Numenera 2

Numenera 2, comprised of two books Discovery and Destiny, which is “not a new edition; it’s more like the next step in the game’s evolution, focusing not just on exploring the ruins of the past, but also on using what you find to build a better future”, was announced by Monte Cook Games at GenCon, and the crowdfunding campaign begins on September 19 so watch their profile on Kickstarter.

As part of the crowdfunding campaign, Monte Cook Games will interactively develop The Trilling Shard, a sourcebook that will document the outcome of the guided play by backers in the story of a settlement called Ellomyr.

Over the course of this Kickstarter campaign, we’re going to be tracking the development of Ellomyr and hopefully watch as it grows and flourishes. But it will only do so if brave and capable individuals such as yourself help them overcome dangers and deal with challenges. As threats or needs arise, you, the backers, will help the village face these challenges. The more you participate in the campaign, the more easily the challenges will be overcome and the more Ellomyr will thrive and grow as a community. So please join us, and spread the word to your friends.

In other words, you will become a part of Ellomyr’s ongoing story. You’ll be given the opportunity to relate how you participated in the events that shape the community. When the campaign is complete, we will produce a sourcebook called The Trilling Shard that will be exclusive to backers of this Kickstarter that and detail Ellomyr and its place in the Ninth World. What will that place look like? We’ll only know when this campaign is complete.

How to play the 1-2-3-4 I Declare A Mecha War Trial

I created this 1-2-3-4 I Declare A Mecha War Trial to play, as a follow-up to the Behemoth Trial, in a solitaire let’s play video which you can watch on my video channel. This is a micro scenario of three Moments for use in the Warp Shell setting of Index Card RPG Core. Here’s how you can play this Trial. You will need Runehammer Games’ Index Card RPG Core and may also want Index Card RPG Vol 3.

1-2-3-4 I Declare A Mecha War

A plague of Behemoths ravaged the planet, showing up like cicadas, all at once, in many different places. The heroes are awakened from their merely robotic dreamtime into sentient Mecha consciousness by the attempt to process this overwhelming chaos. Each hero was sent out to battle a Behemoth and survived, where so many others failed and fell. After their success, each was brought to the same lab where they were augmented in some mysterious way, and find themselves together as prisoners being used for these experiments.

Setup: Create 5 Mecha bio-form characters in Warp Shell. Overcome all three Obstacles. If you are killed, you can be rebuilt; but will have your mysterious augments removed and will have all your parts and pieces abandoned as a failed project, dumped on a pile of other robotic trash.

The Last Behemoth: Target 10. Suddenly an alarm is raised, and you are sent into battle. The last Behemoth has been sighted heading this way. Once in position, you feel something strange happen. Each individual hero starts to be drawn toward the others, and arms, legs, even bodies begin to alter and transform. After much contortion and connecting, the heroes have formed a Giant Mecha, a vehicle with 5 chunks. Each player takes their TURN, using Actions whatever they are able; but all must move together as one unit. Defeat the Behemoth, a 4 HEART creature, who will charge in order to ram, and then continue to physically attack the Giant Mecha until one or the other is dead.

When the Last Behemoth is killed, the next Moment begins. Optionally, start a Countdown Timer for the next Moment. The Death Droid will target the Last Behemoth until defeated, and then go after the heroes.

The Death Droid: Target 11. Frightened Powers That Be, not aware of the Giant Mecha project, have sent a Death Droid to track down and destroy the Last Behemoth. The Death Droid, a 5 HEART creature, with one ranged weapon, was programmed to locate and destroy its target, which has now become the Giant Mecha. The Death Droid will attack at range until its last HEART, at which point it will attempt to close distance in order to ram.

When the Death Droid is killed, the next Moment begins. Optionally, start a Countdown Timer for the next Moment. The Giant Robot will target the Death Droid until defeated, and then go after the heroes.

The Giant Robot: Target 12. Like the proverbial spider sent after the fly, frightened Powers That Be have sent a Giant Robot following after their Death Droid, to destroy each other after dealing with the Last Behemoth. The Giant Robot, a 6 HEART creature, with 2 ranged weapons and 2 attacks, will attack at range until it reaches its final HEART, at which point it will attempt to close distance in order to ram.

The Giant Robot can overheat, just like the Giant Mecha heroes, so that unit also begins with a 1d6 Heat Counter.

Optionally, when the Giant Robot is defeated start a final, end of scenario Countdown Timer for an explosion that inflicts Ultimate damage to all Near units as the Giant Robot is remotely and completely annihilated by the Powers That Be. (Heroes better hope they are not overheated and stuck unable to move out of the blast radius!)

Conclusion: Managing to defeat all opponents, the Giant Mecha formed by all five heroes disconnects, leaving each in a daze on the battlefield. Teams of technicians come to collect you while you are incapacitated, unclear how the Giant Mecha augment is activated or deactivated, and return you to captivity in the lab while they pore over the data gathered from this field test.

Ramming:

This Trial uses the vehicle rules provided in the Speed Kills adventure from Core as a mechanic for a Giant Mecha battle. When ramming, treat each as a vehicle with HEARTS equal to CHUNKS, and visa versa.

