The Vat, and the lives that go with it, are a Crypt Crawl specific Tech. Other Go Time worlds may, or may not, have an equivalent Tech.
When a Spirit Warrior dies in Crypt Crawl they can be rebuilt in the Chalist Vats. No messy body parts needed, they build you a new body. Being a Spirit Warrior has some serious advantages.
In many ways the death and rebuilding of a Spirit Warrior offers the character an opportunity to "Do it all over again".
Since they are building your character a new body this is an opportunity to change your characters stats by choosing a different Spirit Warrior card for the character. There are nine basic sets of stats in the basic Crypt Crawl RPG game, and you can switch these at this time.
You can also change the characters appearance. When you first created the character you choose from Human, Elf, Dwarf, Fox, Tiger, Wolf, Troll, Orc or Demoni. These are available again. You may also want to create an entirely new appearance, such as horse, skunk, rat or rabbit. We snuck in that option when we said there were other "rare" appearances. A chance to express your characters inner personality.
Expertise information is obtained by taking a soothing Vat bath and spending Role-Playing points. So, when your Spirit Warrior dies it is also time to reload your Expertise's. When a Spirit Warrior dies they may choose to make Expertise changes. It is certainly a time for reflection and reconsideration. If you are not happy with your characters choices, make them again! You must always keep the Universal Expertise.
It is not necessary for a Spirit Warrior to die in battle to make these changes. If the character really wants to the Chalists can put you in the Vat and rebuild you right then and there. This does cost you one of your lives, so use this option with care.
Monday, November 30, 2009
Thursday, November 26, 2009
Susan's Black Friday Experiment
Dragon Storm Booster ten packs $125.00 each.
The Order Page is right here. Check it out.
Twelve different 5x7 unmatted prints at $6.00 each
The Order Page is right here. Check it out.
Twelve different 5x7 unmatted prints at $6.00 each
Labels:
dragon storm,
Mark Ellis Harmon,
susan van camp
Tuesday, November 24, 2009
Gennar Spawn sighted
Gennar (Demon Spawn)
In the distance you can see the strange four legged gate of the Gennar Males. Their long arms reach nearly to the ground and they run by placing their arms forward and swinging their bodies forward in a strange swinging manuever that causes them to appear to bounce along the ground towards you. They have sharp pointed ears on either side of a squat lizardish head. The eyes are large with small black pupils that somehow look empty. Their skin is a grey green leathery substance. They have patterns of orange and gold highlighting their features. When these creatures stand upright they rise to their five foot tall and 4 foot wide size to fight with the long sharp claws on their hands.
The females of the species are more humanoid in shape and sre eirly attractive. They share the skin and coloring of their males, but they have normal length arms, however, they to have long shape claws.
Gennar are semi-intelligent and follow the commands of their demonic masters. They do not use ranged weapons. They act as a pack and come in numbers from 3 to 30. Larger packs frequently have Genkar with them as well. Their strange eyes allow them to see about 90 feet in the dark.
Gennar, Male (Spawn) Value=120
*Melee=10 *Ranged=0 *Toughness=20 *Armor=0 *Initiative=0 *Move=7
*Capacity=40 *Actions=2 *Value= 120
Gennar, Female (Spawn) Value=120
*Melee=2 *Ranged=0 *Toughness=20 *Armor=0 *Initiative=0 *Move=6
*Capacity=40 *Actions=3 *Value= 120
In the distance you can see the strange four legged gate of the Gennar Males. Their long arms reach nearly to the ground and they run by placing their arms forward and swinging their bodies forward in a strange swinging manuever that causes them to appear to bounce along the ground towards you. They have sharp pointed ears on either side of a squat lizardish head. The eyes are large with small black pupils that somehow look empty. Their skin is a grey green leathery substance. They have patterns of orange and gold highlighting their features. When these creatures stand upright they rise to their five foot tall and 4 foot wide size to fight with the long sharp claws on their hands.
The females of the species are more humanoid in shape and sre eirly attractive. They share the skin and coloring of their males, but they have normal length arms, however, they to have long shape claws.
