the Adventure where the use occurred.
Cost: 30 pts.
Thanks for visiting!
--Scott
Here's an example of one we just had to do as a nod to what's gone before!
Eye of the Liche-God
Type: Artifact Item
Effects: This incredibly powerful and evil artifact is nothing less than the unliving eye of an Undead demi-god--the vile Liche-God Necraxxus! A character who finds this item must either accept or reject its power. If he rejects it he leaves it where he found it and moves on. Carrying the Eye without either accepting or rejecting its power requires a Magic Adventure Hazard check. If the check succeeds, it is assumed the character can safely dispose of the item after the adventure. If the check fails the item must either be accepted or dropped.
If he accepts it, the Eye becomes bound to him. He immediately, permanently loses 1 Fate pt. from the total he starts each game with. Characters possessing the Eye gain +2D to attacks against creatures with the Undead type. Once per Adventure, the character may spend a special action and invoke the Eye’s power. If this is done, the player should make a Chance roll for his character. Check the following table for the results:
Type: Artifact Item
Effects: This incredibly powerful and evil artifact is nothing less than the unliving eye of an Undead demi-god--the vile Liche-God Necraxxus! A character who finds this item must either accept or reject its power. If he rejects it he leaves it where he found it and moves on. Carrying the Eye without either accepting or rejecting its power requires a Magic Adventure Hazard check. If the check succeeds, it is assumed the character can safely dispose of the item after the adventure. If the check fails the item must either be accepted or dropped.
If he accepts it, the Eye becomes bound to him. He immediately, permanently loses 1 Fate pt. from the total he starts each game with. Characters possessing the Eye gain +2D to attacks against creatures with the Undead type. Once per Adventure, the character may spend a special action and invoke the Eye’s power. If this is done, the player should make a Chance roll for his character. Check the following table for the results:
0 Goals = The character suffers 1 Wound; make Save vs. Death! as normal
1 Goal = Gain +2D Hideous Strength
2 Goals = As with 1, and also gain the Petrification power (CC version)
3 Goals = As with 1 & 2, and also gain Life Drain
4 Goals = As with 1, 2, & 3, and also gain Extra Attack.
These powers last until the end of the adventure. Once accepted, it requires a successful Magic Adventure Hazard check to give it up. If the character has used the Eye at least once, add +1 to all TNs for this check.
Characters who use the Eye in play should shift their Alignment one step toward evil at the end of the session. For example, a Good aligned character who uses the Eye once shifts his alignment to Neutral. If he uses it one more time, he shifts his Alignment to Evil at the end of the Adventure where the use occurred.
Cost: 30 pts.
Thanks for visiting!
--Scott
Monday, May 14, 2012
Goalsystem Delves Design Log 9: Deadly Dragons
Part of the challenge of designing a dungeon skirmish game is making sure creatures possess the necessary level of toughness and threat to challenge a party--then developing a way to accurately measure it! To this end, I wanted to make sure that an adult Dragon could whack a 1st level party.
So early Sunday morning we had a fresh, 1st level party of 4 adventurers take on an Elder Dragon. In 4 rounds, they were all dead, and the Dragon's horde remained untouched!
Here's the dragon profile:
The combination of Extra Attack and Lone Threat proved nasty! I ended up making it add +1D to the creature's Reward Level, and I may add another +1D to make the total +6D. It certainly bears further play-testing!
But yeah, 1st level characters should not mess with dragons!
Thanks for visiting!
--Scott
So early Sunday morning we had a fresh, 1st level party of 4 adventurers take on an Elder Dragon. In 4 rounds, they were all dead, and the Dragon's horde remained untouched!
Here's the dragon profile:
Dragon (Elder)
These great, greedy wyrms of legend breathe death and shatter foes on the ends of their massive claws.
Monster 6D
Strength 8D
Defense 6D
Toughness 7D
Alignment: Evil
Size: Enormous Move: 9” (14”) HP: 20
Primary Attack & Damage: Bite & Claws 7D ATT/ 8D DAM
Attributes, Powers & Equipment
Armor +2D
Breath Weapon (Large Cone, 6D, Fire)
Deadly +2D
Dark Vision
Evasion +2D
Extra Attack
Hideous Strength +1D
Initiative +2
Flying
Large Target
Lone Threat Lvl. 2
Melee Attack (Claws, Bite) +1D ATT
Vigor +2
Cost: 132 pts.
Reward Level: +5D
These great, greedy wyrms of legend breathe death and shatter foes on the ends of their massive claws.
Monster 6D
Strength 8D
Defense 6D
Toughness 7D
Alignment: Evil
Size: Enormous Move: 9” (14”) HP: 20
Primary Attack & Damage: Bite & Claws 7D ATT/ 8D DAM
Attributes, Powers & Equipment
Armor +2D
Breath Weapon (Large Cone, 6D, Fire)
Deadly +2D
Dark Vision
Evasion +2D
Extra Attack
Hideous Strength +1D
Initiative +2
Flying
Large Target
Lone Threat Lvl. 2
Melee Attack (Claws, Bite) +1D ATT
Vigor +2
Cost: 132 pts.
