Sunday, January 22, 2017

Sketch #2 The History of Sultan Ali-Baboona and the Silver City of Nibios





Long, long ago, before the words of men were even put to parchment, hidden amidst the vast Radoom Desert lied the Silver City of Nibios, whose walls, roads, and architecture were made of nothing other than precious metals and magnificent blue sapphire deeper than any ocean. The city was so wealthy that even the slaves ate succulent foods and drank water and wine to their hearts’ content. One day, Sultan Ali-Baboona, the benevolent ruler of Nibios, was gifted a curiously elegant lamp from a mysterious masked stranger. The sultan took it in gratitude, and as he rubbed his hands across its surface in admiration, he quickly came to learn that inside this lamp was a djinn - for it suddenly appeared from within the lamp! As many have heard, djinn grant three wishes to those who find them, so Ali-Baboona wished for all citizens, including himself and his family, of Nibios to live forever. He then told the djinn he would save his other two wishes for later. The djinn twirled his long and thin mustache, gave a mischievous smile and said “Your wish is granted, oh wise one.” Ali-Baboona then summoned the djinn back into the beautiful lamp, and his wish was granted. However, now several thousand years later, Nibios is nothing more than a pile of filth and rubble, and the sultan and his subjects have slowly transformed over the centuries into hideous and clumsy creatures who have been denied the gift of death.
Ali-Baboona, seeing what had become of his beautiful wife and son due to his myopic ambition, in a desperate, futile attempt to rid them from his sight and memory, decided to eat them. This, of course, did not work, and they can now only be described as large piles of living excrement. Disgusted and ashamed with himself, the sultan sought the djinn in the lamp to unwish his first wish, only to learn that the lamp was empty.
Over the centuries, while sages and travelers were still infrequently traveling to Nibios, Ali-Baboona was told that a djinn was said to be buried within the tomb of a long-forgotten pharaohess of a now-dead civilization. The pharaohess had come in possession of her own djinn trapped inside a magnificent jewel, and after having used two wishes, she - thinking herself clever - wished for more wishes. As Ali-Baboona understands, this wish essentially stole his djinn away from him and allowed the one trapped in the jewel to escape. It is said that the pharaohess went mad (a common side-effect of wishing for more wishes) and soon thereafter died. A great tomb was built for her and filled with her treasures that have been skillfully guarded. It is said that the jewel was her most precious possession, and so it was placed in her sarcophagi with her.
As word spread further of Nibios’ degradation, traveling merchants stopped their visits, and Ali-Baboona was forced to beg whenever lost travelers regrettably found themselves within his walls. Most who came were thieves who could easily take whatever they wanted until the magnificent city was nothing more than crumbled foundations.
You are the first to enter Nibios’ gates in hundreds of years. Ali-Baboona has asked you to retrieve the djinn in the jewel. If you return to Nibios with it, he has promised to save one of his wishes on your behalf.

Tuesday, September 6, 2016

Money System (Town Shopping Made Easy)

It's been over a year since I've posted anything here. Long story short, I'm back -and full of rpg vigor! Here is how I handle money and shopping mechanics for Adventure World (still in the works) and for my home-brew Labyrinth Lord games.



There are countless items for sale in fantasy worlds. Rather than having pages and pages of lists to have to flip through, I present four general categories of things one could buy in any given village, town, or city. If the syllable-based rules here sometimes create odd prices for items, it's more than likely because you've come across Marlon Blacktooth, the stingy, greasy-fingered merchant! Every town has one. Remember, characters have a Charisma ability. Use it to try bartering for a better price. Things like magic items, weapons, and armor should be priced specifically, however - as they generally are in almost every rpg rulebook.


Item Categories
1gp Items: Things a commoner might buy in an average day - a simple meal or two, a few drinks, a torch.  These cost 1gp each.  "A meal and a few pints of ale at the inn" = 1gp
5gp Items: Things an adventurer might buy - a rope, a hammer, a lantern. These items cost 5gp per syllable. "lantern" = 10gp.
10gp Items: Things a specialist might buy only once or a few times - a chair, navigation tools, thieves tools. These items cost 10 gp per syllable.  "wooden table" = 40gp.
25gp Items: Luxury items -  a fancy necklace, a beautiful diamond ring, a blue silk dress. These items cost 25gp per syllable. "string of pearls" =75gp


100gp Items: Items which are dangerous all by themselves - drugs, animals, poisons. These items cost 100gp per syllable. "warhorse" = 200gp

