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  • giorgis 10:36 pm on September 22, 2019 Permalink | Reply
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    D6 Night of the Blood game session 

    Scene #1: The Hunt

    Q: Is the scene stable?
    A: Yes, but the next scene question will be unlikely

    The thunderstorm is raging, and the party has stopped. Audible between the thunder is the sound of a strangled baying.

    Q: Are the horses uneasy?
    A: Yes, they will require an easy Animal Handling or Riding skill to keep in check.
    Evie tries to keep a hold of her horse.
    Evie: Riding: 2/2: Success.
    Gustav tries to calm down the mule.
    Gustav: Animal handling (-1D): 2/2: Success.

    Since I know the party will be surrounded by the beastmen anytime, I have to ask if the characters have the common sense to move on before it’s too late.
    It’s going to be a Moderate Perception roll for each of them. If any of the characters succeeds, he may or may not have to convince the rest to continue the journey.
    Bianka: (Savvy +1D) Perception: 2/3: Fail.
    Evie: 3/3: Success.
    Gustav: 3+/3: Success.
    Rudiger: 3/3: Success.
    Wow, seems the uneasy horses and the baying sound tipped them off that something’s not right. Only Bianka thinks of staying, but I don’t suppose it will be hard to convince her otherwise.

    “We need to press on. Something’s not right!” Evie says as she pulls the horses reins forward to make her move.
    “I’m glad you said so m’lady” Gustav adds. “The rain is hard but these woods scare me.”
    “Of course you’re scared you weakling!” Rudiger’s bass voice rumbles. “You should be. Who knows who hides in the shadows. Press on!”
    “Where are you going you fools?” Bianka shouts from the rear. “We will be swept aside by the torrents that will form in the rain.”
    “We’re moving on. If you chose to stay, you’re on your own.” Evie snaps at her. She never liked her dirty appearance anyway.

    Evie: Persuasion: 2/2: Success. Complication! Evie’s relationship with Bianka is damaged, and she will automatically fail any further persuasion attempts in the rest of the adventure.

    “Right… thanks” Bianka mumbles as she falls in and follows the group forward.

    Q: Does the party manage to avoid the beastmen? (Likely)
    A: Yes, And they avoid them altogether.

    Scene #2:Moving On

    Q: Is the scene stable? (Unlikely)
    A: No
    I will roll 1d8 on TWENE: 8! Remove major element
    I draw a portent, and I get, Inflict Pain. Wow.
    I don’t want to remove the bad weather as major element, or the waterlogged road. Instead, to align with the portent, I want to remove the horses, without giving a chance to roll on riding or animal handling. For fairness I will ask the Oracle.
    Q: Are the horses (1-3) or the weather removed?
    A: Horses

    As the party moves slowly, a huge torrent cracks from a ravine to the side of the road, carrying along trees and debris. The horse and the mule do not budge, and the party barely moves aside as they are swept away.
    “My horse!” Evie cries out trying to reach her.
    Rudiger stops her. “You can’t save her my lady!”
    Bianka is filled with a weird feeling of accomplishment, being proven correct about her fear of moving on.

    Scene #3:The Hooded Man

    Q: Is the scene stable?
    A: No, and
    I will roll 1d10 on TWENE: 7: Add major element
    I draw a portent, and I get, Discuss Time, another card, Distant. Doesn’t make any sense. I will ask decktet. Nothing here either. I will ask the Oracle then.
    Q: Did the beastmen arrive at the Hooded Man?
    A: No
    I draw another portent from GMA. I get Detect Tool. I decide that in addition to the Ferry entrance, the main gate key, has been lost in the rain, and is in the mud in front of the gate. A Moderate Search roll will reveal it.

    As the party arrives at the hooded man, the start banging at the doors, but noone opens, and the doors won’t budge.
    Bianka starts to search for a way in.

    Bianka: Search: 4+/3: Success!

    Looking around in the heavy rain, Bianka locates a big bronze key. She puts it in the main gate and unlocks it. But the door doesn’t budge as it seems barred from the inside.
    The rain keeps pouring down on them and they want to find shelter desperately.

    Gustav: Perception: 2-/2: Success

    “There is another path going to the side of the inn. Maybe we should follow it.” Gustav announces and the party nods and follows.

    Scene#3: The Ferry

    As they come upon the ferry house, Bianka enters it first, followed by the rest of the party.
    They are all thankful for even a few moments of dryness.

    Q: Is the scene stable?
    A: Yes, but the likelihood will decrease in the next scene.

    Rudiger checks the ferry, but the ropes have been cut, and the raft is on the other side.

    As they take a moment to pause in the ferry house, they notice signs of struggle.
    Rudiger puts his hand on his sword and covers Evie. “My lady, something happened here. Stay besides me at all times.” Evie stays close and doesn’t say a word.

