Saturday, August 4, 2012

Monster Mash: Manticores

I’ve like manticores ever since they showed up on those tiers in a chamber of White Plume Mountain, and I’ve used them regularly since then…

Manticore Gorger (50 CPs) Bite (hit +5/ dmg +9) and Tail Spikes (hit +5/ dmg +7/ range 5); Evade +3; Soak D12+2
Bite +6; Flight +3; Intuition +5; Invulnerability +2; Might +5; Prowess +3; Tail Spikes +4
Fearsome chaotic fell creatures with lionine bodies, misshapen human heads and leathery bat wings, monstrous manticore gorgers deliver a fierce bite and throw barbed tail spikes on each turn.

Friday, August 3, 2012

Monster Mash: Ragewood Tree

Let's keep things unconventional... today, you get the ragewood tree. It's a tree. But it doesn't like you.


Ragewood Tree (50 CPs) 10 Tendrils (hit +8/ dmg +4); Evade +0; Soak D12+4
Constriction +4; Intuition +4; Invulnerability +4; Might +8; Prowess +3; Tendrils +1 (x10)
Limitation: Permanently bound in place (-2)
Appearing as a young weeping willow, the sentient, chaotic ragewood tree waits for creatures to come near, lashing out with its tendril branches. It will use some of its tendrils to bind foes while others deliver vicious lashes. The tendrils of the ragewood can reach targets up to 3 units away.

Thursday, August 2, 2012

Monster Mash: Stone Colossus

I had a whole whack of monsters ready to go, but I'm having some compatibility issues between computers and different versions of Microsoft Word... so I can't open my files right now (grr grr grumble grumble). Never Fear! I figured I could just stat up a different monster. Ain't no thing.

Here, for your edification and enjoyment, is the Stone Colossus...

Stone Colossus (130 CPs)
Two Fists (hit +10/ dmg +10); Evade +4; Soak D12+9
Fist +5 (x2); Intuition +8; Invulnerability +9; Might +10; Non-living (+2); Poison +8; Prowess +5
The 16' tall stone colossus is an animated guardian driven by ancient, forgotten magic. It attacks with two fists each turn, or breathes a poison gas that forces the target to roll Might to soak 17 wounds per round for 8 rounds.

Wednesday, August 1, 2012

Monster Mash: Hydras

August is going to be Monster Mash Month. You’ll get a new monster for Resolute/Mythweaver gaming every day, and I’ll add all 30 beasts to an updated Appendix A at the end of the month (along with some other new monsters that will be introduced in Mythweaver Chronicles #1), meaning that within a few weeks, you’ll have over 100 monsters for your Mythweaver/Resolute games.

Let’s lead off with a double-shot.


Watching Percy Jackson and the Olympians: The Lightning Thief today with my tenth graders, I was inspired to work up some game stats for the hydra. Rather than coming up with complex rules for disabling heads and such, I decided instead to make beheading a hydra a special option for Resolve that is usable only against the hydra... and against its cousin, the Lernean Hydra. Unfortunately for heroes, they won’t know which version they are facing until they start lopping off heads...


Hydra of Flames (100 CPs)

Bite x5 (hit +5/ dmg +7); Evade +2; Soak D12+4

Bite +5 (x5); Breath Weapon +4 (x5); Intuition +4; Invulnerability +4; Might +5; Prowess +2

A chaotic, massive 5-headed serpent, the hydra of flames bites or breathes fire with each head on each turn it takes.


Special Resolve Option: Behead.
When fighting a hydra with a bladed weapon in melee combat, a hero may elect to use a Resolve point on any attack dealing more than 10 wounds to the hydra to sever one of its heads. This automatically succeeds. For each head it loses, the hydra also loses 1 attack each round. If all 5 heads a severed, regardless of how many wounds the creature has remaining, it dies.

Lernean Hydra (120 CPs)

This especially fearsome version of the common hydra of flames, in addition to all abilities of its relative, also has Regenerate +8. When a head is severed from this creature, 2 heads grow back in place of the lost one. When these two heads grow, the creature refreshes its breath weapon for both heads. At most, this creature can have up to 10 heads active at one time. Any time a head is severed for a second time, it only grows back a single head. Even though it has multiple heads, it remains at 120 CPs and 120 wounds.

The Resolute/Mythweaver Monk

I wasn’t able to work this out to my satisfaction before publishing Mythweaver: Legacy, I’ve come up with some playtest ideas for a monk character. I don’t feel that the monk fits into ‘classic fantasy’ anyway, although I could always have put this in as an appendix. Ah, well. This will make it into a supplement someday, and I expect that this will also make it into the update for Resolute: Legacy. This means that I have to clean up rules for unarmed combat (which defaults to D6, which could be a problem for the big bruisers). Here’s a trait that solves the whole problem, and which your unarmed brick characters are all going to need:

Unarmed (trait). Even when unarmed, you roll D12 for damage rather than the D6 other unarmed characters must use.

The Monk

As a monk, you are a martial artist, relying on your innate attributes rather than physical armor and weapons. You are adept at channeling Ki, a mystical energy source. You may not purchase the Armor ability, but you instead purchase Invulnerability +1. You may not improve Invulnerability beyond +1, although you may wear or use items that boost or shift your invulnerability. You may never wear armor of any sort.