Optional Rule #1: “Quality-Reducing Words” Words, normally adjectives or adverbs, that reduce the quality of an item lower the corresponding per-syllable price for each quality-reducing word given to an item. For example, a “lantern” ( a 5gp-per-syllable item) would normally cost 10gp (2 syllables). A “used lantern” would only cost 5gp. Each word used this way also equates to one chance in six (1d6) for the item to break when activated, to a maximum of five such words for an item. For example, a “used” lantern has a one-in-six chance (1d6) becoming useless each time it is lit. Another example might be an “old, tired” warhorse. This would be essentially free, as the two quality-reducing words cancel out the 100gp-per-syllable cost (warhorse = 2 syllables). However, if a 1 or a 2 is ever rolled on 1d6 when mounting the horse, the horse just dies right then and there. Yes, it’s very sad. Don’t barter for an old, tired horse.

Optional Rule #2: “Quality-Enhancing Words” Astute readers coming from the previous optional rule will most likely have already predicted this rule. Words, normally adjectives or adverbs, that enhance the quality of an item increase the corresponding per-syllable price for each such word given to an item. For example, a “lantern” ( a 5gp-per-syllable item) would cost 10gp (2 syllables). A “big lantern” would thus cost 15gp. Here the GM should get creative with what kinds of bonuses would apply to items with quality-enhancing words. One solution would be to give a +1 to skill checks related to using the item. A “big lantern” might grant a +1 on Perception checks, for example. A “really big lantern” might grant a +2, etc.

Friday, March 13, 2015

The Town of Rockbottom - A Simple, Old-School Setting for Labyrinth Lord



Spicy chicken feet, pig intestines, fermented spicy cabbage, and shitty - sorry, but it's true - corn-infused beer... it all seems a world away. And I've only been home for about a week. Living in South Korea was an (sometimes irritating, sometimes amazing, sometimes infuriating, and many times beautiful) experience.

There was no hesitation in getting my Labyrinth Lord gaming group back together once I touched down back home. I even wrote a new campaign setting on the nearly infinite plane ride back. While I did enjoy the many games I played with fellow expats in South Korea, my roots could not be replanted. That being said, I had an especially great time jumping into Apocalypse World, Torchbearer, Call of Cthulhu, Mouse Guard, and Burning Wheel. I'm tool lazy to link, but I'm sure your Google-fu is up to par.

Anyway, here's my new setting for Labyrinth Lord, which is for level-1 adventures. There is a lot of potential for a campaign here. If you're a fellow LL, feel free to take away what you will:



The Town of Rockbottom


"Our ancestors thought they could tame these lands--they were wrong. We are guests here, struggling daily to survive in our small, fortified toehold.

Beyond the walls of Rockbottom, the town you call home, are beasts, monsters, and other awful creatures. They lurk in the surrounding dark forests and dwell in the long-forgotten fortresses of failed past civilizations. They butcher the lone traveler, maraud caravans, and unpredictably attack surrounding villages and farmlands.

We make do with what our forebears have carved out for us. Food is expensive; guilds control trade; nobility control the taxes; and priests pray for our damned souls.

Respectable people cultivate the land, belong to guilds, the church, or are born into nobility. You are none of that. You’re the dirtiest of words: an adventurer, a scoundrel, a vagabond.

You’ve only got yourself to rely on, as nobody else is looking out for you. It’s a hard way to live, but there’s a certain freedom to it. Would you rather be a servant, wiping some noble’s arse? Nah. There’s too much loot out there for the taking.

You just need to survive whatever’s waiting down below…”




Character Creation:

1) Basic characters only. 1st level. (no Advanced LL this time, guys.)

2) Roll 3d6 down the line for ability scores.

3) Roll for HP (1's and 2's are not re-rolled.)

4) If any "skill" rolls come up, you must roll the appropriate ability score or under on a d20 to 
    succeed.

5) Ascending AC and To-Hit rolls will replace descending AC and Thac0



The Town of Rockbottom has a population of an estimated 500 inhabitants. There are around 20 guards, and about 100 men may be gathered for an ad hoc militia. Rockbottom is located at the base of a deep valley surrounded by tall, jagged mountains on all sides. Long, long ago, there was a disastrous tremor that destroyed any mark of civilization in its wake and resulted in mountains toppling upon each other, which now completely encircle Rockbottom. Mere footsteps taken outside Rockbottom’s stone walls lead one to dark and dense forests inhabited by tribes of fearsome creatures and wandering, hungry beasts. A few other small towns and villages lie within a few days’ travel, generally experiencing the same troubles as Rockbottom. Getting out of Rockbottom - or other nearby villages - means traversing the forests for a week or more and then attempting to traverse steep, jagged mountains, all while trying to survive the dangers that lurk outside. Only the bravest of the brave -or most insane of the insane - have even attempted to do so. Few have survived.