Reward Level: +5D
The combination of Extra Attack and Lone Threat proved nasty! I ended up making it add +1D to the creature's Reward Level, and I may add another +1D to make the total +6D. It certainly bears further play-testing!
But yeah, 1st level characters should not mess with dragons!
Thanks for visiting!
--Scott
Saturday, May 12, 2012
Reaper Bones Kobold
Finally got around to getting those 20mm bases from Litko, so here is the first Reaper Bones Kobold. These guys are almost like 15mm figures--a breeze to paint!
Thanks for visiting!
--Scott
Thanks for visiting!
--Scott
Thursday, May 10, 2012
Goalsystem Delves Design Log 8: We Have A Logo!
My longtime friend and cohort Dan Yauger just turned in a bang-up logo for Goalsystem Delves, so without further ado, here it is!
This project just keeps getting better!
Thanks for visiting!
--Scott
This project just keeps getting better!
Thanks for visiting!
--Scott
Wednesday, May 9, 2012
Goalsystem Delves Design Log 7: A Growing Concern
As I find myself adding more and more material to the book, I realize that to cover the genre adequately, I needed to expand the page count from 204 to 244 pages, so we're adjusting accordingly, and our Kickstarter goal will have to rise a bit too.
There's a risk in this, but also a reward if we succeed; the book becomes much more comprehensive. For example, with the extra room I can fit write-ups for Gnolls, some of my favorite dungeon fantasy foes!
To illustrate my point of their coolness, I just painted up the Reaper Bones Gnoll!
I'll show stats in a later post!
Next post, the book gets a logo!
Thanks for visiting!
--Scott
There's a risk in this, but also a reward if we succeed; the book becomes much more comprehensive. For example, with the extra room I can fit write-ups for Gnolls, some of my favorite dungeon fantasy foes!
To illustrate my point of their coolness, I just painted up the Reaper Bones Gnoll!
I'll show stats in a later post!
Next post, the book gets a logo!
Thanks for visiting!
--Scott
Sunday, May 6, 2012
Goalsystem Delves Design Log 6: And The Dead Shall Rise Again
The concept of resurrection has always been a big part of the dungeon fantasy genre. The companions laboring to bring a favorite comrade back from the dead can become a quest unto itself.
In GD we handle resurrections in the Recovery Phase. This segment of game play occurs after the Adventure and encompasses the players taking their characters on side-quests (Excursions), fencing loot, buying new items and gear, earning coin through mercenary work, and yes, resurrecting dead adventurers.
Here's a rules excerpt to better explain what this entails:
As you can see, accomplishing a resurrection is not easy! We wanted a cool piece of art to go with this bit of rules, so we asked one of our artists, Josh Dahle, to do a resurrection piece for us. And man, did he ever! Check it out!
You're going to love the other stuff Josh is doing for the book!
Thanks for visiting!
--Scott
In GD we handle resurrections in the Recovery Phase. This segment of game play occurs after the Adventure and encompasses the players taking their characters on side-quests (Excursions), fencing loot, buying new items and gear, earning coin through mercenary work, and yes, resurrecting dead adventurers.
Here's a rules excerpt to better explain what this entails:
Resurrect A Comrade
Dead characters can be resurrected, but it’s not easy, or cheap! The character attempting this task subtracts 2 from the PWS and makes an Arcane Trap/Task check based on his Class. Add +1 if this is not the first Recovery phase following the character’s death.
Arcane Trap/Task
Class TN#
Mage, Priest 5
Ranger, Druid 6
Thief, Fighter 7
If the character succeeds his dead comrade returns! The resurrected character permanently loses 1 Fate point due to his ordeal, but otherwise returns as normal. If the character fails, the fallen character remains dead.
As you can see, accomplishing a resurrection is not easy! We wanted a cool piece of art to go with this bit of rules, so we asked one of our artists, Josh Dahle, to do a resurrection piece for us. And man, did he ever! Check it out!
You're going to love the other stuff Josh is doing for the book!
Thanks for visiting!
--Scott
Friday, May 4, 2012
Goalsystem Delves Design Log 5: We've Got Class!
Well, six of them to be more specific. In order to properly emulate classic dungeon fantasy genre games, I wanted to include Classes in the game. But how to do it? I'm a huge fan of Atlas Games' Over the Edge RPG. Among it's many excellent design features is the idea of traits. Each character is defined by three core traits, a central and two side traits.
I took inspiration from this when shaping Goalsystem's standard four traits to the Delves project, and made the primary trait for characters a Class trait. So if you're a Fighter (one of the six classes in GD) you'll roll to attack and to overcome Adventure Hazards using your Class trait Fighter dice pool. In fact, every Class will fight with its Class trait. I must also give a nod to the Baron, a Goalsystem fan and super-gamer, as he and his crew were doing some Goalsystem fantasy stuff using a fairly straightforward iteration of my rules, and this caught my eye.
