Tag Archives: Archived

“I Am Your Champion” Update: Throwdowns!

I Am Your Champion has actually been a really fun way to pretty much light the fire under my ass and get me thinking about ways I can actually help people. It’s funny how a blog called “A Terrible Idea” probably came up with one of the best ideas to show people they actually can help. As the “game” progresses, we realize the method to Duane’s madness…..this isn’t a game in 5 days; when he says a game in 5-parts, this is something anyone — at any time — can do. It can span days, weeks, months…..set your goals, work towards them, and challenge yourself to help other champions as they help you as well.

Yesterday, Duane challenged us to help our fellow champions. We were to either “Throw Down” and accept a “challenge” from another Champ (take them up on one of their offerings in exchange for donating to their cause) or “Throw In”, where you offer a particular reward for anyone who donates to someone else’s cause in your name.

Matter of fact, Duane “threw down” to my “challenges” and pitched in a donation in exchange for a Shambles adventure! How cool is that?
What I really dig is aside from organizing this “game”, he’s also playing in it. His goal is to raise $500 towards classrooms in need of Science and Math supplies.

Also, Graham from Thieves of Time and I swapped donations for each other.  He’s across “the pond” from me, so we just agreed to pitch in cash on behalf of the other so we didn’t have to mess with conversion rates.
He’s raising money on behalf of National Theatre to further support actors and their arts. His project is pretty cool….for every donation, you get a recording of him reading Dagon by HP Lovecraft. If he makes his goal of $250, the recordings go public!

The big thing to note here: We’re not competing. This is a bunch of gamers coming together to help each other help others.
If you wanna pitch in, I have my own challenges for ya.

For starters, you should definitely peruse the #IAYC  feed on Twitter to see all the folks who are involved and what they’re doing.  See if there’s anything you can contribute to.
If you’ve got no funds to spare, that’s no problem. I’m doing this because I lack funds to help my friend, but I have time and I’m willing to put myself to work for the cause.
If you’re itching to help, then why don’t you become a Champion with us? You don’t even need to do this on your own….if you can find a Champion you want to support, THROW IN. Offer some help. Every little thing helps in this day and age. And everyone is capable of something.

My Offerings for “I Am Your Champion”

Yesterday I accepted the challenge of A Terrible Idea’s “I Am Your Champion” Game, played in 5 parts. It’s not so much a game but a challenge for gamers to stand up and play an active roll for the charity of their choosing.

The cause I’m championing is a personal one.  A really good friend of my family had lost her home in a fire over the weekend.  She and her father lost so much, and unfortunately they had no insurance. Times have been rough for them before hand, with medical bills and other factors. I entered this game hoping to “Champion” for them and to help raise money for the relief fund that has been started for them.

Today’s step in the game is to offer something to reward others for donating to the cause.
So, I offer you guys (both in the local community and online) the following from me.

For The Locals:

  • $10/Hour Donation:  My Time for Your Cause. Due to personal gas mileage, I request this stays within the Stephenville/Granbury TX and surrounding areas. Every 10 bucks you put towards this I will volunteer for a reputable local charity, organization, fund raiser or whatever. Whether it’s to be clean up crew, hand stuff out, pass out flyers….whatever.  It doesn’t just have to be charities; I’ll gladly help out with Church functions (will even dress nice for the occasion and keep my beard trimmed), concerts, sports activities (handing out drinks or working concession stands)….you name it, you donate it, I’ll pledge my time to you or your cause of choice.

For the Nerds, both Local and Online:

  • $15 Donation: 4E Compatible Delves. I will write up, to the best of my ability, a 3-Encounter single shot adventure compatible with Dungeons & Dragons 4th edition, and release it for free. I can’t promise outstanding art work or layout, but I have worked on a few maps in my time and I’ve ran many adventures.  I’ll custom tailor it for your desired party level, and will even throw in some good role-playing and a puzzle or two. Plus, I’ll give you credit for sponsoring it.  Think of it as in exchange for helping my friend out, I’ll give you something to run when you don’t have time to prep.
  • $20: Will DM for Donations. I’ll run a game of Dungeons & Dragons online for you and three of your buddies. AD&D, 3.0, 3.5, Pathfinder, 4E, OSR clones….you name it.  Hell, if there’s another game you want me to run (ICONS, Savage Worlds, High Valor, World of Darkness) I’d be more than happy to oblige.  Update: Will also do this locally for whatever # of peeps. C’mon, it’s someone else’s campaign to attack the darkness in!