Rockbottom Rumors (1d6)
  1. There’s a clan of large, hairy goblins camped out and harassing travelers to the west of town.
  2. There’s an ancient, crumbling, vine-covered castle somewhere in Dead Man’s Forest to the west. Talk to Anlow at the ‘Bloody Dagger’ Alehouse. 
  3. If you head east, you’ll get your head ripped off by a troll!
  4. Some adventurers headed off to Dead Man’s Forest about a week ago. Only one came back a few days ago. I think his name’s Krag, an old dwarf with a gray, braided beard down to his knees. He’s been drinking non-stop at the ‘Smoking Dragon’ Inn
  5. There are hidden catacombs of ancient kings from civilizations past in the cellar of the ‘Bloody Dagger’ Alehouse (F)
  6. Grenezel, the old hag who runs the potion shop at the edge of town, gives discounts to anyone who, how can I put this, satisfies her.
  * Only the LL knows the details of these rumors, or if they are even true!



Rockbottom NPCs and Locations

“The Bloody Dagger Alehouse”

  • Owned and operated by Malfer, a bald, obese man always willing to lend an ear, but doesn’t put up with any tomfoolery in his establishment.
  • Anlow is a greedy human thief with a sharp face, greasy black hair, and a wiry physique. He knows how to get to the castle in Dead Man’s Forest, but will not exchange the information for anything less than 100gp
  • 1d20 patrons


“The Smoking Dragon Inn”

  • Owned and operated by Fingin and Malora, a halfling couple with curly, fiery red hair, with fiery personalities to match.
  • Krag, an old dwarf with a gray, braided beard down to his knees. He’s been drinking non-stop since most of his party was killed by morlocks at the unknown fortress in Dead Man’s Forest.
  • 1d10 patrons
  • Can play ‘Black Bones’ card game. (All players place bets. Lowest ‘luck’ roll wins)


“The Temple of Othos”
  • Led by Brother Homus, a young, charismatic man with a short, brown beard, blue eyes, and adorned in an elaborate red cloak. His job is to make sure Othos watches over the inhabitants of Rockbottom. He can Remove Curse or Cure Light Wounds for a 50gp fee with his Staff of Healing. (only usable by clerics of Othos.)
  • Adventurers can pray to Othos once per day (roll CHA or lower) to get a +1 to any ability for the day, remove a curse, disease, or gain 1d3 temporary HP.
“The Outdoor Market”
  • All the basic equipment from the LL book can be bought here, but are a few gp more expensive than the book. Make a WIS roll or lower to bargain the price of items.

“Dungarth’s Flame” (Blacksmith)
  • Run by Breya, a twelve-year-old girl blacksmith prodigy. She’s freckled with red hair and green eyes. While she doesn’t look like a blacksmith, she can forge the finest weapons and armor, and there’s a 70% chance she already has in stock what characters are looking for.
  • She has her father’s +2 longsword and +1 plate mail on display in her forge. Her father, Dungarth, was known as a talented blacksmith, as well as a fearsome fighter. He helped defend these lands for years, but was finally killed a few years ago by a troll named Goozegump. Breya offers her father’s sword and armor to anyone who kills Goozegump and brings back evidence of doing so. Goozegump has a long, cucumber-shaped blue nose, and he is also missing his left eye.

“Grenezel’s Curios”
  • Grenezel, an old, haggard woman with a hook nose and a face covered with warts, will give a 30% discount on items from her shop with anyone who sleeps with her. However, they must make a Save vs. Poison to not be overcome by some nasty disease. On a failed save, roll 1d6: 1 = lose 1d2 CON; 2 = lose 1d2 CHA; 3 = lose 1d2 INT; 4 = lose 1d2 STR; 5 = lose 1d2 DEX; 6 = gain 1d2 CHA.    
  • In her shop, she currently has:
  • 6x Potions of Healing (1d6+1) 100gp  (70gp)
  • 2x Potions of Lesser Healing (1d6-1) 70gp  (49gp)
  • 3x Potions of Invulnerability (+2 saves, +2 AC for 3d4 rounds) 300gp ( 210gp)
  • 1x Potion of Halfling Control (charm 32HD of halflings for 5d6 rounds) 500gp (350gp)
  • 1x Unknown Potion (Philter of Love. Drinker falls in love w/ first prefered sex it sees for 24 hours.) 100gp (70gp)
  • Feather Token (say “Quaal” and feather turns to a whip dealing 1d6+1 damage and +6 attack bonus for 1d6+1 rounds) 500gp (350gp)

As far as dungeons and areas outside of town, that's for you to do whatever you want. I've got mine, but I don't want to post them in case any of my players happen to stumble upon this!