Gennar are semi-intelligent and follow the commands of their demonic masters. They do not use ranged weapons. They act as a pack and come in numbers from 3 to 30. Larger packs frequently have Genkar with them as well. Their strange eyes allow them to see about 90 feet in the dark.
Gennar, Male (Spawn) Value=120
*Melee=10 *Ranged=0 *Toughness=20 *Armor=0 *Initiative=0 *Move=7
*Capacity=40 *Actions=2 *Value= 120
Gennar, Female (Spawn) Value=120
*Melee=2 *Ranged=0 *Toughness=20 *Armor=0 *Initiative=0 *Move=6
*Capacity=40 *Actions=3 *Value= 120
Labels:
cryptcrawl,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Sunday, November 22, 2009
When do you really need a contest roll?
First, when we talk about a contest in the Go Time worlds we mean a 2d6 roll (plus bonuses) by the character versus a 2d6 roll (plus bonuses) by the GM. The highest roll succeeds and ties go to the GM.
Contest rolls are used whenever there is a doubt about the outcome of an Action the player or cast member want to perform. On the surface that appears to be a simple statement, but when does "doubt" creep in? We need some generic guidelines to help the GM call for just the contest rolls that are important.
GM's, of course, are welcome to come up with their own guidelines, or to modify my thoughts to fit their campaign.
There are a group of Actions which do not have an opposing force, and therefore are not contested. That means no contest roll is necessary, the character simply performs the Action. Getting up from the ground after falling, drawing a weapon, moving, walking up a hill, climbing an easy to climb tree, and many more mundane Actions fall in this category.
The first class of doubtful situations I want to address are those which cause damage to an unsuspecting target. What do you do when a cast member has successfully snuck up on a character and they want to slice open the characters throat and kill them? The character is unaware, or surprised, yet in a very real sense, they are opposed to dying. What is the GM going to do? My answer is Luck. The player just might get Lucky and survive. I call for a Luck contest. The player rolls 2d6 and the GM rolls 2d6. If the character is lucky and wins the contest, the GM determines the result. I suggest that the character takes damage equal to half of their remaining Toughness. If the GM wins the contest, the character goes to zero Toughness and falls to the ground, dead. That is unlucky, indeed. (Note: The other characters do have time, under the Go Time death rules, to save their comrades life.) I have put this in terms of what happens to characters to bring home the point. This same procedure can be used by characters when they get the drop on cast members.
The second class of doubtful situations involve the role-playing of a character during the game. If a player is able to present an interesting and logical series of Actions performed by the character the GM may decide that the player succeeds and that no roll is necessary. I do not have the words to explain this, so I will use some examples to clarify this class of doubtful situations. Keep in mind that if the players description of the characters actions are not entertaining, these become just a contest roll.
A character wants to obtain knowledge from a local farmer. The player proceeds to assist the farmer, explaining how she will cause the farmer to feel good about the character. The explanation is entertaining for the GM and for the other players, who may even help. As a GM, I decide that the explanation replaces a successful contest roll, and the player gets the information they want, or an idea of where the information is.
A character wants to obtain knowledge from a defeated and unconscious enemy Horror. The series of Actions they use includes the rousing of the Horror and some unique descriptions of their skills with a knife plus a healthy bit of acting. Once again I find myself entertained and decide that the character has successfully completed an intimidation contest. They get the information they want.
The character wants to hide in a thicket and ambush a Fiend. She may well be assisted by other characters distracting the fiends. The Fiends are walking down the path, tracking the party. One of the characters gives an entertaining explanation of how they will proceed to hide and ambush the last bad guy in the enemy party. As a GM I may well decide that the characters careful preparation replaces a contest roll. For the actual attack on the fiend, I would use the luck roll, as I described earlier. How many times have we seen the good guys trim down their enemies this way? Well, we can see it again.
The third class of doubtful situations have to do with adventure goals, knowledge, and clues needed to triumph in the end. Some of the information that is provided through ancient glyphs or ingenious puzzles is essential for the characters to obtain. Therefore the GM must, in some situations, abandon the contest rolls and let the characters earn the answers through role-playing and skill use, no matter what the dice say.