If you’d like to help out, email me at REDavis101@live.com and I’ll hook you up the information for her relief fund.

UPDATED STUFFS:

In case anyone is wondering about how payment works and questioning if this is a scam, the payment info I’ll send you is for writing a check or money order to the donation fund directly.
Also, the account will be open for 2 months….so this offer will stand as long as the account is open.

Also, I have an artist on hand to help with maps and possibly tokens for the Delves. So, I assure you’ll get something worthwhile out of the offer.

Quick Impression: Bleeding Edge (WoD Mirrors)

I love the World of Darkness system. I love the Cyberpunk genre. And once upon a time, I even went as far as to write up my own home brew rules for running a cyberpunk setting using the Storyteller system (Storytelling? Whichever one NWoD uses.) It’s not a unique idea; World of Future Darkness was a popular online supplement for the old World of Darkness lines. Maybe it’s the fact the WoD game mechanics were inspired by Shadowrun. Maybe it’s the fact that Vampires in trench coats just seem to fit perfectly alongside, well, street punks in trenchcoats.

So today I stumbled across a release over at Drive Thru RPG for World of Darkness Mirrors: Bleeding Edge.  I missed out on the Mirrors supplement, but have always wanted to acquire it since it appeared to be the book for folks who wanted to do different styles and genres of games using the WoD system. Part of why I skipped out, though, is because it lacked Cyberpunk. Well, apparently they had started on a Cyberpunk AND Space Opera “shards” for the book, but were scrapped for print space. Now, they offer up the missing chapters as a $5 download.

Bleeding Edge is roughly 23 pages, and the first 3 pages are cover art, a credits page with quick introductory filler, and then a black and white cover page. Hrrm. Compared to the Vampire Translation Guide, which was 50+ pages for 99 cents, this is kinda pricey page by page.

A Quick Run Down

The document gives you a rough introduction to the Cyberpunk genre and its history, which eventually ties in with how the old World of Darkness borrowed heavily from the aesthetic and now, finally, they’re together at last. It then gives us quick introductions to two variant settings: Tomorrow’s Country and Metalground.  Tomorrow’s Country is dubbed “The World on the Day after Tomorrow.” Huge sprawling cities, towering buildings, society has had its shares of turbulence, crashes and yet industry and technology marches forward. Metalground, on the other hand, is the hardcore cyberpunk we all know and love. Shadowy dealing, back alley trades, global conspiracies and lots of gunplay. After the brief intro, it dives into the character mechanics.

Bleeding Edge introduces three new types of merits: Origins, Roles, and Plug-Ins. The Origins & Roles are considered “background merits”, which characters begin with 2 free dots in. Origins are the upbringing and social class your character came from…..Bridge & Tunnel, Huddled Masses, Isolated Elite, Synthetic and Outworlder.  These remind me a lot of the Hunter “Profession” merits….the more dots invested, the more benefits you gain in terms of cheaper skills, contacts, favors etc.  Roles, on the other hand, are the archetypes you’ve come to expect from cyberpunk: Face, Hacker, Killer, Investigator, Courier. These merits are further broken down into 3 specialized fields of those roles.

Interesting footnote: Anyone expecting new or advanced hacking rules (netrunning, matrix hacking etc) will be disappointed. It keeps the same rules from the WoD core rulebook, and encourages peeps looking for something more complex or detailed to reference the Social Combat from Mirrors (or the “Mental Combat” system from Danse Macabre.)

Plug-Ins

Cyberware, bioware, badass gear and anything else you can think to alter and enhance your bod falls under the categories of Plug-In merits. I’m going to be honest: I was disappointed with this section. Anyone hoping for detailed descriptions and a selection of new abilities, you get 4 examples and that’s it. This section is pretty much a toolkit section, providing broad guidelines and designing your own enhancement merits based on Att+Skill or Att+Att pairings. The part that pisses me off isn’t the lack of an actual cyberware/enhancement section, it’s the lack of pricing guidelines. The closest thing that is mentioned is that if you want to emulate a supernatural power (in this case, Dermal Chameleon skin to emulate Obfuscate) would be paid for in the cost of experience for that power. But as far as designing plain-jane enhancements, we have NO pricing guidelines and only the examples to go by to possibly gauge costs. I dunno, I like some degree of cost guides so the ST doesn’t come off a dick.