Monday, January 19, 2015

The Story of the Red Queen


I came up with this NPC and accompanying setting about a year ago. They've been floating in the back of my mind ever since, and I've finally decided to put some ideas to text. I've run several one-shots with her presence in the background, but I think she would make a powerful villain to eventually come to the forefront in my setting for Labyrinth Lord I've entitled "The Fallen Lands."                                            

                         

Queen Ilona Seraphina IX, more customarily known as the Red Queen, has ruled over the dark Empire of Vordalox, encompassing nearly one-third of the world, for nearly three hundred years.  It is said that she was once mortal, wreaking fear and despair upon her subjects until her very last wilted breath, only to return from the grave and continue her rancorous reign. This is, of course, common knowledge to the inhabitants of the Fallen Lands, but there is more to the story:
From nearly a century of cruel and malicious commands at her behest, perched aseat a macabre and ostentatious throne fashioned from the bones and flesh of her foolish adversaries, it was attested, in hushed whispers, of course, by fearful peasants, that Queen Ilonas nefarious soul would one day be transported to the deepest levels of hell, whereupon she would endure suffering for eternity.  After inflicting her subjects to years of anguish and torture, that foretold day finally arrived, when she was at last slain by a valiant and heroic champion, whose name has now been lost to the ageslegends and ballads refer to him only as The Unnamed Hero from the final strike of his enchanted blade, sending her to that infernal abyss

The 417th level, to be exact.

Yet her lust for power was so great that not even death could bring finality to her reign of terror, and thus she returned from the grave to tyrannize once more. For you see, the deepest levels of hell are watched over by demons. And demons are always willing to bargain. For as venomous and virulent as she was, the Red Queen was just as, if not more so, cunning and shrewd. And so she was rebound to her grotesque throne, clutching the demons contract in her bony, worm-ridden fingers: a promise of bounteous mortal souls to this hell-being. This same twisted bargain that helped her rise from her crypt beneath the foul soil also saw a return of those once in her service. With their chipped swords and rotting armor, an army of undead was now at her command.
For well over a century, the Red Queen and her host conquered the surrounding lands and kingdoms, spreading the Empire of Vordalox ever farther. The souls of her newly dead adversaries were then delivered to this hellion to whom she was indentured, but their now soulless bodies rose again in mindless service to a new queen.
The last three generations have not born witness to her expansive acquisitions, and some say her wicked arrangement has come to an end, while others are less assured--but still none dare venture to the dark lands of Vordalox, for setting foot beyond its borders is agreed to be a death sentence! Some realms have timidly offered vassalage to the Red Queen, with tenuous confidence she will show mercy lest she lead an incursion anew. Most merely hope to be avoided by her harrowing gaze.
Recently, shadows and whispers have been speaking of Vordalox awakening from a decades-long slumber. "The worms have consumed all the flesh," they say. Perhaps these are just rumors told in dark, candle-lit taverns. Or perhaps the claims of sighting black and tattered sails upon ghostly ships are true   

Thursday, January 15, 2015

What is Adventure World?


 I've been asked this question a few times since mentioning to fellow gamer friends and enthusiasts that I've been writing my own game. I suddenly realized how fundamentally important it is to know the answer. Not merely to have some text with fancy font to put on the (eventual) book's back cover, but more of a philosophy to keep in mind when writing the game itself. Without a focusing point, it can be easy to get lost in your creation. "Constraint leads to liberation," is a phrase that comes to mind, which has made it much less taxing to make this damn thing. Before I had become cognizant of this fact, the game was a bit of a Frankenstein. Now, it's a Frankenstein with a purpose.


What is Adventure World?