    Bianka: Search: 2/2: Success

    Bianka searches through the overturned stuff and finds a bag with 12 shillings and 42 pennies.
    She brings it to the party. “There is cash here.”
    Rudiger grabs it and gives it back to her. “Then it wasn’t brigands who did this.” He wonders out loudly.
    “Look! There’s blood here!” Gustav notices at the door.

    Gustav: Perception: 2-/3: Failure
    Bianka: Perception: 1-/3: Failure
    Noone notices that a body was dragged out.

    “We shouldn’t stay here for long. Whoever did this may return. We need to get in the inn. The walls will protect us.” Gustav points out.
    It doesn’t take much to convince the rest of the party, and they all head out.

    Bianka: Perception: 1/2: Failure.
    Gustav: Perception: 3/2: Success

    “There mylady! There is another path heading to the inn. It’s good that my eyes are sharp and are well in the rain.” Gustav says and Evie smiles.
    Bianka goes in front, while Rudiger with Evie are right behind, with Gustav staying in the rest.

    Q: Is the door open, as in the story? (Likely)
    A: No
    Q: Is it locked?
    A: Yes
    So here I have a change in the story. I didn’t want to roll for the scene stability just for a door, so I just asked the relevant question.
    Now the only way in is by climbing over the walls.

    “It’s locked as well! Argh!” Bianca says disappointed. “I will try to climb over and open it from the inside.”
    She looks at Rudiger. “Hey, big man, care to give me a lift up?”.

    I decide for a Moderate climbing difficulty adjusted by +1 due to the rain and -1 due to Rudiger’s assist.
    Bianka: Climbing: 4+/3 Success

    Rudiger lifts Bianka on his shoulders and she finds footing on the wall and climbs it quickly.

    Once on the other side, she opens the door, and the party finally enters.

    The most likely, the party heads for the Inn directly and avoids the stables and the coach house altogether, especially since they lost their horses.

    They head to the inn, and try to open the doors to the bar room.

    Scene#4: The Bar Room

    Q: Is the scene stable? (Unlikely)
    A: No, but I will be rolling 1d4 on TWENE.
    I get a 2: Decrease simple element.
    Q: Is it the sound of merriment and laughter (1-4) or the fire in the fireplace (5-6)?
    A: 1, the noise of the inhabitants is not so loud and is covered by the sound of rain and thunder. A Moderate Perception must be performed to hear it.
    Gustav: Perception (+1D due to acute hearing): 4+/3: Success

    The party reaches the bar room but the door is bolted and the curtains are drawn.
    “It’s locked as well. Should we look around for anyone?”. Bianka asks.
    “Wait! I think I hear someone inside. Let’s knock!” Gustav intervenes.

    Since Bianka has the Savvy characteristic I will give her a chance to be wary.
    Bianka: (Savvy +1D) Perception: 4/3: Success

    “Stop you fool!” Bianka grabs him as he heads to the door. “Why do they have the curtains drawn and the door locked? Maybe whoever caused the struggle in the Ferry house, is in there.”
    “I just want to get my clothes clean, dry and rest. How am I going to appear before the prince in such a terrible visage?” Evie counters.

    Bianka: Persuasion vs Evie: 2+/3
    Even though Bianka failed, the party is weary nevertheless.

    Bianka sighs, as Gustav continues to the door with Evie’s support, and knocks.

    A minute or so later, they hear the sound of the door unbolting, and they see one of the fattest men they have ever met.

    Gustav: Perception: 1-/2: Failure
    Bianka: Perception: 1/2: Failure
    Evie: Perception: 2/2: Success
    Rudiger: Perception: 2/2: Success

    Evie and Rudiger share a look as the fat man seems surprised to see them.
    “I am la-” Evie begins to say but Rudiger cuts her off. “We are weary travelers in need of shelter from the weather. Our horses got swept in the rain.”
    The fat man stays silent for more than a few uncomfortable moments, until he finally says. “Yes. Come in if you must.” He steps aside to make room for the party to enter.
    A small fire burns in the fireplace, and a man is sitting next to it.
    Evie notices he is wearing a road warden’s uniform, and she feels a bit relieved.
    The man stands up. “Otto!” He says out loud to the fat man. “Who are these strangers who just arrived?”
    “Just travellers thrown off course sir.” Gustav says as he approaches. “My name is Gustav, this is Evie Vogel, Rudiger and Bianka. How should we address you?” Gustav has already started to show off, putting emphasis on the Vogel name.
    “I am Hans. What-” He is interrupted by a loud thump. A man with overly protruding eyes starts mopping something at the end of the room.