The bottom line here is that in the Go Time RPG worlds, including Crypt Crawl, are Role-Playing games. As a GM you need to allow the role-playing aspect of the games to have real value and become more important than the games mechanics. We can do this by making entertaining role-playing into successful contest rolls.
Contest rolls are used whenever there is a doubt about the outcome of an Action the player or cast member want to perform. On the surface that appears to be a simple statement, but when does "doubt" creep in? We need some generic guidelines to help the GM call for just the contest rolls that are important.
GM's, of course, are welcome to come up with their own guidelines, or to modify my thoughts to fit their campaign.
There are a group of Actions which do not have an opposing force, and therefore are not contested. That means no contest roll is necessary, the character simply performs the Action. Getting up from the ground after falling, drawing a weapon, moving, walking up a hill, climbing an easy to climb tree, and many more mundane Actions fall in this category.
The first class of doubtful situations I want to address are those which cause damage to an unsuspecting target. What do you do when a cast member has successfully snuck up on a character and they want to slice open the characters throat and kill them? The character is unaware, or surprised, yet in a very real sense, they are opposed to dying. What is the GM going to do? My answer is Luck. The player just might get Lucky and survive. I call for a Luck contest. The player rolls 2d6 and the GM rolls 2d6. If the character is lucky and wins the contest, the GM determines the result. I suggest that the character takes damage equal to half of their remaining Toughness. If the GM wins the contest, the character goes to zero Toughness and falls to the ground, dead. That is unlucky, indeed. (Note: The other characters do have time, under the Go Time death rules, to save their comrades life.) I have put this in terms of what happens to characters to bring home the point. This same procedure can be used by characters when they get the drop on cast members.
The second class of doubtful situations involve the role-playing of a character during the game. If a player is able to present an interesting and logical series of Actions performed by the character the GM may decide that the player succeeds and that no roll is necessary. I do not have the words to explain this, so I will use some examples to clarify this class of doubtful situations. Keep in mind that if the players description of the characters actions are not entertaining, these become just a contest roll.
A character wants to obtain knowledge from a local farmer. The player proceeds to assist the farmer, explaining how she will cause the farmer to feel good about the character. The explanation is entertaining for the GM and for the other players, who may even help. As a GM, I decide that the explanation replaces a successful contest roll, and the player gets the information they want, or an idea of where the information is.
A character wants to obtain knowledge from a defeated and unconscious enemy Horror. The series of Actions they use includes the rousing of the Horror and some unique descriptions of their skills with a knife plus a healthy bit of acting. Once again I find myself entertained and decide that the character has successfully completed an intimidation contest. They get the information they want.
The character wants to hide in a thicket and ambush a Fiend. She may well be assisted by other characters distracting the fiends. The Fiends are walking down the path, tracking the party. One of the characters gives an entertaining explanation of how they will proceed to hide and ambush the last bad guy in the enemy party. As a GM I may well decide that the characters careful preparation replaces a contest roll. For the actual attack on the fiend, I would use the luck roll, as I described earlier. How many times have we seen the good guys trim down their enemies this way? Well, we can see it again.
The third class of doubtful situations have to do with adventure goals, knowledge, and clues needed to triumph in the end. Some of the information that is provided through ancient glyphs or ingenious puzzles is essential for the characters to obtain. Therefore the GM must, in some situations, abandon the contest rolls and let the characters earn the answers through role-playing and skill use, no matter what the dice say.
The bottom line here is that in the Go Time RPG worlds, including Crypt Crawl, are Role-Playing games. As a GM you need to allow the role-playing aspect of the games to have real value and become more important than the games mechanics. We can do this by making entertaining role-playing into successful contest rolls.
Labels:
cryptcrawl,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Friday, November 20, 2009
Visitations from the Terrible Two's
The Terrible Two's in Go Time RPG system, and Crypt Crawl specifically, cause problems for the players and GM's. To "enhance" this special experience we have added an optional Terrible Two Trials and Tribulations chart. Oh what fun.