Taking Damage:

Damage taken by the Giant Mecha is spread evenly across all players, through some function provided by the augment connection. Giant Mecha will remain a 5 CHUNK vehicle until it takes 5 HEARTS of damage, at which point all characters will disconnect and become individuals with 1 HEART left.

Optionally, instead, as the Giant Mecha takes each full HEART of damage, one character is forced to disconnect from the whole, becoming an individual with only 1 HEART remaining. Disconnected characters act independently, and cannot reconnect to the whole.

Optionally, as a unit, Giant Mecha or other, takes damage, its number of remaining HEARTS also determines how many CHUNKS count for ramming. Thus, the more damage a unit takes, the less damage it is able to inflict. Otherwise, each unit retains its full initial CHUNK count when ramming.

Overheating:

As Giant Mecha and Giant Robot fire their energetic weapons, they increase their heat levels, similar to the Dynamic Dice rule for Spell Burn. For example, using a Duranium Blade will not increase heat levels, but firing a Pulse Rifle or using an Energy Blade will. Place a d6 on each unit, set to 1. Each discrete energetic weapon attempt roll, whether successful or not, will increase the heat counter by 1.

When the counter reaches 6, the unit must make a CON check against the Target. Success will reset the counter to 1. Failure on this check will overheat the unit for 1d6 ROUNDS, during which time the unit is incapacitated, neither able to move nor take action.

If a character holds all actions for their TURN, decrease the heat counter by 1. If a character takes any action, but does not fire an energetic weapon, the heat counter neither increases nor decreases.

Conspiracy Theory

Conspiracy Theory: Freedom from Information designed by Steve Jackson, from Steve Jackson Games, is a new game that will be launching a crowdfunding campaign today. There’s a note that the “cover and card images are not final” and I have to admit I’m a little sad, because it’s delightfully minimal in the images offered. But, on the other hand, I’m sure it will be great, whatever they’ve got planned for the design. And, either way, it’ll go great on the shelf next to your boxes of Illuminati and Illuminati Membership Kits.

It’s 2017 and everyone is talking about . . . conspiracies.

In this new game from Illuminati designer Steve Jackson, each player takes turns acting as the Judge to read a card outlining a conspiracy. Then the other players choose from their own cards, competing to create the wildest, silliest, or most believable theory. Every turn, each player tries to convince the table, and the Judge, that THEIR conspiracy is the truth. Fun for everyone who is old enough to read the news and wise enough to know that there’s more they’re not telling you . . . Now YOU get to decide what’s behind those stories.

Index Card RPG Quick Start Rules

Runehammer Games just released a new, free Index Card RPG Quick Start Rules download. I’ve done several in a series of solitaire let’s play videos and have been talking about this game system lately. Here’s a way you can check it out for free and get started! The 33-page QSR has all you need to get started (except dice and stuff, of course), including a new sample adventure, Tooth of the Agnar, excerpted from the longer Savages of Kath let’s play scenario. (So even if you’ve already got ICRPG Core, there’s something new in here for you too!)

Download your FREE QUICKSTART and get playing right away! Perfect for…

• Those considering an ICRPG CORE SET purchase
• Players jumping into an ICRPG game
• The mechanics-curious investigating ICRPG

Axebane’s Moldy Codex

Axebane’s Moldy Codex is a homebrew fanzine for use with Runehammer Games’ Index Card RPG Core. This is its inaugural issue, written and illustrated by Daniel F Walthall, and includes a good variety of fun and useful stuff for your table.

The first issue of the Moldy Codex is here! This homebrew fanzine is packed with art and content for the INDEX CARD RPG system. The included adventure has been playtested and is designed to only require 30 minutes of prep by the GameMaster! The new loot table includes 100 loot items, with new types of items such as wands and rods. Issue #1 is fantasy-themed and includes the following:

• Adventure: Lost Tomb of the Skeleton King
• Location: Village of Hadorne
• 2 new monsters
• 4 monster reference cards (Skeleton, Slime Cube, Living Statue, and Skeleton King)
• New loot table
• 8 art cards
• Hand-drawn character sheet

Skull of the Cyclops Trial

This is a play session of Skull of the Cyclops, a solitaire Trial from Index Card RPG Core. I play Take, a Small Folk Shadow, in this short scenario of three challenges.

Index Card RPG Core Set from Runehammer Games

Index Card RPG Vol. 1

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

If you’d like to pitch in, add a buck to the tip jar.

Or become an ongoing Patron, get gratis music downloads, and help me geek out!

The Grey Hill Fire Trial

This is a play session of The Grey Hill Fire, a solitaire Trial from Index Card RPG Core. I play Take, a Small Folk Shadow, in this short scenario of three challenges.

Index Card RPG Core Set from Runehammer Games

Rigaroga is a technologist lost in the wilderness, having adventures in geekery and nerdy mishegoss.

The Odd Order is a place for Rigaroga, friends and acquaintances to gather online.

If you’d like to pitch in, add a buck to the tip jar.

Or become an ongoing Patron, get gratis music downloads, and help me geek out!

Ars Magica

Ars Magica by Jonathan Tweet and Mark Rein-Hagen from Lion Rampant, circa 1989 “A distant eye is fixed upon you. Somewhere in the black night outside your tower another wizard is using arcane lore to spy on you, and you have sensed the intrusion. Beware …”