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go through each chapter and talk about the changes i have made are going to make first up characters as far as the actual character creation goes there is one change the crew can create a crew goal that gives everyone a level if it is accomplished the more significant changes are in the broods but most are minor the exception is the addition of two new broods the ghoul and the mutant these are cutting room floor broods that i had considered for the original edition but now they have been worked out and are ready for daylight or moonlight as it were created mostly the same except i have clarified their power regain slightly demon no major changes faerie no major changes ghost ghosts can be damaged by salt even if they are incorporeal ghoul the first new brood ghouls are your classic flesh eating undead the original source material for modern zombie myths the ghoul is fairly animalistic gaining bonuses for attacking in swarms and navigating underground they hunger for flesh and are weak to strong acids and solvents gillman made some clarifications that they gain power through destroying things outside of combat their starting edge has also changed to the new amphibious and they gain a new ability called frenzy mortal no major changes mutant the second new brood mutants are meant to fill the role of jekyll and hyde the invisible man and so on they re good at maintaining a low profile but fairly unstable and easy to rattle they also start out with a random edge which i think is cool revenant they get a slightly updated description saying they are preserved undead just to make it a little more clear that a revenant can be a mummy just as much as an eric draven type vampire no major changes warlock the familiar ability has been slightly clarified and expanded on as is the paths drawback werewolf their lunacy drawback has been revised and now they do change at the sight of a full moon that was a drawback i always felt i didn t do justice so now it s there it still does not mean time needs to be tracked through lunar cycles but it can make for dramatic moments posted by tanner yea at 8 30 am 2 comments email this blogthis share to x share to facebook share to pinterest wednesday april 13 2022 nightcrawlers designer diary pt 1 characters and broods hello all and welcome to my first part of a post mortem design diary for my splatterpunk game nightcrawlers if you haven t picked it up get it here or here or here in print i wanted to write this series to give an insight into my design process and why i did things a certain way i ve thankfully gotten many kind words for the game but i just want to show everyone what goes into making a game i hope you enjoy why black hack nightcrawlers uses the game black hack as its main engine but it wasn t originally that way it started as a world of dungeons hack that never saw the light of day then over to a swords wizardry white box game that didn t see much development beyond some notes i chose black hack eventually for a few reasons it s simplicity it s wide amount of support material to crib and take inspiration from and the small but mighty nature of the game i worked on nightcrawlers for literally almost three years but my dev cycle when i changed to black hack took maybe 6 months why nightcrawlers i love monsters man ghouls ghosts horror movies of all stripes whatever my problem is i don t love most play as monsters games the juggernaut world of darkness is too brooding and too unfocused i wanted violence aggressive music sex and drugs i wanted mixed monster crews i felt that wod and similar games were becoming power politics with magic which is ok for some but not for me i also wanted a game of punks and optimism monsters are an easy stand in for oppressed groups and i wanted the game to be about finding brotherhood power support and solidarity among outcasts punks fight for a better world even with the odds stacked against them and i wanted my monsters to do the same nightcrawlers is a modern love letter to those wod heartbreakers of the 90s where shedding blood while listening to alice in chains was all you could ask for games like the everlasting nightbreed and the proto wod nightlife nightcrawlers actually started as a retroclone of nightlife and i owe nightcralwer s creation to it still character most of what is in the character chapter is expected stats classes in this case broods backgrounds as skills etc however there are two aspects of characters that i think make nightcrawlers stand out from other black hack derived games the first though it seems minor is nature i struggled to figure out how to include features inherent to undead and spiritual beings for each brood without overtaking their drawbacks and abilities my answer was simply adding another character aspect nature it s not a complicated rules rider but it shows that sometimes adding a rule can simplify everything the second important aspect is the goals experience in any rpg can go many