    Bianka: (Savvy +1D) Perception: 3+/3: Success

    Bianka decides to go check what is this man doing. Otto steps in the way.
    “The kitchen is open to clients only.” He snaps.
    “About that!” Evie intervenes. “We want a room for the night.”
    “It is full!” Otto snaps at her.

    Evie: Perception: 1/2: Failure

    Bianka looks around. “Where are your clients then? The bar is empty.” She asks.
    “The coach party has just retired for the night. I have nowhere to put your ‘kind'” he scoffs.
    Hans moves forward and interferes as he notices the tension building up. “Where are you coming from?” He asks Evie.
    “Ingenfels” she says. “And my father won’t be happy at all to hear of our treatment in this establishment!” She adds in an authoritative manner.
    Otto sneers. “I may find some room upstairs. But it won’t be cleaned, the staff has retired for the night.”
    As he says that the man with the mop leaves the room.
    Bianka wonders about Otto’s contradictions.
    Gustav sits on a table. “Bring us something to drink, ale and wine please.”
    Otto mutters something and heads to serve the party.
    As Rudiger and Evie join Gustav on the table, Bianka, stands alone in the corner. She never liked the company of people anyhow.
    Hans peeks at her for a moment and then grabs a chair and sits near the party’s table.

    Rudiger then addresses the road warden. “You do a lousy job. The ferry is damaged and the ferry house looks like it was attacked!”
    “Yes we were attacked. It was bandits. They did this. That’s why we’re locked for the night.” Hans replies.
    Otto brings ale and wine in the dirtiest tankards Evie has seen. There are flies stuck on the side of the wares.
    “Why didn’t he say something then?” Rudiger asks as Otto leaves the table.
    “The bandits left after the attack, after all how do we know it wasn’t You who attacked the ferry?” Hans counters.

    “I suppose you want something to eat as well?” Otto shouts from the bar.
    The party agrees in unison and Otto goes into the kitchen.

    “I am no bandit!” Evie protests. “I am a lady, the daughter of baron Vogel, and my business is my own sir.”
    Hans nods. “I will leave you to it then.” He says and heads to the kitchen.

    Gustav: Perception: 4:2: Success

    Gustav notices a bloodstain in the back of Hans’ shirt.

    As the party is left alone, Bianka goes to see what the man was mopping.

    Bianka: Search: 1-/2: Failure

    Whatever it was, it was cleaned thoroughly.

    Bianka: Perception: 4+/2: Success

    Bianka overhears Hans telling about Tzeentch and about the Kurts to Otto.

    Does Bianka know what Kurts is?
    Bianka: Intellect: 2/4: Failure
    Does Bianka know what Tzeentch is?
    Bianka: Intellect: 4++/2: Success!!!
    She knows it’s a chaos god.
    Bianka attempts to sneak into the kitchen.
    Bianka: Sneak: 4+/4: Success

    Scene#5: The kitchen

    Q: Is the scene stable?
    A: Yes, but the next scene will be less likely to be

    Bianka manages to slip in, and sees a bucket full of blood and the blood red mop. She hears Hans walk in, and leaves at once. Hans closes the door loudly with an air of finality.

    Q: Does Bianka have a chance to tell the group what she heard before Otto appears?
    A: No, but she can get a warning.

    She sits on the table and says “Something’s wrong here!” mere seconds before Otto joins them with the hot stew.

    Since the characters are wary, I will reduce the difficulty of detecting kurts by 1 from VD to D.
    Bianka won’t eat. She has seen a lot to worry.
    Evie: Perception: 4++/4: Success!
    Gustav: Perception: 4/4: Success!
    Rudiger: 0-/4: Failure, Complication!
    Rudiger falls victim to his alcohol addiction and drinks a lot. The alcohol covers up the Kurts taste and he eats two bowls.

    Bianka stands in the corner alone and doesn’t eat a single spoon. Evie and Gustav notice the odd taste and stop eating soon.
    Rudiger not only fails to detect the Kurts, but he likes the stew so much that he also eats Bianka’s portion before Evie and Gustav have a chance to stop him.

    Bianka: 0 doses
    Evie: 1 dose
    Gustav: 1 dose
    Rudiger: 4 doses
    I will ask the Oracle on what the effect of the extra Kurts will be. I will roll once for: faster set period, longer duration and for additional effects.
    Q: Is there a faster set period?
    A: Yes but, only by a small margin
    Q: Is there a longer duration?
    A: No, and for some reason the duration may shorten if the person vomits (roll Moderate Strength)
    Q: Is there an additional effect?
    A: Yes, but it’s only the Fatigued effect in addition.
    Does Rudiger vomit?
    Rudiger: Vomit: 3/3: Success
    Q: Since Rudiger vomited will he be fatigued (1-2) or unconscious (3-6)?
    A: Fatigued

    Otto arrives as the party has finished eating. “I will show you to your room.”
    “All in one room?” Evie exclaims. Otto doesn’t bother to answer, and the party stands up to follow him.
    Rudiger clenches his stomach, he feels really uneasy, reaches for the stew bowl and pukes inside.
    Otto snorts. “Some men can’t handle their liquor.”