Adventure World is a game inspired by classic fantasy roleplaying games of the 70s and 80s. But it is not an imitation of those games! It’s an homage to the days of gaming where nobody really knew what they were doing, nor did they really care; they were having too much fun -- that’s not to say Adventure World is lacking in rules or is overly complex (the rules are actually kept to a minimum so you and your friends can get to the good stuff.) but rather it encourages the Adventure Master (AM from here on) and players to fill in the blanks--writing a rule for every situation is both impossible and impractical. The most important ones are all there; however, we at Adventure World Inc. trust you are clever enough to create your own should you find them necessary. The term “Golden Arches-ization of Gaming” comes to mind when thinking about a lot of modern games. That is to say, wherever you go, that game will always be run the same way with the same rules. The experience is analogous to visiting a well known fast-food chain: you can usually expect the same thing no matter which one you go to. That’s not necessarily a bad thing, but Adventure World is more about having groups play the game with their own autonomous spirit, much like a mom-and-pop joint off the side of the highway. While some groups might already do this with other gaming systems, Adventure World explicitly encourages this! There are some bits of advice for AMs here and there and example house-rules towards the end of this book, but feel free to add more if you wish . What is Adventure World? That’s really up to you.

Sunday, January 11, 2015

Adventure World Playtest #1



 I got to sit down this weekend with a few friends to take Adventure World for a little test drive. I've got to say, I was a bit solicitous about the game falling to pieces but was pleasantly surprised that our four-hour session went swimmingly -- and that it ended with white-knuckled tension (can't ask for much more than that). I had two players; one played a Human Rogue, and the other played an Elf Warrior.

Adventure World makes use of a 2d8 system for a majority of the rolls in the game: Action rolls, Skill rolls, and Talent rolls. Basically, you roll 2d8 plus modifier(s) and add the total. 7 or less means a failure; 8-11 means success with a consequence; 12 or more is a resounding success.

There are other little mechanics throughout this game, and most of them worked out well. My players made some nice recommendations about the leveling system and rules for item costs. Your character levels up when they fail (7 or less) using one of their two highlighted abilities. (During character creation, the player chooses one ability to highlight, and the player to the left chooses that same player's second ability to highlight.) As I had foreseen, it was a bit easy to meta-game at times and level up quicker. We brainstormed a few ideas for evening things out a bit, and we'll give them a try next time.

For price items, I divide items into 1gp (commoner items); 5gp (adventurer items); 10gp (special items); 25 (luxury items); and 100gp (illegal/inherently dangerous) items. These items cost an amount of gp per syllable. For example, a 5gp adventurer item like a lantern costs 10gp (lan-tern). The more syllables you add to the item, the more expensive it is -- a "hooded lantern" costs 20gp, for example. One player had the brilliant idea that if you add detrimental adjectives to the item, it lowers the price, but there should be a chance (1 in 6 or something) that the item breaks or becomes useless when you try to use it. For example, a mirror (I consider this an adventurer items), is 10gp. but a "cracked mirror" is 5gp. On the opposite end, we discussed that by adding a certain gp amount of beneficial syllables would give you a special circumstantial bonus or something with that item.

These are the ideas that will be consuming my brain for the next week or so.

All in all, we had a great time, and I can't wait for the next playtest.

The character sheet (nothing fancy as of yet...)

The Rogue Talent Tree 


The Warrior Talent Tree.

Friday, January 2, 2015

Adventure World -- My Own Gaming System




As if the world needs another tabletop RPG, right!? I don't care. I'm writing the game that I'd like to play. It's got elements of old-school games, as well as elements of more modern games that I've been playing the last six months or so. Of course, it hasn't reached it's final form yet, but it's getting there. Essentially, it's based on a 2d8 system (as opposed to the d20 system) with other bits and bobbles to add variety, customizability, and its own unique flair. The elevator pitch of the system is what I call the "7-;8-11; 12+" Rule. That is to say, when rolling 2d8 (plus positive/negative modifiers from abilities, skills, talents, or situational circumstances) this main rule governs the results. A 7 or less is a fail with varying consequences. On the plus side, failing is where you gain XP. A result of 8-11 is a moderate success with a minor setback -- you hit your target but they get a counter attack; you steal the gem, but maybe somebody saw you; you convince the merchant, but only if you accept their counter bargain; your spell goes off, but your target has a chance of avoiding it, etc. A 12+ is a resounding success.

I had originally planned to have this "little" game maxed at 20 pages -- boy, was I stupid. I'm now well over 20 pages and believe that it will be completed around the 100-page mark (including class talent and spell descriptions). I've been having a blast writing, playtesting, tweaking, and re-tweaking this little game until the wee hours of the morning. It might be complete within the next few months, only to be completely rewritten again...Who knows? In the meantime, I'll leave you with a few teasers:



The Classes

“The Warrior” – Whether dominating foes with sword and shield, two-handed warhammer, or bow and arrow, the Warrior is unmatched in skill with weapons and armor.