Other Mechanics

  • Alienation: This is the new morality aimed at fitting into the cyberpunk ethos. I could take it or leave it; but it was cool they acknowledged that a cyberpunk setting would have a different morality than normal. In this case, it’s a degree of separation from the society or organization they have grown up with or have become accustomed to.
  • Loyalty: Probably the silliest mechanic I’ve ever read. You have a pool of “Loyalty Points” to distribute amongst fellow party members. When you assist them, the points become a bonus to their rolls. But if you betray them, the loyalty points become a bonus to your roll. I get trying to stress the feeling of loyalty and betrayal in a cyberpunk setting…..but really? This feels like a mechanic gone astray for me, tacked on under the “wouldn’t this be cool?” factor.
  • Organizations: Be it corporation, clan or tribe….the bulk of what makes Cyberpunk tick is the presence of factional authorities. The organizational rules here are interesting….they feel a little silly (especially after reading Loyalty) but I think in practice it could actually be fun. Essentially, you design a stat block for the Organization, and NPC’s you run who are members of the organization may trade out one of their stats or skills for the Organization’s once per scene. It’s an interesting approach to signature styles or tactics of a faction….this might be fun to steal regardless.

Themes & Props

The final section of the document goes over different thematical elements of Cyberpunk, followed by how they apply to their shards Tomorrow Country and Metalground. Initially I glanced over, shrugged and didn’t care for it. But thanks to a brief site outage, I took some time to give it an actual read through. I will give props in that it gives a lot of things to think about, including not only the social and political effects of things like Globalization and Cyberware on a World of Darkness setting.  A lot of this document felt like the Supernatural fell to the background, and it would be easy to run a “pure” game that didn’t involve them. But the fluff here definitely gave some ideas and hints on what our monsters are up to in this new age. Fair warning though, this isn’t a detailed thesis section and is just sort of a quick hodge-podge of ideas….if you’re hoping to get exact answers what your favorite clan, coven or court is up to….well, it’s up to you or the ST to determine that one.

Miscellaneous Gripe:

I admit that I essentially bought this so I could compare it to the homebrew I made to see if it had any better approaches or not. Originally, I went with 5 templates just like the core 3 NWoD games. After playing Hunter and reading through this document, I think turning them into profession-style merits was probably the better idea, since that opens it up to all of the game lines equally. You’ve already read my gripe on the Plug-Ins, but now I have one other miscellaneous bitching: A lack of payment/rewards. A lot of cyberpunk rpg’s, like Shadowrun and CP2020, centered around earning some creds for that next big fix…..whether it’s drugs, tech or guns or whatever.  Since World of Darkness uses an abstract Resources rating instead of money counting, it’s kind of a bummer (in my opinion) to tell the players they have to purchase new tech with their own experience points.

My solution that I used in my homebrew was taken straight from Mage: The Awakening — borrowing from “Arcane Experience” I decided to use “Cred Experience.”  It’s a separate pool of XP that can be used in conjunction with your own, but it can only be spent towards things related to the particular type of cred (Street, Corporate, Yakuza etc.) Buying contacts, weapons, skills or enhancements that are specifically linked to the particular “cred” you have. It was a simple alternate rewards system, based on something they already had used…..it’s a shame they didn’t come up with that for this document.

Final Grade: C+

Usually I give big thumbs up to products I talk about on here, and hate nagging and being negative. This purchase skirts a fine line with me. I confess I’m being tremendously picky, though. Before I ever rolled a D&D character, I cut my RP teeth in Shadowrun and GURPS Cyberpunk.  I’ve grown up reading Gibson, Stephenson and Sterling. I don’t want to admit how many copies I’ve owned of Johnny Mnemonic. And the fact I killed hours at my last job scheming up my own cyberpunk homebrew for WoD probably doesn’t help my bias, either.

This wasn’t a total wash of $5, but I admit I was hoping for a bit more. A more defined guideline for Plug Ins would’ve changed my tone 10x. I feel like Hunter: The Vigil has better guidelines for cool merits and abilities that could’ve been translated in enhancements here. I admit I don’t own a copy of Mirrors, which may be a factor to ultimately enjoying this product since it was initially a “missing chapter.” That said, it does come off feeling like leftover material that got back-burner treatment. After the Vampire Translation Document, I suppose my expectations were high for this download. Even outside of White Wolf, my expectations for Cyberpunk may be unfair considering Tales From the Sprawl for Savage Worlds is a free download. Hell, for two bucks you can snag Adamant Entertainment’s Terminal Identity and have a pretty complete rpg using d20. Shell out twice as much, and you can just pick up Cyberpunk 2020 or a plethora of other games.