The chart is available right now in the Crypt Crawl Beta downloads area.
The chart is available right now in the Crypt Crawl Beta downloads area.
Labels:
cryptcrawl,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Monday, November 16, 2009
Luzzeon, Flaming Horse Horror, RPG danger
And now, the bad guys get a boost.
Luzzeon, Flaming Horse Horror
This nasty beast is enveloped in close cropped flames that flicker across its body. It is not clear if these horrors are intelligent, but they appear to have a purpose. They have been known to act as mounts for Fire Trolls.
Special Defense: When someone enters melee with a Luzzeon they are subject to a heat attack that does a 2d6+4 damage minus the targets fortitude. This attack occurs immediatley and then once in each Warm-Up in following rounds.
Special Attack: Using an Action, the Luzzeon may “snort” fire up to 200 feet against one target. The Flamming attack does 2d6+9 damage minus Fortitude.
Luzzeon, Basic (Horror) Value: 700
Luzzeon always have Activated Armor.
Melee: 15, Ranged: 0, Toughness: 180, Armor: 3, Initiative: 0, Move: 8,
Capacity: 50, Actions: 3, Value: 700
Luzzeon, Elite (Horror) Value: 940
Luzzeon always have Activated Armor.
Melee: 25, Ranged: 0, Toughness: 270, Armor: 5, Initiative: 0, Move: 10,
Capacity: 50, Actions: 3, Value: 940
Luzzeon, Flaming Horse Horror
This nasty beast is enveloped in close cropped flames that flicker across its body. It is not clear if these horrors are intelligent, but they appear to have a purpose. They have been known to act as mounts for Fire Trolls.
Special Defense: When someone enters melee with a Luzzeon they are subject to a heat attack that does a 2d6+4 damage minus the targets fortitude. This attack occurs immediatley and then once in each Warm-Up in following rounds.
Special Attack: Using an Action, the Luzzeon may “snort” fire up to 200 feet against one target. The Flamming attack does 2d6+9 damage minus Fortitude.
Luzzeon, Basic (Horror) Value: 700
Luzzeon always have Activated Armor.
Melee: 15, Ranged: 0, Toughness: 180, Armor: 3, Initiative: 0, Move: 8,
Capacity: 50, Actions: 3, Value: 700
Luzzeon, Elite (Horror) Value: 940
Luzzeon always have Activated Armor.
Melee: 25, Ranged: 0, Toughness: 270, Armor: 5, Initiative: 0, Move: 10,
Capacity: 50, Actions: 3, Value: 940
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Friday, November 13, 2009
New Crypt RPG Items sheet
I have uploaded the fourteenth item sheet. And here is a link to the beta downloads page. Scroll down to the bottom of the items and it shall be there.
Several of the items on this page have to do with the animals that have been appearing here on the blog. Now that I have all of the pieces I can make sure that the Beastmaster Expertise cards match up with the items and animals. At that point, you will have pets!
Several of the items on this page have to do with the animals that have been appearing here on the blog. Now that I have all of the pieces I can make sure that the Beastmaster Expertise cards match up with the items and animals. At that point, you will have pets!
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Wednesday, November 11, 2009
Time for a Mount - Horses Appear
Horses:
Horses range in size from a small Pack Horse to a full War Horse. In the plains they can be found in herds. In society they provide pack animals, cart horses, farm workers, riding horses, War Horses and even companions. They are found throughout the world working and living. The prices of horses are localized depending on supply.
Pack Horse (Animal) Value: 155
These are small horses that fit nicely within the villages and towns of the world. They are large enough to be ridden, but they are not efficient in this way.
Melee: 5, Ranged: 0, Toughness: 45, Armor: 0, Initiative: 0, Move: 6,
Capacity: 50, Actions: 2, Value: 155
Cart Horse (Animal) Value: 160
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are large enough to be ridden, but they are not efficient in this way.