    Scene#6: The Common room

    Q: Is the scene stable? (Unlikely)
    A: No, but I will roll 1d4 on TWENE
    1: Increase simple element. The room is dirtier than usual.

    They are led to the common room. It’s dirty and the beddings are soiled. A rat scurries away in the corner. There’s no carpet on the floor, and it seems to be dirty wet with mud.
    “You expect me to sleep in this hovel?” Evie protests again.
    “‘Tis the best I can do.” Otto shrugs and leaves the room. He closes the door and as the party can easily hear, locks it.

    Bianka updates them on what she heard about the chaos god.
    “I’m thinking we should find a way to leave.” She says.
    Rudiger is no condition to walk. He is inebriated and fatigued and falls like a log on the bed.
    Evie and Gustav feel so tired.
    “I’m sure that what you say is true. Unfortunately we’re in no condition to go anywhere. Maybe once Rudiger gets back on his feet we can try it.”

    Evie: 1 hour fatigued effect
    Gustav: 9 hours fatigued effect. Strength: 2/3: Failure.
    Rudiger: 4 hours fatigued, inebriated effect. Strength: 3/3: Success, reduced by 1 hour to 3 hours.

    Gustav: Perception: 1/2: Failure
    Bianka: Search: 1-/2: Failure
    Nor Gustav or Bianka notice the carpet tacks.

    For a long time the party tries to recover. Only Bianka is feeling well. Rudiger is holding his head. Kurts and alcohol does not mix well. In all this period they listen to the uneasy sound of horses in the stable.

    Q: Does Bianka see Otto go to the stables?
    A: No
    Q: Does Bianka see Otto return from the stables?
    A: No
    Fagor approaches the characters room. Bianka: Perception: 2+/2: Success

    Bianka puts her finger to her mouth gesturing for silence as she hears movement outside the room.
    A while later they start to hear discordant chanting.

    “We must get out!” She says. “Something wicked is happening here. I will try to climb out the window.” The party worried, nods.

    Bianka: Climbing: 2/2: Success

    Evie sees the task and instead of following she orders Rudiger to break down the door.
    Rudiger grabs the hatchet and starts hacking at the door.

    Rudiger: Strength(Hatchet) vs Toughness: 2/0-: Success. 2 SL are required to break it. I rule that the critical failure means that it breaks without much noise.

    Rudiger, inspite of his fatigue and inebriation, brings his massive strength to bear and the hatchet cracks the door open with a single strike. He goes in front, with Evie in the middle and Gustav at the rear.
    Rudiger draws his sword and equips his shield. Gustav spends a moment to signal Bianka that they will meet downstairs.
    The party joins back together in the kitchen, as Bianka enters through the unlocked door.
    They hear the chanting louder and louder, coming from nearby, but unable to pinpoint the exact direction.

    Q: Does he ceremony end now?
    A: No, but it will end soon.
    Q: Is there any screaming audible?
    A: Yes, and they all near the screams without the need for a perception check.

    “We should check the stables for horses-” Bianka begins to whisper, when they hear a loud scream that sends shivers down everyone’s spine.

    Scene#7: The stables

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    8: Remove major element.

    The party runs to the stables and as soon as they open the doors, they see something macabre. The horses have been slaughtered and their limbs have been cut off and and spread around the stable.
    A second scream is heard.
    “We should help whoever it is!” Evie says.
    “Are you crazy? Didn’t you hear what I said about the chaos god?!” Bianka shouts at her.

    Evie: Persuasion vs Bianka: 2/0: Success

    “At least let us find what is going on and if we can’t help then we can inform the authorities.” Evie says.
    Bianka nods grumbling.

    Bianka: Search: 5+/2: Success

    They search the Inn and Bianka quickly finds the cellar opening.

    Q: Has the ritual ended?
    A: Yes

    Scene#8

    Q: Is the scene stable?
    A: No, and
    I will roll 1d10 on TWENE.
    2: Decrease simple element. There are no bloodstains on the floor.

    The chanting has ended as the party enters the cellar. Wines, beers and spirits are in bottles in the cellar. But what draws the party’s attention is the opening in the center of the room, that seemed to be uncovered by a stone slab.

    As they descend the stairs they hear the sounds of struggle and screams.