The Origins and Roles are cool. I like the Organizations mechanics. I’d be happy to just make everyone regardless of supernatural template or not pick up “alienation.” But the Plug Ins left a sour taste in my mouth. Call me materialistic….but anytime I browse through cyberpunk related games, the parts and the gear are two of the things I immediately check out. It would be like writing up a dungeon crawl and not offering any spell lists or beastiary, or a supers game without any specific powers.  You can do better than that, White Wolf!


HV Under the Hood: Combat (Wamphyri Part 2)

To re-cap last post:

We’ve decided to mod the FEAT system from High Valor to help my buddy run his feudal “Wamphyri” fantasy campaign he’s been plotting for literally years. He’s wanting a story that is epic and grand scale, with minimal rules to get in the way but still offering plenty of character depth. I showed you guys the first part of the experiment, where using the character creation guidelines loosely we managed to throw together a perfectly playable Wamphyri Warlord.

So far, I had won him over with how easy (yet detailed) character creation was under the HV/FEAT system. The next trick was showing him how to actually run a game using the FEAT mechanics. This part is actually pretty straight forward, but I decided to share the experience just to help explain to newcomers how the system works in a bit more detail than previous reviews.

Prelude: The Setup

The scenario I’m about to demonstrate was just a brief example I ran my buddy through with his character. The back story is relatively simple: Him and a neighboring Wamphyri lord have rivaled for months over who had the claim to a crucial field of land sandwiched between their two landholdings. After an all out spat in the middle of court, the two have agreed to contest for the land by means of battle. The scenario involves both lords meeting with a cadre of their thralls and warbeasts on an open field in a fight to the death.


Base Design Principle: Everything is a Challenge

The core mechanic of the game is tied into just about everything the characters do, whether it’s outwitting guards, crossing a chasm or engaging foes in battle. This means that opponents and combat don’t have their own

separate conflict sub-systems like in other RPG’s….an opponent is merely a challenge rating mechanically. Yes, in essence this mean that a foe is just a single stat rating. But don’t be deceived by the sheer simplicity of “statting out” foes; this means you have to be on your best creative drive to flesh out a battle.

Some other elements that throw newcomers off, and usually requires a paradigm shift in adventure design: The GM never rolls the dice. The players rolls determine the outcomes of the action….a success is a success, but failure is usually more fail than a swing and a miss. Failures lead to setbacks, which are penalties that stack up on the player and raise the stakes of the challenge. It’s sort of a more narrative version of the Saving Throw mechanics like in Mutants & Masterminds….there comes a point where you’re injured, your hopes are crushed, and the odds are stacked against you. You can try to push on, but you’ll most likely get crushed in the process. Another interesting factoid here is that tying with the challenge isn’t a success, it’s a stalemate. Either nothing occurs from the challenge, and the players are free to continue….or they can opt to take setbacks in order to guarantee success. It makes for some good martyrdom and sacrifice in the game, which is always awesome in epic games.

That challenge rating is also the rating to defeat the challenge. Roll high enough, and your character climbs the ledge, kills the foe, charms the lady with the performance etc. But that rating also sets the degree of setback upon failure….falling from great heights, being injured (and possibly flat out killed!) by your foe, and never standing a chance with that gal, ever.  So what is a player to do when his opponent is considered a Legendary threat (a difficulty of 22) and his best traits for the fight are only a Heroic and Greater (for a total of  +6; he’d have to ace his roll on a d10 and then roll again on an 8 just to tie!?!?) Like the PC’s, the foes can be struck with setbacks that lower their difficulty rating. Sure, it would take a Legendary roll to flat out kill that guy….how about just simply strike to harm but not to kill? (Okay, that’s just going to be a Heroic feat to land a hit and not take any major harm yourself.) Did the GM mention a chandelier in the scene? How about we leap over and cut the rope, causing it to fall on our foe and stun him? (Okay, that’s just going to be a Greater feat……)

The strength in this is that as long as you provide a decent description of the environment around the players at the time of fighting, it encourages creative and heroic tactics and descriptions and rewards less for the “I’m going to hit him with my sword” type turns.  It’s not a system for everyone…..folks who are shy or new to role-playing might have trouble jumping in and may prefer games like D&D. Players who want more power for their creativity and role-playing will love this system.

