Elves of the Midnight Hack

Elves in the Midnight setting have many of the traits you would expect for these magical folk.
Here are a range of abilities for elves in Midnight. There will be other possibles, but this was turning into quite a big list. I’ve put something in for each of the elvish peoples just as with the dwarves

All elves have the following abilities…

Elves are incredibly vigilant. They roll at an Advantage for Listen, Search (WIS) and other awareness tests

Elves are incomparable archers. They roll at an Advantage when using bows (DEX).

Elves roll at an Advantage when climbing trees (STR).

Once per day an elf will automatically succeed at an attribute roll to resist the effects of Magic (INT).

Elf spellcasters roll at an Advantage when trying to keep their spell slots (INT).

Elves have low light vision and are able to see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. They retain the ability to distinguish colour and detail under these conditions out to Far Away.

Caransil…

All Caransil are able to cast magic as if level 1 Channellers.

Caransil of the Channeller class gain an extra 1st level spell slot up to Level 4, An extra 2nd Level Spell slot from level 8, An extra Level 4 spell slot at level 9 and an extra level 5 slot at level 10.

Daransil…

Roll at an Advantage for Survival (CON) and Tracking (WIS) tests

Roll at an Advantage for Hide (DEX) and Move Silently (DEX) tests when in natural surroundings.

Roll at an Advantage when resisting Spirits, Ghosts and Wraiths attacks.

Gain the Brew Poison (INT)  Skill

Erunsil…

Advantage when resisting the effects of cold and exposure (CON)

Increase damage die by one step when damaging Orcs.

Miransil…

Roll at an Advantage when Swimming (STR)

Roll at an Advantage for any Seacraft tests

They hold their breath for 6 x CON Minutes.

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Dwarves of the Midnight Hack

Dwarves in the Midnight setting have many of the traits you would expect for these doughty folk.
Here are a range of abilities for dwarves in Midnight. There will be other possibles, but this was turning into quite a big list. I’m also conscious that I have the Heroic Paths to translate too, and I expect that they will also provide an ability or two.

All dwarves have the following abilities…

Dwarves are incredibly resilient. Once per day a dwarf gains a 1d6 Usage die of natural armour. This can be used at will and reduces damage by the total rolled. On a 1-2 it reduces that much damage and depletes to a d4. The armour die is restored at the beginning of each day.

Once per day a dwarf will automatically succeed at a CON roll to resist the effects of Poison.

Once per day a dwarf will automatically succeed at an attribute roll to resist the effects of Magic.

Dwarf spellcasters roll at a Disadvantage when trying to keep their spell slots.
Increase damage die by one step when damaging Orcs.

Dwarves have infravision out to Nearby.

If a Clan Dwarf…

Roll at an Advantage when navigating underground (WIS)

Stonecunning: clan dwarves roll at an Advantage when crafting stone or detecting unusual stonework

If a Kurgan Dwarf…

Roll at an Advantage when climbing (STR)

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Humans of the Midnight Hack

The humans of the realms of Midnight are in three groupings covered below.


My own take on The Black Hack borrows some ideas from the Whitehack, so I run The Gray Hack. Essentially each character has a Race and a Class (and a Heroic Path – but more on those for another post). The Race and Class act as ‘Groups’, spheres of knowledge that allows the PC to make straight Attribute checks on specialist areas that make sense for their groups. Other characters would be at a Disadvantage.


So, the Sarcosans have the skill Lore of Cities. They can make a straight INT test to know information about particular cities and their surroundings. Other PCs without this skill would be at a Disadvantage.


I’m not settled yet on the particular abilities, but these form some starter ideas. Characters are created by taking these steps:


Character Generation Options

  1. Choose where you are from
  2. Choose your Class
  3. Choose your Heroic Path

I use The Race Hack and The Class Hack. A number of versions of these are available. They add to TBH without weighing it down.