    Scene#9

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    7: Add major element
    I draw a portent from Decktet: The Window. There is a portal to the chaos realm that needs to be closed, and that will happen only if the demon dies. The portal is visual only, you can’t enter it, but it will cause corruption to anyone looking at it, unless they succeed a Moderate mettle/willpower roll.
    Q: Has anyone survived from the demon?
    A: No

    The party comes upon a horrifying visage. There is magical blob of screaming faces and claws in the center of the room. Right below it is an ever changing image of flesh, blood, bones, teeth and an octagon.

    Bianka: Mettle: 0/3: Bianka gains 3! Corruption points. Bianka rolls a 2! She succumbs to corruption. She gains Egotistical, Obsessive, Deceitful.
    Evie: (Resistance to Magic +1D) Mettle: 4/3: Success
    Gustav: Mettle: 3/3: Success
    Rudiger: 1/3: Rudiger gains 2! Corruption points! Rudiger rolls a 2! He gains Miserly and Impatient.

    Initiative:
    Demon: 5
    Party: 2

    Round 1:

    The demon attacks (Roll 1d4): Evie.
    He’s at reach 0 vs reach 1 of Evie. The reach difference doesn’t change initiative order.
    Evie parries.
    Demon: Claws: 1-/0: Hit!: 3/1: Severely Wounded. Also closes to 0 reach.

    Bianka: must succeed Fear VD test…right. She spends 2CP and gets: 3/5: Failure.
    Gustav: Against Fear: Coolheaded (+1D) will also spend a Fate Point: 5/5: Success!
    Gustav attacks the demon with his hatchet. He gains +1D due to reach and also doubles due to the Fate point.
    Gustav: Attack: 6/2: Success: Damage: 7++/1: Dead! It splits in half!

    The demonic creature lashes a claw at Evie, severely wounding her right arm. Bianka gathers her strength but she cannot overcome the unnatural fear she feels, and stands motionless in front of it. Then Gustav, the faithful servant, seeing his lady wounded, gathers whatever sense of courage and determination he has and hacks at it with all his being. His fury is such, that the hatchet comes down at the demon with such strength that it splits in half. Two blue horrors take form from its body.

    Round 2:

    Initiative again.
    Horrors: 3
    Party: 2+1 due to reach.
    The horrors attack first.
    The first horror attacks (1d4): Bianka: 3+/5: Miss
    The second horror attacks (1d4): Bianka: 4+/4: Hit: 3+/1: Severely Wounded, Left Arm.

    Bianka needs to overcome her fear. The Splits are at a Difficult TN. Bianka: Fear: 2/4: Failure.
    Evie moves behind Rudiger and Gustav.
    Since Gustav overcame his Fear over the horror and slaughtered it, I will give him an automatic success over the splits Fear.
    Gustav attacks the first split: 4/2: Success: Increase Damage: 3/2: Wounded.
    Rudiger fries to overcome his Fear. He spends 2CPs: 5+/4: Success
    Rudiger attacks with his sword: 6+/2: Hit: Increase Damage: 5/2: Incapacitated.

    The split horrors take a claw at Bianka, one attack connects slashing Bianka at her left arm, severely wounding her.
    Bianka stands motionless in fear while Evie hides behind her companions.
    Gustav and Rudiger slash at the same horror, wounding it and bringing it down, blue and red blood splashing everywhere.

    Round 3:

    Since the demon is of Tzeentch, chaos god of change, I decide that they may attack anyone at range randomly and change targets each round.
    The horror attacks (1d3): Bianka: 1/1: Hit: Torso: Damage: 1/1: Stunned
    Bianka retreats in the back.
    Gustav attacks: 3/2: Success: Increase Damage: 3+/3: Stunned
    Rudiger attacks: 6/2: Increase Damage: 8/2: Dead.

    The blue horror slashes again at Bianka but the wound is superficial.
    Gustav hacks at it again, but only scratches the thick skin surface.
    Then Rudiger thrusts, his sword piercing the demon through to the other side. It leaves out a screech and dies out.
    Rudiger then finishes off the downed horror.

    The magical portal on the floor disappears as the remains of the demon evaporate into nothingness.

    The party looks at each other trying to grasp in their minds what just transpired.

    They look around and see a pile of bodies in the room.

    “We should bury the dead.” Evie says.
    “Burning them would be safer my lady.” Rudiger adds. “But first we must tend to your wounds. Let’s go upstairs and we can do it first thing in the morning.”

    Rudiger: Healing Evie: 2++/3: Failure.
    Rudiger: Healing Bianka: 2/3: Failure

    Scene#10: The Road Wardens

    Q: Is the scene stable?
    A: No
    I will roll 1d8 on TWENE
    5: Increase major element
    There will be 8 Road Wardens instead of four.