So, back to that fight…..
Our troops have gathered on the field. Mercer’s Wamphyri Warlord looks up to see his rival’s army not only outsizes his own, but that his rival has already ordered his thralls to charge into battle.  I’ve broken this encounter into two challenges:

  • The Thrall Army as a whole (Heroic Challenge, thralls are wimps compared to their masters but still a threat in large numbers)
  • The Nemesis (Legendary Challenge, this guy has been around a while and has seen a few fights in his time.)

Mercer established right away his goal in this fight was to engage his rival head on, but understood that he had a wall of soldiers protecting him. He could attempt to charge in directly, engaging the Heroic Challenge head on in hopes of going straight to the kill. But two things: One, since it is a heroic challenge, he runs the risk of severe injury and even death. The other problem is that he will still have the threat of his troops upon engagement, thus adding to the difficulty of the fight (turning his rival from Legendary to Mythical odds.)

Instead, he rallies his troops and attempts to bark orders at them to out maneuver and surround their foes, putting them on equal ground. He rolls 2 dice (his “Flesh” pool, which we deemed covers charismatic matters) and uses Battlemaster and Commanding Voice as his two traits (granting him a +6). Since he was merely attempting to ready his troops for the incoming fight, I knocked the difficulty down to Greater (12). His highest die roll was 8, giving him a total of 14 and thus succeeding. His troops moved into position, and managed to square themselves into equal footing. He then turned to two of his nearest men, and ordered them to escort him in an attempt to breach the ranks and find his foe.

NPC’ allies in this system are interesting, as they serve as just additional traits that get tacked onto the player. This helps keep the player the focus of the game, and not the NPC picking up the slack. Charging into the front lines, he made use of his Bone pool (4 dice) using his Battlemaster profession and his Ancestor’s Weapon as his traits (granting +8 to his roll.) With the use of his men, he also gained a +2 advantage….he would have to roll a 2 at this point  (on his highest of 4 d10s) just to tie the feat. But, you know, risk is risk. (Yes, he made it.)

He “defeated” the army challenge…..it didn’t mean he single handedly slaughter them, but for purposes of the game they now move to the background as he hunts down his prey. He finds the rival lord riding on a fleshcrafted beast, and decided he wanted to attempt to surprise him by sneaking around him and leaping on the back of his mount to startle him. I took the difficulty back down a notch to Heroic(16), and he called upon his Battlemaster trait and his Wamphyri Nature racial trait (using enhanced senses and strengths) to launch the maneuver. He would still have to roll higher than 8, so when asked I also approved the use of his 2 thralls to provide a distraction and assist him by keeping others at bay.

The attack was a success, and the startled foe is now brought down to a Heroic challenge. I mention that he begins to frenzy almost immediately, twisting around and attempting to grapple Mercer’s Warlord and throw him to the ground. The attempts to parry were stalemated; and both parties fall off the beast together and roll in the muds of the battlefield. Mercer decides to go for it, and declares his intention to attempt to rip out the Wamphyri’s leech and destroy him. Since his enemy is still a Heroic threat, I pointed out to him this could go equally badly for him since his rival is frenzying and clawing at him. Should he fail, his enemy would rip him to shreds.

Using his best feats, he would still need to roll an 8 to tie, and even with 4 dice it’s risky. But the HV/FEAT system allows you to “borrow” a die from another pool as long as you can role-play it in. Taking any help he could get, Mercer decided to borrow from his Blood Pool, stating his character was trying to channel studies and experiments in the physiology of Wamphyri for an understanding of wear the Leech should be ripped from. With luck, he managed to roll a “10” (which rolls again and adds on one time) and managed to get a total of 23. His foe had been slaughtered: his leech ripped from him and devoured.

Post Mortem

That roll of 23 would’ve been enough to defeat the foe in full standing; but the risk carried with it was too great. If he had attempted to just outright attack with the intention to kill, and assuming I was nice enough to not just kill him for it, that would still be a Legendary setback (meaning even the most simple of tasks would be catastrophic and pretty much impossible until he worked those off. Also, he’d probably have permanent Challenges in the form of nasty injuries that would hinder him for quite a while. This combat may have looked easy, but one of the taglines of High Valor is “Heroes Die Well.” And they do.

So there you’ve seen a good sample of the system’s combat, including how you can make either individuals challenges or entire groups and hoards a single threat. This doesn’t mean any weak point in the HV system, and when you buy a copy of the book you actually get a decent Beastiary. What it lacks in Stat Blocks, it makes up for with detailed descriptions and guidelines for how to use them.  Using the system on the fly is fast and painless, and modding the sucker for your own homebrew requires hardly any mechanical tinkering…giving more time to just flesh out your world and your story for your players.