So after working through some initial rough spots I've settled on a structure for character creation. This game will be a real hybrid between miniature skirmish and RPG's. I've taken to calling it Skirmish Fantasy Role-Play, a subtitle that might stick in the book. Characters will be one of six classes: Druid, Fighter, Mage, Priest, Ranger, and Thief. Each class has at least two "flavors" for variation. So you might Be a Thief-Acrobat or a Thief-Assassin. I'll get into more of these in later posts, but today I want to preview the Druid a bit.
Here's the basic write-up for the Druid Class:
=========================================================
Druid has always been one of my favorite classes across many editions of the classic D&D RPG, Rolemaster, and other games. I feel like the options here provide the classic options and feel, and reflect the things that made me love playing the Class.
Thanks for visiting!
--Scott
I took inspiration from this when shaping Goalsystem's standard four traits to the Delves project, and made the primary trait for characters a Class trait. So if you're a Fighter (one of the six classes in GD) you'll roll to attack and to overcome Adventure Hazards using your Class trait Fighter dice pool. In fact, every Class will fight with its Class trait. I must also give a nod to the Baron, a Goalsystem fan and super-gamer, as he and his crew were doing some Goalsystem fantasy stuff using a fairly straightforward iteration of my rules, and this caught my eye.
So after working through some initial rough spots I've settled on a structure for character creation. This game will be a real hybrid between miniature skirmish and RPG's. I've taken to calling it Skirmish Fantasy Role-Play, a subtitle that might stick in the book. Characters will be one of six classes: Druid, Fighter, Mage, Priest, Ranger, and Thief. Each class has at least two "flavors" for variation. So you might Be a Thief-Acrobat or a Thief-Assassin. I'll get into more of these in later posts, but today I want to preview the Druid a bit.
Here's the basic write-up for the Druid Class:
=========================================================
The Druid [+11 pts.]============================================================
Druids feel at home in the wild places of the world. They possess a special bond with nature and the animals and plants who are a part of it. Some druids travel with animal companions, while others can take on the atavistic shape of the predator.
Starting Options
Choose one of the following:
Atavistic Druid
--Altered Beast: Spend a free action and 1 Fate pt. to shift into predator form.
--While in this form, gain +1D Strength, +1D Toughness, +2” Move.--You neither gain nor grant a friends bonus in close combat.--You may not collect or carry Adventure objectives.--3rd level: Add +1D to Strength in this form.
Keeper Druid
--Boon Companion: You gain an appropriate animal companion with the following profile:
Animal 4DDefense 4DStrength 4DToughness 4DMove: 7” Hits: 5; Tooth & Claw: +1D Damage
--You must spend 1 Fate pt. at the start of the game to include your animal companion in the party.--The animal has WC 4. Roll on the Save vs. Death! for your animal companion just as with normal characters. If he perishes, you do not have one available for the next adventure, but gain a new one with the same starting profile in the subsequent adventure.--3rd level: Add +1D to the companion’s Animal trait.
Special Abilities
Pathfinder: Druids treat all forest and swamp difficult ground as normal, open terrain.
Minor Spellcaster: Druids begin play with one 1st level spell chosen from the Spirit magic list.
Starting Hit Points: 7
Starting Equipment
Druids may select up to two weapons from the following list:
--Javelins
--Shillelagh
--Spear
--Druids may also carry small shields, but wear no other armor.
Level progression
Druids use the following advancement path. Each level indicates the amount of experience points (XP) needed to reach it and gain the listed benefits. When a Druid adds a new spell, he or she can select it from the Spiritual spell list.
Level 1: Starting options detailed above.
Level 2: 4 XP. +1 Re-roll to Druid trait
Level 3: 8 XP. +1 Re-roll to 1 non-Class trait; +1 Fate; *Class bump
Level 4: 12 XP. +1D to Druid trait. +1 Hit Point; New spell
Level 5: 16 XP. +1D to 1 non-Class trait; +1 Fate
Level 6: 20 XP. +1 Re-roll to Druid trait. +1 Hit Point
*See above for details on 3rd level Class bumps.
Druid has always been one of my favorite classes across many editions of the classic D&D RPG, Rolemaster, and other games. I feel like the options here provide the classic options and feel, and reflect the things that made me love playing the Class.
Thanks for visiting!
--Scott
Wednesday, May 2, 2012
Goalsystem Delves Design Log 4: Art Preview
Thomas Scioli will be handling some of the art chores on the interiors of the Goalsystem Delves rules I am working on. I thought I'd share one of the first pieces he turned in to me, a great fight scene!
We're also hoping to work Tom into some of the inducements we'll be offering in the Kickstarter--Tom will be designing someone's character and including them in a fight scene in the book! More details to follow, but as we get more play-testing and planning done, we're steadily building momentum on this project!
Thanks for visiting!
--Scott
We're also hoping to work Tom into some of the inducements we'll be offering in the Kickstarter--Tom will be designing someone's character and including them in a fight scene in the book! More details to follow, but as we get more play-testing and planning done, we're steadily building momentum on this project!
Thanks for visiting!
--Scott
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