Archetype Ability: Evade. Roll D6 for initial CP investment.
Archetype Trait: Unarmed (+2)
Monk Starting Abilities: Invulnerability +1; Ki +1; Prowess +1
During level 1, you may purchase Intuition; Might; Resolve

Ki (ability). You are able to channel a mystical energy source, increasing your physical and mental attributes. Add your Ki rating to any action, resist, or result roll every round. For example, in round 1, you may elect to add your Ki to an Evade roll, in the second round add your Ki to an attack roll; in the third round, you suffer a substantial hit, adding your Ki to your soak roll. You may NOT stack Ki with Resolve, although you may still use Resolve to bolster other rolls. Your Ki rating may never exceed your level; at level 5, you may have no better than Ki +5.

In Play: As a monk, I roll D6 for my initial CP investment in Evade and get 3; I have Evade +1, and 2 CPs remaining. I put one of these into Evade (to use that dangling extra CP), bringing Evade to +3. I would love to use my final point in Ki or Invulnerability, but both of those are capped at +1 (Ki because I’m only level 1, Invulnerability because that’s fixed where it is). Therefore, I put this point in Prowess, bringing this to +2. I could have elected to purchase Intuition, Might or Resolve, but I’ll wait on those until I get more experience; that Prowess is going to help me most right now.

Sample Starting Monk:
Evade +3; Invulnerability +1; Ki +1; Prowess +2; Unarmed (+2)

Advanced Monks:
After you attain level 2, you may purchase the following talents, linking these to your Ki.

- Crippling Fist. Once per scene, on a successful unarmed strike, you force a living target to take a penalty to Evade rolls (for the rest of the scene) equal to the successes you deal in damage.
- Life Tapping Fist. Once per scene, on a successful unarmed strike, you may recover as many wounds as you deal to a living target.
- Stunning Fist. Once per scene, on a successful unarmed strike, you may stun a living target for a number of rounds equal to the successes you rolled on damage. If the target suffers 10 wounds, that target is also stunned for 2 turns. You cannot stun a target for more than 3 turns in this way.

The Steel Sensei (70 CPs)
Fist (hit +8/ dmg +3); Evade +5; Soak D12+1
Intuition +5; Invulnerability +1; Ki +7; Might +3; Prowess +8; Resolve +5; Unarmed (+2)

In a typical round, Steel Sensei attacks at +8 and deals +2 damage; however, he could elect to channel his Ki into his attack (rolling +15 to hit) or his damage (dealing +10); he could add this to soak (for a D12+8 soak roll) or to Evade an attack (rolling at +12!). In theory, in one round, he could attack at +15, then use a Resolve point to increase his damage output to +10 (adding Prowess to the damage), then use a Resolve point to increase his Evade to +13 (again using Prowess), then use a Resolve point to increase his soak to D12+9 (using Prowess). This character could easily make himself nigh invulnerable for a few rounds, dealing incredible damage quickly. However, when he cannot add his Ki to an attack, result or soak roll, he is relatively weak; against multiple foes or when he spends his Ki and has none left, he can be quite vulnerable.

Tuesday, July 31, 2012

Growing Through Creative Commons

One of the key reasons that I released Mythweaver: Legacy in Creative Commons (and will do so with Resolute: Legacy once it's cleaned up, and Army Ants: Legacy as well once I get that done) is to open the door for everyone who plays to also contribute to the game. Let me lead off with the description of the license from the Creative Commons people:

Attribution-ShareAlike
CC BY-SA

This license lets others remix, tweak, and build upon your work even for commercial purposes, as long as they credit you and license their new creations under the identical terms. This license is often compared to “copyleft” free and open source software licenses. All new works based on yours will carry the same license, so any derivatives will also allow commercial use. This is the license used by Wikipedia, and is recommended for materials that would benefit from incorporating content from Wikipedia and similarly licensed projects.

***

This means that YOU now have the ownership rights to Mythweaver: Legacy to create new game content. It's the same general principal as D+D 3E's OGL, only this appears (to me) even less restrictive than that license- and that one allowed an entire community to reverse-engineer all the way back to the beginnings of the game! True, the Pathfinder folks managed to one-up D+D 3E, and turn a tidy profit in the bargain, and I'm sure that scared the pants off of WOTC. I suppose that's a risk that's worth taking. I want to see a large community grow around these games, but I have neither the time nor resources to support the Resolute, Mythweaver and (ultimately) Army Ants in the ways that would allow for such growth. If this provides the motivation for others to generate some content - and maybe make a few bucks in the bargain - sounds good to me!

Monday, July 30, 2012

Pricing Updates

I received my print copy of Mythweaver: Legacy in the mail today, and I think it's SWEET. It looks pretty nifty, and Lulu turned it around in just under a week. All around, I'm happy with it.

Book now in hand, I was able to go in and change distribution so you can order it through your Friendly Local Bookstore, but I also set up a 20% discount through Lulu, meaning that if you order there, you get the book for $7.96...

While I had my price slashing pen out, I also went over to RPGNow and changed the price for Resolute: Legacy to $1. On my medium-term to-do list is an update to that game to fully align it with the new Mythweaver rules. There are a few discrepancies between the rule sets (boosts/shifts work a little differently, a few abilities have been cleaned up, and rules for combat sequence have been tightened), so I'd like to have 100% compatibility between them. As is, it's about 95% compatible, but before I release a print edition of Resolute (which is in the works), I decided to clean it up first.