The Dorn
Start with +1d4 HP
Courageous when fighting with fellow Dorn. Advantage on Willpower tests (WIS) when fighting with 5 or more fellow Dorn.
Advantage with Lore of the Northlands (INT)
Advantage when resisting the effects of cold and exposure (CON)

The Sarcosans

Urban
Advantage when testing Gather Information (CHA) in cities
Advantage with the skill Lore of Cities (INT)

Plains
Advantage for Riding (DEX)
Mounted Combat. Can fight on horses without Disadvantage

Erenlanders


Craft: Gain one Craft or Trade skill to reflect that in the Last Age, life in central Erenland is hard, and men and women must develop useful trades and crafts at a young age simply to survive.


Learning: Gain advantage in any one skill. The Erenlanders are adept at learning and cunning and flexible in the application of it. Provide a story as to why the character has gained this learning.

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The Midnight Hack

I have long wanted to run a game set in Fantasy Flight Game’s Midnight setting. This is Eeredane, a land which was subjugated by the Dark Lord Izrador a century ago. Now the land is his. Magic, learning and any sense of independence has been crushed and outlawed. A brave few heroes stand in the way of total subservience to the Dark Lord.

It struck me that this setting would be easy to run using The Black Hack. There would be a certain amount of simplification and conversion work.  I’d want to implement the Heroic Paths either as PC abilities gained over time (at alternate levels) or as a simple ability that they get from the start. The spell lists would also want looking at to reflect the magic now found in the crushed kingdoms. It would also be good to blend ideas from The Race Hack with the distinctive people of the settings to give them tailored abilities dependant on where they come from.

Of course, you could just convert on the fly, but I think a little bit of forethought will set-up a game well and enable a smoother use of the copious material.

If I can get going on this then I’ll label up any work I do on this blog with the Midnight tag so that you can see it together.

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The Character Sheet Ritual

When I fall in love I invariably put a few character sheets together. I can see my new darling in all its sparkly glory. So it is with The Black Hack, the lightest and most focussed fantasy RPG that I have seen in a while. In fact its brevity creates some uncertainties with interpretation, and as such a character sheet forces it to straighten shoulders, look up and speak a little more clearly.

I’ve blended in the Class hack and The Race Hack, neither of which slow down the games, adding a number of additional abilities and some more variation. All good.

Having got the first character down, I need to knuckle down and create a brace of them for a convention game.

Me thinks a hangout game might also be in order.

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Discovering OSR

As I meander through the plethora of RPGs in this the golden age of gaming I bump into whole genres and philosophies, re-arrange the furniture as I blunder, and amble on. So it is with the Old School Renaissance, reinventing and rediscovering the joys of early D&D with light, elegant re-interpretations that preserve the free flowing and mechanically straightforward systems. I have been aware, but ignored, as I’ve left D&D behind these days, though happy to play, and saw little need to explore this movement.

Bump!

I’ve arrived into a vibrant community of bubbling creativity, how could I not be enamoured and entranced? My first delvings have brought me to The Black Hack, an incredible 19 pages of solid gaming goodness. Outstanding. Pared to the essential bones and summoned from the earth to wreak gaming havoc on tables across the kingdoms, The Black Hack has everything you need to get started for fantasy adventures with four classes, two blocks of spells, a simple roll under your familiar six stats on d20, ten levels and damage dished out by monsties based on their HD.

Of course hacking the Hack is not only allowed, but encouraged. Mine is going to include ‘Race selection’ providing a bonus to one stat, a bonus to one type of saving throw, and some colour abilities that should provide ‘advantage’ (roll 2d20 and pick the best result). I’ll also be looking at introducing some more spell lists, though this dude looks to be considering this too. His additional classes will see some use at my table, though I’d have liked some revised spell lists to go with the spellcaster classes.

This is going to be the game that I use for my 10 year old youngling and his group of mates…

I also have The Front, a WW2 hack of The Black Hack. This game has all sorts of potential, especially when the 2nd edition comes out with more explanations and a tidied up vehicle and aircraft system. I shall await to see how it looks and report back from The Front…

To complete this most recent binge, I have ordered, through Lulu, Whitehack. What is it with Sweden? I just got eternally co-joined with Symbaroum in a blasphemous ceremony, and now this. I’ll compare and contrast and potentially blend. Perhaps we will have a Gray Hack before you know it…

Well, that was all a bit of a surprise.

