December 19th, 2015
December 17th, 2015
Greetings, Old Skoolers! Isn’t it time you learned some new spells?!? Well, that’s just what this new Cast & Blast series is going to do for you! Now, don’t go grumbling about having to learn new things. Spelljamming is way more fun than pulling rot grub out of your chainmail skirt, and this stuff is going to be twice as much fun as that!
If you are a true old skooler, you’ll see that these spells trod on some familiar ground that’s near and dear to your dungeon-delving heart. This series is our twist on classic Basic Dungeons & Dragons spells for Magic Users and Clerics. This week we serve up a couple of Level 1 bedazzlers; one for the Mage and one for the Sage.
Silver Tongue of Saroo (Magic)
The mage can use this spell on a single two-legged target that (a) is no larger than twice the mage’s size and (b) whose Ingenuity is half that of the mage’s. The target cannot be undead, animal, or vegetable. The target is completely under the mage’s charm, believes what the mage says as truthful, and will follow the mage’s suggestions and advice. The target must be able to comprehend the mage’s spoken instructions; the charm is not a form of mind control or telepathy. Each time the target suffers wounds due to the mage’s suggestions, the target is allowed to make an Ingenuity test to become aware of the deceit and question their current course of action. When the spell expires, the target may suffer slight confusion as to why they performed the actions they did, as if affected by temporary amnesia.
Type: Special Effect
Range: 12 squares + Special
Use: (SPS/4) times per day.
Upkeep: On a successful casting, the mage immediately expends 8 spoints (2 x Spell Level 4); no other upkeep is required. Mage’s Ingenuity sets the number of game minutes the spell lasts (e.g. a 64 Ingenuity score grants a 64 minute enchantment).
Lesser Orb of Healing (Mystic)
The sage is granted four healing orbs that can be immediately directed to the desired target(s). A target can only benefit from one orb per inning, however, all four orbs can be sent to four different targets that first inning. After the initial casting, the orbs can only be used at the Spante (non-action). Each orb heals 2d6 + SPS wounds.
Range: 12 squares
Use: (SPS/4) per day
The Use category defines the number of times a spell may be cast per day. Basic spells typically have unlimited use. More powerful spells, however, will have restrictions. “(SPS/4) per day” is such a restriction; the number of times this spell can be used per day is set by the caster’s SPS score divided by four. For example, a mage with 8 SPS may cast such a spell twice per day.
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December 10th, 2015
We’ve got some new rules for Shuffling Horror that will change the way you play! It’s called the Survivor Draw Pile and it streamlines how survivor cards are dealt and revealed during the game. The new SDP rules simplify the game’s original methods.
The SDP completely resolves the dilemma a Director faced when playing a game versus five or more players. In such games, each player would start with an equal number of survivor cards and the remainder would be removed from play.
The SDP also secures that all survivor cards are in-play for all players. It safeguards rapid player elimination, as a player cannot be eliminated while cards remain in the SDP.
Click on the script to see the
full rule details in pdf format.
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December 4th, 2015
The first WEGS Old Skool game for Gary Con VIII 2016 has been officially submitted: “How Many Heroes Does It Take To Slay A Dragon?” This one was a no-brainer for me: each year I finish the con with it. No matter how tired we all are at then end of a full weekend of gaming (binge fantasy rpg gaming IS hard work, folks), this scenario never disappoints. You never say no to the chance to go head-to-head with a dragon!
This will be the third time I am running HMHDITTSAD? at Gary Con. Each year players seek to definitively answer the question posed in the title, and each year, they have failed. In 2014, nine heroes tried to dispatch Jrragnaraffen, the magical glaive dragon. Nine was not the answer. In 2015, ten more heroes lined up for the honor, and, while they put up a valiant effort, they came up a little short. One wizard was clinging to her neck as she flapped her heavy wings and headed off into the sunset of that con. We called that wizard “Dinner”.
Needless to say, Jrragnaraffen is getting very tired of all this nonsense (which is not good news for those who show up for this year’s game). After the first failed foray, I outlined the rules allowing Jrragnaraffen to grow stronger with each passing year. In game terms, she possess an equal number of blood chips as there have been Gary Cons. So, this year she starts with eight blood chips, which is between 400 and 800 bonus wound points. For those wondering, each chip grants her ((d6+4) x 10) wounds.
And these blood chips supplement her 264 starting wounds! For those wondering on this total, she is treated as three Level 8 monsters. Each level earns the monster 11 wounds, so Level 8 monsters begin with 88 wounds. She can take a lot of damage!
If at first you don’t succeed, just blame it on the guys who couldn’t finish the job last year…See More »