Adrift on the Night's Black Sea: Equipment Tags

In my previous post I mentioned that all weapons will deal 1d8 damage in line with the Eldritch Cock playtest rules. Instead of variable damage weapons in Adrift on the Night's Black Sea will feature different tags that alter their abilities and effects. Tags can also be applied to armour and other bits of equipment. Both positive and negative tags will be featured, though negative tags will normally be applied to weapons that have been improvised, scavenged or experimentally produced. My goals for this system are as follows:
Simple - a tag will sum up the effect it has in a sentence or two. This can potentially link to other systems - if I ever publish this I will ensure links and references are included.Evocative - a tag's name will evoke a good sense of its effects, i.e. Irradiating, Fragile, Rending etc.Flexible - a PC should be able to apply and remove different tags to their equipment given the right resources, customising their kit to suit their needs. I also planned to …

Adrift on the Night's Black Sea: Rules (Of A Sort)

A science-fantasy setting represents a fairly significant break from the implied 16th century Europe setting of stock Lamentations of the Flame Princess. This has led me to tweak and change a reasonable number of rules, which I'll detail below. Before I do, let me say that the playtest rules in Eldritch Cock are a fucking godsend that makes dealing with anything class-related much easier because I don't have to fuck around with separate hit dice, XP tracks and saving throws anymore. It's now much easier to focus on cool shit.

Skills One of the main breaks with the core rules lies in the skills available to characters. The current list of skills (including those from Eldritch Cock) stands at:
ArchitectureBushcraftClimbLanguagesLeadershipLuckMedicineSeamanshipSearchSleight of HandSneak AttackStealthTinker While these serve reasonably well for a game of Early Modern dungeon crawling, they do miss out on several sci-fi aspects like computers/programs and advanced technology. I&…

Adrift on the Night's Black Sea: Armatures

Somehow, I've gotten myself roped into running another game. It seems one of my Star Wars pitches was too appealing to pass up:

"The Solemnis took flight to the stars 200 years ago. Designed to transport a self-sustaining population to a new world, she held the combined knowledge and the most advanced technology of her homeworld.

Many of Solemnis' systems have failed irreparably over time, including navigation. No communications have been received from the homeworld in over a century, and the original crew are long dead. Their descendants debate on the fate of the vessel, and conflict is about to flare."

The group have requested that I run this using Lamentations of the Flame Princess, as that's what they're familiar with. I've also chosen to incorporate Raggi's playtest ideas in Eldritch Cock, as they're awesome.

So, the game is going to take place on a huge warp-capable generation ship that has lost contact with its homeworld and has suffered stea…

Star Wars Pitches

Recent weeks have been taken up with holidays, funerals and general creative listlessness. Time to change that.

There was some interesting G+ discussion on a post by FM Geist (who everyone should follow, by the way) on the topic of lore and how it can be presented in RPGs. I'm guilty as charged when it comes to building up large amounts of lore that my players never interact with and has no bearing on the game, often with entirely superfluous writing. It's something I've been trying to change because, in the words of Kevin Malone, "why waste time say lot word when few word do trick"?
There was a particular point made by David Shugars that the lore for a game's premise should fit in the opening crawl of a Star Wars film, which sounds like a great exercise to try and distil the essence and tone of a campaign setting down to the meat. On average there are 80 words in a Star Wars opening text crawl, so that's my limit for this exercise.
Without further ado, h…

OSR Class: Mystic of the Lucre Uncounted

"Gold is no metal, it is life. Gold is food in people's bellies, the strength in a soldier's arm, the foundation of thrones and the slayer of kings. Gold, my flock, is power." - Theodric Kolemnos, High Usurer of the Gilded House
The Gilded House is an ancient cult in my Egradus campaign who provide banking services across the known world. Their order is small but it is tightly wound into the fabric of most societies. You can deposit money in one of their temples, travel to the other side of the world and withdraw it (minus their fee, of course) without issue. Cult priests are also known as reliable and dependable legal witnesses for outsiders, despite the cult's bribery-laden, Byzantine internal politics.
The majority of the initiated are kept into the dark as to the inner workings of the temples, but all of them are ancient structures often out of place with the newer buildings surrounding them. Several thieves claim to have pilfered from the Gilded Houses (whic…

OSR Class: Mystic of the Eightfold Weaver

"Lay your web and cast it wide, leave them nowhere they can hide, lay them low with one swift bite, hold them close in endless night." - Sendarian children's rhyme.
One of my players made a pact with an atavistic spider deity. What better test case for a Mystic class? As you can probably guess, this one is going to be quite spider-y. See my previous post for Mystic base rules.

Mystic: Eightfold Weaver You are a disciple of the Eightfold Weaver, your actions need no explanation.

Additional Starting Equipment: 50' of rope.
Perk: You Save vs poison with 2 Boons.

Drawback: You can only eat arthropods.

Minor Miracles:
1. You can speak to spiders. They'll remember mundane things, i.e. prey items, temperature changes, airflow and other things that a spider might generally notice. This doesn't mean they're friendly.
2. You can make 50' of held rope or chain as durable as spider-silk for a number of minutes equal to your level. You must hold the rope/chain and con…

OSR Class: Mystic

"I hear the song of the celestial heavens, and the music is cacophonous. It is strange but I find comfort in its dissonance..." - Farseer Taldeer, Dawn of War: Dark Crusade.
Clerics annoy me. The GLOG has essentially solved same-y wizards given how easy it is to build a host of different magic schools each with their own cantrips, perks and drawbacks, but clerics remain annoyingly bland. Skerples has posted on how stock D&D clerics are Sunday School miracle workers and this sums up my dislike of clerics - there's no variety between the devotees of different gods and they all play pretty much identically. In addition, Vancian magic being what it is, a cleric simply gets an allotted amount of spells per day and that's that. The rules don't feature anything about clerics being penalised or rewarded for following or going against the tenets of their faith. This leads to PCs for whom religion should feature heavily just playing as a slightly less tank-y fighter wi…