Melee: 6, Ranged: 0, Toughness: 60, Armor: 0, Initiative: 0, Move: 6,
Capacity: 40, Actions: 2, Value: 160
Riding Horse (Animal) Value: 255
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary riding horse of the world. This is also the most likely type of horse to be found wild. When hunted they provide up to 45 rations and a worthy pelt.
Melee: 7, Ranged: 0, Toughness: 90, Armor: 0, Initiative: 0, Move: 7,
Capacity: 45, Actions: 2, Value: 255
Work Horse (Animal) Value: 470
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary riding horse of the world.
Melee: 10, Ranged: 0, Toughness: 180, Armor: 0, Initiative: 0, Move: 5,
Capacity: 65, Actions: 2, Value: 470
War Horse (Animal) Value: 480
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary War horse of the world. War horses always have Activated Armor.
Melee: 12, Ranged: 0, Toughness: 140, Armor: 1, Initiative: 0, Move: 6,
Capacity: 50, Actions: 2, Value: 480
Horses range in size from a small Pack Horse to a full War Horse. In the plains they can be found in herds. In society they provide pack animals, cart horses, farm workers, riding horses, War Horses and even companions. They are found throughout the world working and living. The prices of horses are localized depending on supply.
Pack Horse (Animal) Value: 155
These are small horses that fit nicely within the villages and towns of the world. They are large enough to be ridden, but they are not efficient in this way.
Melee: 5, Ranged: 0, Toughness: 45, Armor: 0, Initiative: 0, Move: 6,
Capacity: 50, Actions: 2, Value: 155
Cart Horse (Animal) Value: 160
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are large enough to be ridden, but they are not efficient in this way.
Melee: 6, Ranged: 0, Toughness: 60, Armor: 0, Initiative: 0, Move: 6,
Capacity: 40, Actions: 2, Value: 160
Riding Horse (Animal) Value: 255
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary riding horse of the world. This is also the most likely type of horse to be found wild. When hunted they provide up to 45 rations and a worthy pelt.
Melee: 7, Ranged: 0, Toughness: 90, Armor: 0, Initiative: 0, Move: 7,
Capacity: 45, Actions: 2, Value: 255
Work Horse (Animal) Value: 470
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary riding horse of the world.
Melee: 10, Ranged: 0, Toughness: 180, Armor: 0, Initiative: 0, Move: 5,
Capacity: 65, Actions: 2, Value: 470
War Horse (Animal) Value: 480
Cart horses are larger than pack horses, but there strength is designed for pulling rather than carrying. They are the primary War horse of the world. War horses always have Activated Armor.
Melee: 12, Ranged: 0, Toughness: 140, Armor: 1, Initiative: 0, Move: 6,
Capacity: 50, Actions: 2, Value: 480
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Saturday, November 7, 2009
Just a note on Expertise Cards
Some people were reading the Expertise cards as costing an extra Action. We are adding this to the rules to help clarify the theory on card use.
19.1. On using Expertise cards to augment your characters rolls.
The Expertise cards represent the characters bonuses earned through their experience. The cards are meant to combine with your Action to perform better. As an example a character playing Melee Boost would use one Action to attack while gaining a +3 bonus to their melee roll from the card.
OK, back to the Con. Everything is going great!
19.1. On using Expertise cards to augment your characters rolls.
The Expertise cards represent the characters bonuses earned through their experience. The cards are meant to combine with your Action to perform better. As an example a character playing Melee Boost would use one Action to attack while gaining a +3 bonus to their melee roll from the card.
OK, back to the Con. Everything is going great!
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Yes we are at PentaCon, but here are some dogs:
I will be running the Crypt at 2 and 7:30 today at the Con.
Dogs:
Dogs come in an amazing variety of sizes, shapes and attitudes. Here in the Monster Parade we will deal with just the size range. The GM and players can use these to create there own breeds through their descriptions.
Rat Dog (Animal) Value: 51
These are small dogs in a size prefered by Rat Catchers. While they may not be as efficient as cats they certainly are easy to command.