    As the first light dawned upon the inn, the party is in the main room of the inn, tending to their wounds.
    They hear the sound of horses approaching. Rudiger goes to the window, to find eight Road Wardens in the yard.
    They unsaddle and one of them heads to the stables while two others to the inn entrance and knock.

    Rudiger invites them inn. At the same time, they see the massacre at the stables and unsheathe their swords.

    “Who are you? What happened to the horses?” Their leader asks. Fear and caution in his voice.

    Evie explains the events of last night.

    Evie: Persuasion: 2/3: Failure

    Not even her noble status is enough to convince the Road Wardens. Without any sign of the demon or the mutant, they are suspicious of the party and insist that they accompany them to the nearest city, where an inquisitor will take their statements.

     
  • giorgis 11:15 pm on September 20, 2019 Permalink | Reply
    Tags: Night of the Blood, ,   

    Night of the Blood Session Zero 

    Since I’ve left Star Wars D6 with Roy and Luca to rest for a while, my next attempt at solo roleplaying will be in the Warhammer Fantasy world, the Night of the Blood pre-written adventure module.

    I’ve chosen this as, I like the Warhammer setting (played the wargame back in the day), and I want to take a hack at a prewritten module to see how it will play out.
    I was inspired for this by /u/Classictoy ‘s attempt of the same module with Mythic GME.

    One thing I’ve learned from previous attempts, is that I need to take my sweet time, and prepare prior to starting an adventure. So I had to prepare my custom Oracle, the homebrew D6 system, and the characters.

    Custom Oracle

    To run the prewritten module, I will be using a modified version of MUNE, with the aim of delivering a result similar to what /u/Classictoy did with the Mythic GME.

    For each scene I will be asking the question to the MUNE Oracle: Is the scene as written?
    Yes, and: Increase Intervention count by 1, next question for scene stability will be more Likely
    Yes: No change
    Yes, but: Next question for scene stability will be less Likely
    No, but: Roll 1d4 on TWENE
    No: Roll 1d8 on TWENE
    No, and: Roll 1d10 on TWENE

    Beforehand, I will choose a likelihood for each scene based on what I feel like.

    Homebrew D6 System

    As with my Starwars D6 Legends system, I will be using the same success/failure system.
    Wild dies will explode on 6, and have a mishap on 1. On mishap you reroll. If it’s a 6 you get a complication, otherwise it’s a penalty (-1 success).
    Regular and wild die succeed on a roll of 3+.

    +1 pip die succeeds on a roll of 6, and +2 pip die succeeds on a roll of 5+. I am also thinking of introducing a +3 pip die in the future. Food for thought.

    Since I didn’t like how combat was bland at times in my Star Wars D6, inspired by Mythras and the D6 System GM’s Guide, I will be using the following rules for flavoring the combat system with effects.

    The Module

    I will be using the difficulties as described in the module, and converting the NPC stats on-the-fly. In general each 10% in Warhammer NPC stats I will translate to 1D in game. But this is just a rule of thumb for unaltered scenes.

    Reach

    Similar to how ranged weapons have a range, melee weapons have a reach.
    Close (0m): Unarmed, Knife, Dagger
    Medium (1m): 1-H
    Long (2m): Polearms, Spears, 2-H

    Roll Initiative

    Character with highest initiative acts first. If joining melee combat, between the two combatants, deduct reach from initiative.

    Example: Joe has a knife (reach 0) and rolls two successes at initiative. He acts first. He decides to attack Jim who holds a rifle with a bayonet at the end (reach 2) and rolled one success at initiative. Jim attacks first because of the longer reach.
    Combatants now are at Long reach.

    Each reach level difference incurs a -1D penalty to hit rolls.

    Example: Jim attacks at his normal skill, but Joe will attack at -2D because of the Long range.

    As per normal D6 rules the defender can dodge or parry/block or use his passive defense (weapon TN).
    For each SL, the attacker or defender in case of an active defense can choose a combat effect.

    Combat effects

    • Close/Open Range (each SL modifies reach by one)
    • Increase Damage (each SL adds 1D damage)
    • Called Shot (each SL can move hit location by one)

    Example: Jim rolled 2 successes on his attack, and Joe parried with 4 successes. Joe uses his two successes to close the reach to 0. Now it is Joe who has the upper hand. He attacks with 3 successes against Jim’s passive TN of 1. Now he chooses increase damage for 2D extra damage.