different ways but black hack mostly goes by the progress when the gm says approach this is totally valid but i wanted players to be more engaged in what their characters did goals accomplish this by not only implying a character s backstory but also setting the course for what they want the game to focus on the goals mechanics mainly were taken from dancing with bullets under a neon sun which is a great game broods the broods themselves probably had the most work done to them in design i see classes and character options as the real bottlenecks for rpgs they define what a character can and can t do more than stats skills etc i d like to do a shout out to karl stjernberg and his game rad hack which informed a lot of my design decisions the first big hurdle was just what broods to cover i obviously wanted the horror classics and and an even number to fit over the spreads for a long time i was going to have 12 broods the revenant was going to be more like a zombie and i would have added a mummy and a jekyll and hyde type mutant they got scrapped because i couldn t get the design how i wanted but they may make a return sooner rather than later the next hurdle was defining what the brood could do and what it was weak against this wasn t just a mechanical thing but a narrative thing for example vampires have many variations in popular culture so i had to decide what nightcrawlers vampires were like i tried to keep to the common denominators of weaknesses and powers vampires being weak to the sun demons being weak to holy objects etc and i looked at other play as monster type games for ideas the scaling of the brood was also important i wanted characters to be defined by their edges rather than whatever inherent abilities they have for being a werewolf or ghost or whatever most of the scaling is in edges and spells not in special features or drawbacks health and damage were similar i didn t want anyone significantly outclassed so they mathematically stick close together posted by tanner yea at 3 45 pm no comments email this blogthis share to x share to facebook share to pinterest thursday january 13 2022 naga for ose another quick ose post for you decided to stat out some naga for your slaying pleasure pretty basic enemies but nice to have around naga creatures with large snake bodies and human heads they have various temperaments but they are all intelligent and magical guardian naga ac 3 hd 11 44hp att 1 x bite 1d6 poison constriction thac0 11 8 mv 150 50 sv d6 w7 p8 b8 s10 11 ml 11 al lawful xp 3 500 na 1d2 0 tt a constriction when a bite attack is successful the guardian naga wraps around the victim and begins to squeeze inflicting 2d4 automatic damage immediately and on each subsequent round poison spit causes death save vs poison can spit up to 30 spellcasting can cast spells as a 6th level cleric spirit naga ac 4 hd 9 36hp att 1 x bite 1d3 poison thac0 11 8 mv 120 40 sv d8 w9 p10 b10 s12 9 ml 8 al chaotic xp 3 000 na 1d3 0 tt b charming gaze save versus spells at 2 or be charmed move towards the naga resisting those who try to prevent it defend the naga obey the naga s commands if understood unable to cast spells or use magic items unable to harm the naga killing the naga breaks the charm poison causes death save vs poison spellcasting can cast spells as a 3rd level magic user and a 2nd level cleric water naga ac 5 hd 7 28hp att 1 x bite 1d4 poison thac0 12 7 mv 90 30 180 60 swimming sv d8 w9 p10 b10 s12 7 ml 8 al neutral xp 1 250 na 1d4 0 tt d poison causes death save vs poison spellcasting can cast spells as a 5th level magic user posted by tanner yea at 2 52 pm 1 comment email this blogthis share to x share to facebook share to pinterest wilderness of ose barren hills and mountains i have been reading old school essentials lately and i was curious how the encounter tables in the game kind of illustrate the world implied within ose this is inspired by the great set of articles from james mishler called the original d d setting link i m going to go through ose s encounter tables using the advanced fantasy referee s tome and see just what the tables imply today we are going to start off with the first entry barren hills and mountains though hills and mountains are self explanatory barrens seem to me to be more like dry mountains or badlands initial encounters the initial encounter list is interesting both dragons and humanoids are more encountered in these highland areas than any other terrain there is also no chance to encounter the undead animals the animals entry has a lot of what you would expect cave bears mountain lions hawks wolves and so on there are also some oddities gorillas which exist on mountains but only in africa lots of snakes rock babboons and white apes this gives me a vibe similar to a mountain range like the rockies dry at the bottom before becoming more alpine at the peaks the apes are a bit of an outlier and give a bit of a prehistoric vibe humans bandits and brigands make up a quarter of human encounters here bandits are