Melee: 3, Ranged: 0, Toughness: 13, Armor: 0, Initiative: 0, Move: 5,
Capacity: 3, Actions: 2, Value: 51
Village Dog (Animal) Value: 97
Dogs in the 20 to 45 pound range are frequently found in villages living in homes making a lot of noise. They are well known for loyalty. Wild dog packs of this size dog exist and can be more than troublesome in a dozen.
Melee: 5, Ranged: 0, Toughness: 26, Armor: 0, Initiative: 0, Move: 6,
Capacity: 6, Actions: 2, Value: 97
Hunting Dog (Animal) Value: 143
These dogs are found on the farms and with hunters around the villages and settlements of people. A hunting party with a couple of these feels a lot safer. They are also large enough to carry the dog packsack that is available.
Melee: 7, Ranged: 0, Toughness: 39, Armor: 0, Initiative: 0, Move: 7,
Capacity: 12, Actions: 2, Value: 143
War Dog (Animal) Value:
These dogs range in size from Hunting dogs to big dogs. They are very popular in wilderness areas. Sometimes escaped war dogs form particularly nasty encounters. They are also known to run with Goatmen.
Melee: 9, Ranged: 0, Toughness: 52, Armor: 0, Initiative: 0, Move: 7,
Capacity: 15, Actions: 2, Value: 177
Dogs:
Dogs come in an amazing variety of sizes, shapes and attitudes. Here in the Monster Parade we will deal with just the size range. The GM and players can use these to create there own breeds through their descriptions.
Rat Dog (Animal) Value: 51
These are small dogs in a size prefered by Rat Catchers. While they may not be as efficient as cats they certainly are easy to command.
Melee: 3, Ranged: 0, Toughness: 13, Armor: 0, Initiative: 0, Move: 5,
Capacity: 3, Actions: 2, Value: 51
Village Dog (Animal) Value: 97
Dogs in the 20 to 45 pound range are frequently found in villages living in homes making a lot of noise. They are well known for loyalty. Wild dog packs of this size dog exist and can be more than troublesome in a dozen.
Melee: 5, Ranged: 0, Toughness: 26, Armor: 0, Initiative: 0, Move: 6,
Capacity: 6, Actions: 2, Value: 97
Hunting Dog (Animal) Value: 143
These dogs are found on the farms and with hunters around the villages and settlements of people. A hunting party with a couple of these feels a lot safer. They are also large enough to carry the dog packsack that is available.
Melee: 7, Ranged: 0, Toughness: 39, Armor: 0, Initiative: 0, Move: 7,
Capacity: 12, Actions: 2, Value: 143
War Dog (Animal) Value:
These dogs range in size from Hunting dogs to big dogs. They are very popular in wilderness areas. Sometimes escaped war dogs form particularly nasty encounters. They are also known to run with Goatmen.
Melee: 9, Ranged: 0, Toughness: 52, Armor: 0, Initiative: 0, Move: 7,
Capacity: 15, Actions: 2, Value: 177
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Wednesday, November 4, 2009
Gilaforge, A Spawn Race for Crypt Crawl
Gilaforge
The Gilaforge are a strange humanoid race most nearly resembling upright frogs. They have an extended stomach that they use to fuel the fire that they spit at targets. Each Fire Spit requires an Action and envelopes the target doing 2d6+20 damage, defense is used, and it may be deflected by parries as well. The spit costs 20 PS to use. Each type of Gilaforge has a PS pool with there Characteristics below. These nasties do the bidding of demons and are frequently used on missions and as guards. Gilaforge that have lost their demon wander the lands causing trouble and looking for a new demon to do the bidding of.
Common Gilaforge (Spawn) Value= 130
Melee: 4, Ranged: +20* (120 feet), Toughness: 30, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 2, PS: 60, Value: 130
* Fire Spit Attack, 20 PS to use.
Elite Gilaforge (Spawn) Value= 205
Melee: 5, Ranged: +20* (180 feet), Toughness: 45, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 2, PS: 100, Value: 215
* Fire Spit Attack, 20 PS to use.