    Hit Locations

    I will be using Star Wars D6 Hit Locations:

    • 1: Head
    • 2-3: Torso
    • 4: Reroll: 1-3 Left Arm, 4-6 Right Arm
    • 5: Left Leg
    • 6: Right Leg

    Shields

    The shield adds its defense bonus to the block roll (melee combat) if actively defending and depending on the size (Buckler/Round/Tower) to the armor rating of the respective areas if passively defending (Hit locations: Left Arm/Left Arm, Torso(3)/Left Arm, Torso(3), Left Leg).

    Inspired by MiniSix barebones, I will use 4 attributes. Strength, Dexterity, Perception and Intellect. OpenD6 Fantasy Skills will be divided among them. I will be using the Star Wars D6 skill names over others, to accommodate a harmonized approach between my plays (e.g. Stealh or Move Silently will be Sneak skill).

    AttributeDescriptionSkills
    StrengthBrawn, Toughness, Constitutionlifting, running, stamina, swimming
    DexterityAgility, Coordination, Reflexesacrobatics, brawling, climbing, contortion, dodge, jumping, melee combat, stealth, lockpicking, marksmanship, drive, pickpocketing
    PerceptionAccumen, Initiative, Charismadisguise, gambling, hide, investigation, riding, search, streetwise, survival, tracking, animal handling, con, charm, command, persuasion, gossip, bargain
    IntellectIntelligence, Willpowercultures, devices, healing, navigation, reading/writing, scholar, speaking, trading, traps, intimidation, mettle, common knowledge

    Character Generation

    My characters will divide 12D between the attributes and also will have 7D in skills with a maximum of 2D per skill.

    I will be using a Warhammer chargen and interpret the skills to the D6 system. If a character doesn’t have the skill, they suffer an increase in difficulty by 1 TN.

    Talents will be giving a +1D bonus to respective actions. E.g. Very Strong will give +1D to lifting, Resistance to Poisons +1D when resisting poison effects, Sling Specialization +1D when using a sling, etc. I may have to make a call at the time of playing because I don’t want to spend my session zero devising a complete rulebook.

    I will be using Description and Motivations from UNE. I will be using BOLD for character backstories. Also I will be using Demeanors from Septimus.

    I decided on a simple story. One of the characters will be a noble lady, accompanied by her bodyguard and her servant, on her travel to a castle where the local prince has invited her to the ball. The details of each character will be randomized. In addition I will add a completely random career character, who just happened to be on the road alongside them, when the Night of the blood scenario begins. I wanted to give the characters a reason to be travelling together. Also I did not want them to be all combat-ready, something to give a bit of a story to the module.

    Without further ado, here are the four characters:

    Evie

    CharacteristicDescription
    NameEvie Vogel
    RaceHuman
    ProfessionNoble
    Age20 yo
    GenderFemale
    Height180cm
    Weight72kg
    EyesPale Grey, Almond shaped
    HairBrown
    SignThe gloaming star
    BirthplaceWissenland, Poor village
    AttributeStat
    Strength2D+1
    Dexterity3D
    Perception3D
    Intelligence3D+2
    SkillStat
    Melee combat4D
    Marksmanship4D
    Common Knowledge(Empire)4D+2
    Speaking(Reikspiel)4D+2
    Gossip4D
    Charm4D
    Read/Write(Reikspiel)
    Ride
    Persuasion4D
    Performer(Musician)
    Gambling
    • Etiquette
    • Savvy
    • Resistance to Magic
    • Public Speaking
    • Coolheaded
    • Schemer

    Inventory: Fine clothing, riding horse, short sword, jewelry, gold.

    Demeanor: Traditional
    UNE: lazy activist, offend the wealth
    BOLD: pleasant deputies overcome by scarce-used ability

    Evie is the daughter of Baron Vogel. She is traditional and doesn’t want radical changes, and has taken it upon herself to see that the wealthy merchants are taxed heavily and the taxes are given to the nobility. She’d prefer if someone else would help her on this task though.
    To that end, she wants to charm the neighboring prince into marriage and she has left the estate with her bodyguard Rudiger and her servant Gustav to go to the castle where she was invited.
    On the way they were stopped by some friendly roadwardens who, seeing her wealth, required tolls to be payed. Using her knowledge of the law she reminded them that only the toll collector had the authority to collect tolls and they should be careful lest they be mistaken for brigands preying on hapless travellers.

    Gustav

    CharacteristicDescription
    NameGustav Dickopf
    RaceHuman
    ProfessionServant
    Age19 yo
    GenderMale
    Height165cm
    Weight75 kg
    EyesGrey
    HairBlonde
    SignThe greased goat
    BirthplaceNordland, Small settlement
    AttributeStat
    Strength3D
    Dexterity2D
    Perception4D
    Intelligence3D
    SkillStat
    Melee combat3D
    Marksmanship3D
    Common Knowledge(Empire)4D
    Speaking(Reikspiel)4D
    Gossip5D
    Con
    Dodge3D
    Trade(Cook)
    Drive
    Haggle
    Read/Write
    • Ambidextrous
    • Coolheaded
    • Acute hearing
    • Hardy
    • Very Resilient

    Inventory: Fine clothing, hatchet, knife, cooking supplies, mule.

