Showing posts with label frank. Show all posts
Showing posts with label frank. Show all posts

Thursday, August 22, 2013

PMF: Freaked-out Fungoid Fantasist

So, Frank (Keir's player) is going to be running Planet Motherfucker soon. He's given me the leeway to design my own archetype, so I have browsed the net, discovered THIS GUY, and created a class.

Freaked Out Fungoid Fantasist
Of the Fungoid people, only very few ever leave their little claves out in the Murican Southwest. Those that do often don colorful clothes and the buttons of their elders and set off towards the horizon. These Fantasists (as they are called) tap into a powerful source of magic: mind-altering drugs. You are a shambling, shaggy man (or woman) of fungal heritage with brilliant patchwork clothing and a penchant to ramble incoherently. Oh yeah, and you can do magic by eating, smoking, snorting, or otherwise injecting shit into yourself. You tell everyone else that it's because of, like, Astral Spirits, man, but no one really knows what the fuck is going on.

Agility d6
Smarts d4
Spirit d12
Strength d4
Vigor d8

Racial Traits
(+3 ability) High Attribute, Spirit
(+2 ability) +10 power points for Magic
(+1 ability) immunity to HUMAN diseases
(-3 ability) smarts can never be advanced beyond d6 (permanent burnout syndrome)
(-3 ability) two points per step or two advances to raise smarts

Racial Hinderances
Big Mouth (via constant mumbling of all things, including secrets)
Habit (minor) like, you know, mumbling and stumbling and grumbling all the time, mannn
Hard of Hearing (minor) not because, like, you don't hear well but because sometimes the mundane world is just so, really, you know, hard to pay attention to
Dryed Out (major) this is the Elderly hinderance, but it only comes into play in dry, arid areas where you don't have like, enough water, man

Racial Edges
Arcane
Fast Healer

Skills
Fighting d6, Healing d4, Knowledge (drugs) d4, Persuasion d4, Stealth d4, Survival (desert) d8, Tracking d4, Magic: Arcane Drug Use d8

Gear
Staff (Str+d6), Backpack, Blanket, Flask, Lighter, Quilted Colorful Clothes, Tall Patchwork Top-hat, Fungus Food (a bunch)

Magic
All Fungoids use Spirit instead of Smarts
Power Points: 20
Powers: Armor, Burrow, Entangle

Thursday, August 23, 2012

Hirelings, a Review

So while we were at GenCon Indy this year (for the first time) we met John Harris, an awesome fellow with a board game to kickstart. That board game was Hirelings: the Ascent, and its family friendly, putting you and your companions in the shoes of level-less hirelings who's adventurers are dead. You're carrying their backpacks, stuck in the bottom of a dungeon (in this case a dragon's cave), and the dragon is about to breath a roaring cone of fire through all the tunnels and scorch you alive.

Sound like an amazing game premise? It is. Being level 0 stuffhaulers and bodymen, you come into the dungeon with a backpack full of stuff that belonged to the (now dead) adventuring party. However, as it isn't your pack you don't really know what's packed in there. Magical items, generally helpful, fill it to the brim. You have a limited supply of these and they may help you to get out... but you don't get to decide what you're grabbing, you simply dip your hand in and pull out something that may (or may not) be worthwhile to you.

But don't be fooled! Those items are ALSO your health! If the fireball catches up to you, you need to lighten your load to put on some extra speed, thus throwing off one of your treasures from the backpack. If you have none left to ditch, you're done, mate: fried, cooked, annihilated! No more running for you. This simple game design manages to capture the frantic frenetic pace of a real escape very well.

Wednesday, August 22, 2012

GenCon Digestion, the Report

We set off for GenCon a merry crew, three travelers in a tub-sized ship with naught but the endless stretches of I-80 before us and nothing behind save the lives that we had lived. We had stocked ourselves with provisions and then made off into the wild blue; our GPS told us where to go and we had no other thought but than to follow it to the ends of the earth or Indiana: whichever came first.

We found ourselves rather quickly entering Pennsylvania hill country along the great stretch of the trucking route I-80. On either side rose the wooded climbs, wild and mountainous. Occasionally a dell or little vale would be visible, the hills drawing back for a brief moment to reveal a steep fold in the land populated by pines and hardy oaks. The cocooning webs of spiders were everywhere, lending the endless forest a sinister aspect and the settlements of man were thin and far between. There were lonesome farmsteads and isolated cottages but it was a long way between the coal-mining villages that were speckled across the hills.

From Pennsylvania to Ohio we came, barreling out of the high hills and into the great level lowlands of the plain. Forbidding wilderness was replaced with girdles of tamed land: farms, acres and acres of them in all directions. Trucks along the great arterial road were now seen to be carrying massive blades, as of wind-farms that must reside somewhere in the state. We stopped but once at Grandpa's Cheesebarn along the road to stock up on delicious delicacies before we shipped out once more towards Indiana.

Crossing the border, we encountered more churches than I have ever seen before in my life. Billboards proclaiming the religious epiphanies of Christ and Tom Raper were everywhere. I don't think I've ever felt so uncomfortable before, or so much like an East Coast Librul.

Sunday, August 19, 2012

More GenCon

Spotty internet connections in the hotel (the Clarion Northwest) mean that I've been unable to post another blog. I don't have a whole lot of time now, either, because the Con is closing down at around 5 today and we got some serious gaming to do.

I will briefly mention John Harris and Prolific Games as they have built (and taught us, through a playable demo) a great boardgame known as Hirelings, the ascent. I'm definitely going to do a review of it when I get home, since it was amongst our favorite things at the Con entirely -- we played it twice through and considered playing it a third time.

Of course, True Dungeon was also amazing and we're looking forward to doing that again next year. Yeah, I know, it uses the 3rd edition (d20) rules as a base, but what can you do? I'm sure no matter how hard I ask they won't revert it to AD&D.

Plenty of other stuff to talk about, but I want to take my time and compose my thoughts properly before I post about 'em. For your benefit, here are some pictures of Frank running from a dragon.