Thursday, July 18, 2013

Blog update

Zap!  The blog gets an update!

I added a new menu bar with pages on how to sign up to the beta, and an illustrated summary of why the game is 'like toootally kewl'.  I also picked a new theme to keep things interesting.

A taste of whats coming...BLAM!


Hail Dredlings!

  So here is a tittilating taster of tonights tinkering... my latest poke at a profile card.

The brilliant Otherworld Ranger showcases new format

Once you have peeled your eyes off the gorgeous Otherworld mini model sculpted by Kev Adams (get well soon mate!) take a look at how the new format allows you to extend the picture all the way across the card if you need to, (it also has an option for a smaller framed box floating over a backdrop as before- if your image does not stretch that far.)   Much cleaner and nicer than before.

The stat boxes I have simplified so they are less busy, which gives you more focus on the picture. 

You may note the new statistic profile that spells BLAMS!  This is something I am trying out to help with remembering which stat is which.  The nice thing with this is you can note down characters in digit order (Kremmen Vargil: 34157)- like traveller ;0).

So taking a peek at the stats, Brawl is what was once combat dice.  Level is as before, Armor is 'to wound', Move is new- and Shoot is as before.  The sixth slot is for your own custom stat if your players use one.

So Move is basically an inverted version of size- its how many dice you pick up when dodging shots, falling, leaping, jumping and other forms of buggering about over terrain.  This is based on 6-size.
Note that size is no longer on the sheet, but is still a concept in character generation.  You pick a size, and that gives you the same amount of brawl dice.  It also gives you 6-size in move dice and sets your basic armor score.  The idea is that size is now implied in these other stats.

So for example, if you shoot a halfling with a crossbow.  The crossbow player picks up their shoot dice and rolls level or less to score a dice hit.  The halfling has a move of 6, so picks up 6 dice and rolls level or less to score a dice hit.  Winner has most hits.  Simples.


Armor is the number of hits you need to score equal to, or higher to peirce the armor and cause a wound.  This is the same as 'to wound' in earlier versions.  Double this is your instant kill score.  If your opponent drops its guard, this shifts down one step- so if you beat the armor score, you instantly kill them, otherwise you wound.  Most folk start with an armor of 2.

Oh... and you may also notice that the elf sorceress now has a loincloth!  That painting still needs some work.  :)




Wednesday, July 17, 2013

Rising from the dead

Hey Dreadlings,
  So rumours of my death have been completely true- however a druid owed me a resurrection after he stiffed me on a love potion (fifty gold peices for rohipnol... see I.t. crowd for joke reference).
  I am slowly recovering from my illness and hope to return to my game writing desk after I comfortably get back to work.  In thr mean time I am doing little bursts of activity over on my kingsminis blog.

  Reading skulldred after the break was fun, I forgot just how far it has come along!
 
Hope your all well!