+1 to Act or React and one more +1 bonus that may be added to any ability besides Magic. Warriors are unable to use the Magic ability. Warriors use 1d8 for weapon damage. Warriors begin with three Talent Points that may be used on the Warrior Talent Tree.




“The Rogue”A stealthy shadow-prowler, their footsteps or whispers rarely heard by their quarry before a knife has been put in their chest, or their pockets emptied, the Rogue is a quick-fingered scoundrel.

+1 to React or Sway and one more +1 bonus that may be added to any ability besides Magic. Rogues are unable to use the Magic ability. Rogues use 1d6 for weapon damage. Rogues begin with all Level-1 Scoundrel Talents on the Rogue Talent Tree, and three Talent Points that may be used on the Rogue Talent Tree.




“The Spellcaster” – Equipped with a mind fit to unravel the world’s arcane mysteries, and the ability to weave them into spells of healing, harm, or manipulation, the Spellcaster is one with power like no other.  

+1 to “Magic” or “Wits” and one more +1 bonus that may be added to any ability. Spellcasters use 1d4 for weapon damage. Spellcasters begin with three Talent Points that may be used on the Spellcaster Talent Tree.




The Races

Human

“Humans are the most widespread race, coming from a multitude of backgrounds, and are more well-rounded than other races.”

Racial Traits: +2 Body HP; +2 Mind HP; +2 Soul HP .  
Skills: Humans begin with +1 to any one skill, and can spend five Skill Points.


Dwarf

“Dwarves are short, stout, and hearty. They mostly live underground or in mountain kingdoms, and have an intense fascination with gold, jewels, and well-crafted arms and armor.”

Racial Traits: +6 Body HP; 60’ infravision; cannot use 2-handed weapons or longbows due to small stature; +1 Act vs. poison; +1 Wits vs. spells.
Skills: Dwarves begin with 2 bonus points used in any combination between Dungeoneering and Appraisal, and can spend four Skill Points.


Elf 

“While mentally and soulfully strong, Elves are physically frail compared to other races. They mostly live in forests or away from human settlements, and their sensitive ears and eyes make them all the more aware of what is happening around them.”

Racial Traits: -4 Body HP; +5 Mind HP; +5 Soul HP; 60’ infravision; -2 Act vs. poison; +2 Wits vs. spells.
Skills: Elves begin with +1 Nature and Perception, +1 Dungeoneering when looking for secret doors, and can spend four Skill Points.


Half-Elf
“Having mixed blood, Half-elves do not share all the same boons as Humans or Elves. What they have inherited, however, is a quick tongue and ability to read others. They can be found dwelling among small forest tribes or in the cities of men.”
Racial Traits:+1 Body HP; +3 Mind HP; +2 Soul HP; 30’ infravision, -1 Act vs. poison, +1 Wits vs. spells    
Skills: Half-elves begin with +1 Deception and Insight, +1 Dungeoneering when looking for secret doors, and can spend four Skill Points.


Halfling
Halflings are a bit more vulnerable to physical damage, but are very pure, soulful creatures. Their small stature allows them to sneak around and hide almost anywhere, and their love of reading a good book next to a warm fire has filled their tiny heads with all sorts of knowledge.

Racial Traits: - 2 Body HP; +8 Soul HP; opponents larger than human size attack Halflings at -1; no 2-handed weapons or longbows due to small stature; +2 Wits vs. Soul HP-damaging spells; 1d4 weapon damage dice, regardless of class, but may still advance on Class Talent Trees on one die type lower.
Skills: Halflings begin with +1 Stealth and Lore , and can spend four Skill Points.



Half-Orc
“Half-Orcs are notoriously hardened, but weaker in mind and soul due to corrupted blood. Their greyish or greenish skin and monstrous appearance make them all the more frightening to behold.”

Racial Traits: +12 Body HP; -3 Mind HP; -3 Soul HP; +1 bonus damage to all weapons.      
Skills: Half-Orcs begin with +2 Intimidation and may use Act modifier instead of Sway modifier when using the Intimidation skill, -2 Persuasion, +1 Dungeoneering when looking for secret doors, and can spend four Skill Points.


 Each Class has a Talent Tree. I really like how these are coming along.


 I've still got a lot of work to do, and maybe I'll post updates. I hope by 2016 this game is at least somewhat playable. I've had a few small playtests and we've been having a good time thus far. That's all that really matters, right?....Right?!