    Demeanor: Flamboyant
    UNE: obnoxious fortune-hunter, convey opulence
    BOLD: lethargic traitor overcome by strong attribute

    Gustavo is Evie’s servant. Despite his low status he is flamboyant, and tries to siphon off wealth from Evie to show off. He wears expensive clothing and behaves as someone above his class. Evie likes him so she tolerates it, but others are not so disposed. He passes of to his peers as an obnoxious fortune-hunter, which actually he is.
    When the estate cook started gossiping about Gustav, he managed to find him sleeping on more than one occasion and convinced Evie to demote him to stable boy. Gustav is escorting Evie to the castle where she was invited by the prince.

    Rudiger

    CharacteristicDescription
    NameRudiger Dirnbach
    RaceHuman
    ProfessionBodyguard
    Age37 yo
    GenderMale
    Height175cm
    Weight69 kg
    EyesPale Grey
    HairBlack
    SignGnuthus the Ox
    BirthplaceMiddenland, Hovel
    MarksSeamed face
    AttributeStat
    Strength4D
    Dexterity3D
    Perception3D
    Intelligence2D
    SkillStat
    Melee combat5D
    Marksmanship4D
    Gossip
    Dodge4D
    Heal3D
    Intimidate3D
    Common Knowledge(Empire)3D
    Speaking(Reikspiel)
    • Very Strong
    • Lightning Reflexes
    • Parrying Specialist
    • Throwing Specialist
    • Street fighting
    • Strike to Stun
    • Quick draw
    • Very Resilient

    Inventory: Sword, Shield, Chain hauberk.

    Demeanor: Hardboiled
    UNE: addicted judge, spoil the oppressed
    BOLD: deceiving labor overcome by on accident

    Rudiger is an old soldier who was appointed as a guard to the baron’s estate. As Evie grew, the baron appointed Rudiger to be her personal bodyguard.
    Rudiger is a veteran of many battles, and little that he sees shakes him. He has seen orcs, goblins and the occasional bandit. He believes firmly in the order of things and that the poor are supposed to stay poor and support the nobility.
    When he was younger, he was once deceived by an agitator to fight for ‘the cause’ and free the peasants from their lords rule. When, by mistake he came upon the peasant leaders divulging in their loot, he killed them all and left. He decided never to assist the traitorous peasants again and took it upon himself to punish them whenever possible. His combat skills and passion for riot control soon were noticed by the baron, who took him under his employment.
    After the last peasant revolt he has taken it upon himself to root out any danger that comes from the low classes. On such events, he alone decides the fate of the prisoners.
    His harsh life is not without scars though, and he has turned to be a functional alcoholic.
    Currently Rudiger is escorting Evie to the castle where she is invited by the prince.

    Bianka

    CharacteristicDescription
    NameBianka Geissler
    RaceHuman
    ProfessionRat Catcher
    Age17 yo
    GenderFemale
    Height166cm
    Weight70kg
    EyesGrey blue, bloodshot
    HairDark Brown
    SignWymund the anchorite
    BirthplaceNordland, Poor village
    AttributeStat
    Strength4D
    Dexterity3D
    Perception3D
    Intelligence2D
    SkillStat
    Melee combat5D
    Marksmanship4D
    Search4D
    Stealth4D
    Gossip4D
    Common Knowledge(Empire)3D
    Speaking(Reikspiel)
    Animal Handling
    Traps
    • Very Strong
    • Savvy
    • Resistance to poison
    • Resistance to disease
    • Sling Specialization
    • Tunnel rat

    Inventory: Hatchet, sling, bag of rats, rat cage, mouse traps.

    Demeanor: Aggressive
    UNE: reputable recluse, Record the public
    BOLD: common traitor overcome by personal resources

    Bianka is a young woman who has made a reputation as a rat catcher. She’s quite aggressive against the critters and doesn’t like the company of other people, keeping to herself.
    She wants to beat the numbers of rats she catches in comparison to the other rat catchers.
    In the last town she was in, a fellow rat catcher stole her bag of rats and sold it off as his own. She used her wits and skill and managed to catch an even larger number of rats, this fulfilling her contract.
    Bianka just came upon Evie’s company and by happenstance they go in the same direction.

    Summary

    Wow, using UNE which is meant for NPCs to create my characters, created some people bordering on the side of evil if this was DnD. But this is Warhammer, and I absolutely enjoy the results. I am eager to see how it will play out.

     
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