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Google Drive on Linux

http://itsfoss.com/use-google-drive-linux/?_utm_source=1-2-2

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Seven Hills RPG Convention

I’m at Seven Hills RPG convention in Sheffield and typing this update late from my hotel room with a cheeky cup of tea to my side. The hotel WiFi looks to be easy to access and lets my Chromebook sing and fly along with ease.

So, this is the end of day one and I’ve had tremendous fun. The Garrison Hotel is the venue, a place that has become a home from home as it serves as the location for both Seven Hills and Furnace in October. As I opened the hotel room door the memories flooded back of the many times I have been here and these pleasant rooms.

There are continual small improvements at the hotel every year. This time around the cooked breakfast seemed larger and all the options were open for selection. Good start to the day!

My first game was in Pete’s Iron Edda – World of Metal and Bone, a Powered by the Apocalypse game of Norse themed settlements facing inimical Dwarves riding constructed steel giants. A really fun game and great start to the event. My character, a noble skald with sculpted hair and a lightning powered electric lute was crushed under the foot of one afore mentioned steel behemoth. I liked the game Moves and atmosphere, much of which I think could be played in a dark fantasy setting of your own devising. I’m resolved to take a further look at the game if hobby budget allows.

Lunch was my usual sojourn to Morissons for their medium self select salad and flavoured water.

My second game was Paul Lawrence’s wonderful Savage Worlds: Lankhmar, where we investigated the strange summonings of deadly flocks of crows that killed priests from up and coming cults in the very heart of the city itself. Nice plot, heroic level characters and super gaming bling, including bespoke and unique poker chips themed to the setting. I always forget how much fun Savage Worlds is. With the cards and poker chips and sturdy and fun rules mechanics you can’t help but have fun.

After an over indulgent beer battered fish, chips and mushy peas, followed by apple crumble and custard, I ventured down into Dungeon Table 1 for my Uncharted Worlds game. I had a group of absolutely top players, an initial setup, some images and some ideas on the outcomes. It was all very ‘let’s play to find out’ with the most minimal of plotting, so just a little bit nerve wracking. This game was a heist of the rare element Uridium, on the Near Dark system. The game was very well received, full of increasingly riotous action and raucous laughter. A bit relieved, as these are highly experienced top players, which was probably a good portion of the reason that the game worked so well.

Although the bar was a considerable lure, I set off to bed with a cup of tea before midnight, so showing my age there! But it was a late one anyway as I tapped away at this blog.

Another wonderful breakfast and onto my next game as a player and one that I had particularly anticipated. Paul Baldowski’s Cypher system set in the A|State setting. Paul put together a slow burner investigative scenario that we did our best to hijack by taking forever to get out of The Three Bells pub. I thought for a fanciful while that Steve Elves’ character might be tied to a chair for the whole scenario. There was no map to stroke (Paul will understand), but otherwise top notch stuff!

Finally, I ran a game of Everway. Yes, Everway! I really love this game, not only for the three interlocking resolution mechanisms but for the positive and restorative quality to the stories as heroes seek to heal the realms that they encounter. The Winds of Whitefall proved to be a good scenario, with lots of opportunity for good roleplay from a great team of players who were still giving their all right to the end of the scenario. It was probably a good decision to keep the game tight to running length and squeeze as much creative juice out of the moments as possible. Everway still holds up for me and it was great to be able to bring the game to the table once more.

In summary, Seven Hills was another really good gaming convention, with great games and super people. The Garrison continues to be a nice venue, providing us with an ongoing home over the years. There were more games than players this year, so we found that some GMs didn’t get to run their creations and teamed up to form groups in others. Everyone had a game if they wanted one.

April 2017 has the theme of ‘Urban Legends’. So many possibilities!

Tremendous times and rock on for Furnace in October!

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Sorting out game night

Currently my regular game night is on Fridays. It just happens to be where it has ended up and it has been there for a good long while. A group of friends gather and we play a wide range of RPGs. Recently we’ve run shortish, maybe eight to ten sessions, tasters, which have included: Houses of the Blooded, 13th Age, Marvel Superheroes, Traveller, Dragon Age and Uncharted Worlds.