Headman Gilaforge (Spawn) Value= 360
Melee: 6, Ranged: +20* (240 feet), Toughness: 60, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 3, PS: 160, Value: 360
* Fire Spit Attack, 20 PS to use.
The Gilaforge are a strange humanoid race most nearly resembling upright frogs. They have an extended stomach that they use to fuel the fire that they spit at targets. Each Fire Spit requires an Action and envelopes the target doing 2d6+20 damage, defense is used, and it may be deflected by parries as well. The spit costs 20 PS to use. Each type of Gilaforge has a PS pool with there Characteristics below. These nasties do the bidding of demons and are frequently used on missions and as guards. Gilaforge that have lost their demon wander the lands causing trouble and looking for a new demon to do the bidding of.
Common Gilaforge (Spawn) Value= 130
Melee: 4, Ranged: +20* (120 feet), Toughness: 30, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 2, PS: 60, Value: 130
* Fire Spit Attack, 20 PS to use.
Elite Gilaforge (Spawn) Value= 205
Melee: 5, Ranged: +20* (180 feet), Toughness: 45, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 2, PS: 100, Value: 215
* Fire Spit Attack, 20 PS to use.
Headman Gilaforge (Spawn) Value= 360
Melee: 6, Ranged: +20* (240 feet), Toughness: 60, Armor: 0, Initiative: 0, Move: 4
Capacity: 40, Actions: 3, PS: 160, Value: 360
* Fire Spit Attack, 20 PS to use.
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Let us begin with Cats
There is a shortage of natural animals in the Crypt Crawl Monster Parade. We need them to fill out towns, nature and the world. I also need them to be able to point value the Beast Master Expertise cards.
CATS:
Cats come in a mind boggling range of animals. The GM can use the following cats to describe what the players see and encounter.
Town Cat. (Animal) Value= 150.
These are the the cats that typically live with people, watch you from the roof beams in the tavern and anywhere else. Cats watch. Cats study. Cats are.
Melee: 2, Ranged: 0, Toughness: 10, Armor: 0, Initiative: 0, Move: 6,
Capacity: 3, Actions: 4, Value: 150
Wild Cat. (Animal) Value= 130
These cats are about twice the size of a town cat. They may be socialized. You can find them around farms and even in towns, but most of them are hunters around civilized areas.
Melee: 4, Ranged: 0, Toughness: 20, Armor: 0, Initiative: 0, Move: 6,
Capacity: 5, Actions: 3, Value: 130
Hunter Cat. (Animal) Value= 200
These are the cats that may form small prides or act as solitary hunters throughout the lands. These are difficult cats to socialize, but it is possible. You rarely see them as part of human society.
Melee: 8, Ranged: 0, Toughness: 40, Armor: 0, Initiative: 0, Move: 7,
Capacity: 8, Actions: 3, Value: 200
Noble Cats. (Animal) Value= 290
Now we get to the big cats. These are the big cats. They can be solitary hunters or part of small prides. They are almost never seen in the company of humans, but anything is possible in a chaotic world.
Melee: 12, Ranged: 0, Toughness: 70, Armor: 0, Initiative: 0, Move: 8,
Capacity: 10, Actions: 3, Value: 290
Mythical Cats. (Animal) Value= 430
Some cats are beyond rational belief. There size puts them nearly in the horse class. They are extremely rare creatures and most people go through life never having seen one. They naturally avoid civilized areas.
Melee: 16, Ranged: 0, Toughness: 130, Armor: 0, Initiative: 0, Move: 9,
Capacity: 12, Actions: 3, Value: 430
CATS:
Cats come in a mind boggling range of animals. The GM can use the following cats to describe what the players see and encounter.
Town Cat. (Animal) Value= 150.
These are the the cats that typically live with people, watch you from the roof beams in the tavern and anywhere else. Cats watch. Cats study. Cats are.
Melee: 2, Ranged: 0, Toughness: 10, Armor: 0, Initiative: 0, Move: 6,
Capacity: 3, Actions: 4, Value: 150
Wild Cat. (Animal) Value= 130
These cats are about twice the size of a town cat. They may be socialized. You can find them around farms and even in towns, but most of them are hunters around civilized areas.