normal thieves while brigands are more vicious outlaws there are also entries for neanderthals going back to the prehistoric bent berserkers which i always equate with vikings are common too strangely no basic adventurer parties are found in the mountains only experienced ones humanoids a preponderance of giants exists in the mountains in fact you can encounter any giant save for fire giants ettins dwarves titans and gnomes are also common with no real surprises an interesting thing is the appearance of both scorpionfolk and yetis i think this again backs up the more rockies type range monsters the through line with the monsters of the mountains is that most of them can fly in fact i think only the xorn and leucrocotta can t fly there is a further fusion of desert and alpine creatures here with the sphinx but it may also just be because this is also the barrens table summary overall the mountains of ose are a little less savage than their od d counterparts they are still dangerous and home to berserkers cavemen and giants but very few prehistoric animals using the prehistoric table however could inject more of that lost world feeling into them next time we ll go over the city and settled areas table posted by tanner yea at 10 55 am 1 comment email this blogthis share to x share to facebook share to pinterest friday october 29 2021 nightcrawlers has risen holy crap it s here nightcrawlers is now available for purchase in both pdf and print form courtesy of exalted funeral this game has been in the works for almost three years and i would like to thank everyone involved in its creation especially sally cantirino whose art really made the game come to life in the future i hope to potentially make more content for the game or revisions errata updates if needed anyway enough talking choose your storefront of choice and get to splatting exalted funeral drivethrurpg itch io posted by tanner yea at 1 14 pm no comments email this blogthis share to x share to facebook share to pinterest wednesday august 25 2021 coming soon nightcrawlers i know it has been a while but i have exciting news my new game nightcrawlers is getting published through exalted funeral nightcrawlers is a splatterpunk roleplaying game in the style of nightlife and nightbane where you play as classic monsters fighting against corrupt cops sanity blasting monstrosities and other monsters that want to destroy humanity the system is based on the black hack and features 10 supernatural broods to play as as well as a host of powers and tools for quick play the art is being done by the amazing sally cantirino who has done art for great comics like i walk with monsters i am aiming for an october release and the game is probably 90 done aside from art it ll be available in print via exalted funeral and also via pdf keep an eye out for more news and maybe some previews you can also check out my itch tanneryea itch io for an alpha version that s 100 free keep it slimy posted by tanner yea at 7 49 am no comments email this blogthis share to x share to facebook share to pinterest tuesday february 2 2021 old school essentials demi human subraces old school essentials is a really cool game and i ve been tinkering with it lately below i thought i d whip up some of the classic sub races of ad d demihumans these are templates to lay over the races provided in ose advanced unless otherwise stated most of the abilities are in addition to a race s standard abilities dwarves the common dwarf is called a hill dwarf and has the same abilities as a normal dwarf mountain mountain dwarves are slightly taller and more long lived than their hill dwarf cousins otherwise they are the same as a hill dwarf they can only reach level 9 as a fighter elves the common elf is called a high elf and has the same abilities as a normal elf gray sometimes called faerie or sidhe gray elves are more mysterious and aloof than high elves instead of normal elven ability modifiers they gain a 1 to intelligence they can reach level 12 as a magic user wood sometimes called sylvan elves wood elves are reclusive and more in tune with the natural world than high elves instead of normal elven ability modifiers they gain a 1 to strength and a 1 to intelligence they are able to speak alignment common elvish treant and the language of woodland mammals instead of normal elven languages they can reach level 8 as a fighter but can only reach level 9 as a magic user wild wild elves are almost primitive even avoiding contact with other elves instead of normal elven ability modifiers they gain a 2 to strength wild elves can interact with animals as if the animal friendship spell was in effect they also have a 90 chance to set snares pits and traps in a wilderness setting they are able to speak alignment common and elvish instead of normal elven languages they can reach level 7 as a druid level 9 as a fighter and they can not be magic users halflings the common halfling is called a hairfoot ...
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