Tinkering Under The Hood: High Valor & Wamphyri (Pt 1)

I’ve said it a lot on here before, and I’ll continue to say it: High Valor is awesome for a quick, fast paced system that allows you to do minimal stat prep (and gives you more time to actually develop setting, plot and details to make the game memorable!) I’ve used it for a quick fantasy fix, a more heroic/dramatic campaign….I’ve even ripped off D&D adventures and settings and ran them quickly through HV’s more abstract combat system. For a game where the bulk of the mechanics can be covered in just a couple pages, HV has offered a lot of game. And also like I’ve mentioned: the core mechanics (aka The FEAT System) lends itself greatly to homebrewers and rpg tinker gnomes like myself.  One of my favorite game nights last year was a friend of mine running a Steampunk-Fantasy game using the system. It may be a simple game system, but it allows the weight of the rules to be in the setting and the fluff more than the dice.

Roll Up The Sleeves….Time to Home Brew!

For years, my buddy Mercer has been building this unholy fan RPG setting inspired by the Necroscope novels by Brian Lumley, as well as the “Legacy of Kain” series of video games.  We’ve originally tried this under both World of Darkness systems, tinkered with supers systems like Mutants & Masterminds, and even test drove a version using D&D 4th edition rules. Nothing seemed to fit what he was going for.

The setting itself is Medieval/Feudalistic, but in a society where these “Wamphyri” vampires are lords over everyone in a dark, unforgiving world. The players are actually these monsters, and the whole scale of the game was to entail court politics, epic battles, alliance building and backstabbing. That said, he’s been wanting a system that’s relatively quick and painless to run. Mercer is definitely a story over mechanics type role-player, and tactical and rules heavy systems like D&D and GURPS are a bit much. With the Vampire RPG’s (Masquerade and Requiem) the scale felt a bit off, and becomes troublesome when dealing with mass combat.

After much rigorous hounding on my end, I finally cornered him into giving a full shot at using High Valor to handle his campaign world.

Quick and Dirty Character Creation

Stripping the setting out, High Valor is very light weight and flexible. Character creation is essentially the distribution of “Traits” which begin rated Lesser, Greater or Heroic (+2 to +6 respectively.) You have so many ranks to distribute from your character’s background, your “Profession of Note” and finally traits selected as things your character picked up over the years since they’ve began adventuring. Traits are very broad; covering not only skills, but professions, family inheritance, special items or weapons, social status, super natural abilities…….all covered using a base mechanic.  After picking these traits, you then get to distribute points into “Feat Pools” which are used instead of attributes. HV itself uses “Valor, Faith & Will” for its pools; for our experiment, we changed them into Flesh, Bone & Blood for more setting appropriate pools. Flesh is a measure of coordination, agility, skill as well as physical presence, beauty and attraction. Bone is physical toughness, strength, combat ability. Blood, of course, is the esoteric mysteries such as lores, rituals, supernatural abilities and the like.

We slapped a character out referencing just a few things from the HV book, and the rest I encouraged him to just make up (it is his project, after all.) It came out looking like this:

Wamphyri Warlord

Flesh: 2       Bone: 4      Blood: 2
Kinship Trait: Wamphyri Nature (Greater)
(Essentially from his “race”. This trait can be used for things like heightened senses and increased physical abilities.)

Background:

  • Wamphyri Descended (Lesser) (this world’s version of saying he was born into nobility, as opposed to being made. It’s a status trait.)
  • Sword of Sires (Greater) (a bonecrafted weapon, handed down from sire to sire. Each recipient adds to the design.)

Profession of Note:

  • Battlemaster (Greater)
    –Commanding Voice (Lesser)

Additional Traits:

  • Torture the Dead (Lesser) (a necromantic ability to interrogate the souls of the dead)
  • Flesh of the Beast (Greater) (ability to transform creatures into warbeasts using “flesh crafting”)

Challenges:

  • Wamphyri Weakness (allergic to sunlight, garlic)
  • Rage (prone to anger when he doesn’t get his way.)

That’s it right there! A complete, fully playable character that was made with little reference and built mostly by concept! Best of all, it works perfect with the mechanics.  He’s not a perfect character….as you can see, he’s kind of a sucky leader (Since his Flesh and Blood are relatively weak.) Instead, he chooses to lead by example and force (thus, the high Bone rating.) All of these actually came into play during a short scenario I ran him through to demonstrate how “large scale” combat could work under the rules. I’ll write up on that in Part 2.