Melee: 4, Ranged: 0, Toughness: 20, Armor: 0, Initiative: 0, Move: 6,
Capacity: 5, Actions: 3, Value: 130
Hunter Cat. (Animal) Value= 200
These are the cats that may form small prides or act as solitary hunters throughout the lands. These are difficult cats to socialize, but it is possible. You rarely see them as part of human society.
Melee: 8, Ranged: 0, Toughness: 40, Armor: 0, Initiative: 0, Move: 7,
Capacity: 8, Actions: 3, Value: 200
Noble Cats. (Animal) Value= 290
Now we get to the big cats. These are the big cats. They can be solitary hunters or part of small prides. They are almost never seen in the company of humans, but anything is possible in a chaotic world.
Melee: 12, Ranged: 0, Toughness: 70, Armor: 0, Initiative: 0, Move: 8,
Capacity: 10, Actions: 3, Value: 290
Mythical Cats. (Animal) Value= 430
Some cats are beyond rational belief. There size puts them nearly in the horse class. They are extremely rare creatures and most people go through life never having seen one. They naturally avoid civilized areas.
Melee: 16, Ranged: 0, Toughness: 130, Armor: 0, Initiative: 0, Move: 9,
Capacity: 12, Actions: 3, Value: 430
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Tuesday, November 3, 2009
Actions, The heart of the Game
With this Action we Walk,
With this Action we Talk,
With this Action we Strike,
With this Action we Cast,
With this Action we Fire,
With these Actions we live or Die!
An Old Spirit Warrior chant
Actions in Crypt Crawl are the things a character does. Everyone is limited by how many Actions they perform in a thirty second round of combat. "Normal" NPC's, monsters and people in general may perform two actions during a round. The Spirit Warriors of CC start with three Actions. They are immediately ahead of the average enemy.
As characters improve, gain experience, and learn they will obtain more Actions. A top of the line Spirit Warrior will have seven Actions, seven "things" they can do in a combat round.
It is easiest to think of Actions as the ability to do. Want to draw a sword?, Find a Potion in your pouch? Reload a gun? Move? Attack? Appeal a ruling to the GM? Everything uses an Action. You will really like having more Actions to work with, but they only come through experience.
With this Action we Talk,
With this Action we Strike,
With this Action we Cast,
With this Action we Fire,
With these Actions we live or Die!
An Old Spirit Warrior chant
Actions in Crypt Crawl are the things a character does. Everyone is limited by how many Actions they perform in a thirty second round of combat. "Normal" NPC's, monsters and people in general may perform two actions during a round. The Spirit Warriors of CC start with three Actions. They are immediately ahead of the average enemy.
As characters improve, gain experience, and learn they will obtain more Actions. A top of the line Spirit Warrior will have seven Actions, seven "things" they can do in a combat round.
It is easiest to think of Actions as the ability to do. Want to draw a sword?, Find a Potion in your pouch? Reload a gun? Move? Attack? Appeal a ruling to the GM? Everything uses an Action. You will really like having more Actions to work with, but they only come through experience.
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Monday, November 2, 2009
Today's Addition
I added Item sheet 13 to the free beta Crypt Crawl RPG downloads page. The page is here.
Labels:
cryptcrawl,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
Sunday, November 1, 2009
Crypt Crawl Beta Fantasy RPG goes live!
The Beta game is ready to download. You can follow this link to the website. Follow the download links and have at it!
There are more GM adventures in the pipeline that will help GM's get going. I will announce them here and probably on my Daily Blog as well.
Download, look, read. We will be at PentaCon next weekend, so bring your questions.
There are more GM adventures in the pipeline that will help GM's get going. I will announce them here and probably on my Daily Blog as well.
Download, look, read. We will be at PentaCon next weekend, so bring your questions.
Labels:
cryptcrawl,
dragon,
dragon storm,
game,
Mark Ellis Harmon,
rpg,
susan van camp
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