There are some advantages to the set-up. The principal one being that it is not a school night, however it is right at the end of a full week of work. I’m usually exhausted by about Thursday afternoon these days, so getting the creative juices flowing, focussed and immersed in a system, setting and story can be difficult. I’d also like to go deeper and run or play in a good long game, with lots of character development and plots that materially affect the characters and setting.

We have lots of options. Forking off and running on another night, in another place, is a possibility, as is the lure of Hangouts, a format that has worked very well before. We have no shortage of games that could run long and well between us, indeed with sufficient enthusiasm most of them would. I have innumerable on my shelves right now. Here are some current contenders:

  • Symbaroum – I’ve pitched this for a Longcon in July, so that may sate my needs.
  • Yggdrasill – full on Scandia heroics following the in-house campaign from the books.
  • The One Ring – so much excellent material to mine.
  • Qin – I’d need to put in some serious preparation, which has slightly put me off, but there is an awesome game of loss and hope in that strife ridden setting.
  • Traveller – wheel out the new Mongoose edition and let fly. Just because it has always been my playable backstop.
  • Mindjammer – Fate in the Far Havens setting.
  • Honor+Intrigue – swashbuckling action in 17th Century France. I have no plot but with prompting we’d be away with many an intrigue. I love the Barbarians of Lemuria system.
  • Fading Suns – an oldie and a goodie.     
I have many more. In fact, two that are incoming over the year would be great for a lengthy and involved session and both from Modiphius: Conan and Infinity. Although some blood and guts sword and sorcery might be my default, I’m eyeing Infinity as something ‘SF new’, with lots of factions and intrigue and action.
My gaming circle has some good GMage going on so I think there’s a good chance I could end up playing. Either way, I’d like to get a long game going. Stay tuned, let’s see where we get to.
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Seven Hills Preparation

The Seven Hills games convention is fast approaching. Cue slightly fevered preparations to polish the games and make the presentable for the discerning attendees. This year I Seven Hills has the theme ‘The Elements’. I am running two games: Uncharted Worlds and Everway. It’s safe to say that, for different reasons, I wouldn’t have expected to be running either of these games 6 months ago.

Uncharted Worlds is a big hit and has roped me back into ‘Powered by the Apocalypse’ games once more. I do have a soft spot for them and am even hacking a fantasy game out of This very good SF game. Here’s my pitch for Seven Hills:

Uridium Vortex

System: Uncharted Worlds – an Apocalypse World game
Genre: Space Opera
Players: Up to a riotous 6

Slot 3

The extraction is almost complete. Deep in a secure complex in the withered heart of the Severin cityplex you close in on your mysterious prize. It was a tidy sum to acquire it. Neat and tidy.

Which faction commissioned this extraction?
What strings were attached to payment?
Who also wants this prize?

The squat permacrete building suddenly screeches into life. Sensors blink, shutters fall, deadlocks engage.

What gave the game away?
Who has just arrived to collect the prize?

Set in the far Perseus Expansion in our future, 500 years from now, you and your crew have just taken a step far too far. Again…

Tags: PbtA, collaborative storytelling, “what do you do…?”




I run Everway from time to time. Not many GMs do! It will be interesting to see how I fare with the Fortune Deck and the dice-less ‘Karma’ resolution. In many ways the Uncharted Worlds is a great re-introduction to Everway. Focus is on the story with the numbers and the cards acting as support. You’ve always got the Fortune deck to consult. Even if Karma (the comparison of elements to see who has the highest) appears to determine one direction, you have ‘Drama’ the story to consider and the modulating effect of ‘Fortune’ (the tarot like deck at the heart of Everway). For me, it is the combination of these ‘elements’, flexibly applied, that make Everway such a fun game.

No doubt that there is a lot of trust in the GM, whose interpretation of cards and events has a significant part to play in the outcome of scenes. Again, uncharted Worlds gives all the right advice, particularly, being a big fan of the characters and seeking to make them shine. I’m looking forward to it.

I’ve created some NPC character cards and even got the crayons out for some old school mappage. Grateful to Erin to borrow some of her wallpaper roll that she uses, scroll like, to make revision notes for her A levels. See below.

There’ll be a report on here when the adventure is over!

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