Owen K.C. Stephens's Blog, page 85

August 3, 2019

Tales of the Brain Eaters. Three.

Sometimes, you have to move away from something to get a better view of it. Sitting in E-ville makes it difficult to truly understand the forces swirling around you in the twilight. Coming to Railroad City helps me put context around much of E-ville’s hidden society.


Things only hinted at in Evansville are spoken of openly in Indy… for certain definitions of open. I expected my inquiries to take me down, into the undercity, as they would have in Seattle where the City Below is such a strong part of the Second World. And yes, Indy has the same basement boroughs  as any major metroplex, with stairs and ramps leading down to the places where sunlight can never sear or cleanse. But the Lower tracks of Crossroads are a waystation, not a destination. You can make contact with the true Unigov there, but you can’t hold meetings with them.


That only happens at Skydeck.


Skydeck likely existed before the city was planned and platted 1821, but as with many things the colonizers took what existed and forced it to fit their culture, regardless of the consequences. Originally accessed from rooftops and (amusingly) chimneytops, Skydeck is now formed from the 13th floor of hundreds of buildings, some of which are missing many floors below 13. These are crammed window-to-window and hall-to-hall, making it possible to step over the Dropov to reach a new deck manually, but most transportation occurs with elevators and Skykeys.


In older elevators, you may have to seach for where to place a Skykey, but in most cases it’s the same as the fireman’s access. Most keys access only a few decks, and these are codified as times correlating with the position the Skykey needs to be at for that to be the correct 13th floor. The guide who took me to the common entry point, the 13th floor of the Thomas Building which survives despite the rest of the building burning, has a “Thomas Three O’Clock Key,” which accessed the area known as Ashlands by having the key rotated 360 degrees, and then turned to a 3-o-clock position. The clockface position is believed to have been standardized by the 11th Hour Society in the 1930s, when they served as Stewards of the Skydeck access points.


Ashlands is neutral ground, at least officially, less out of some agreement and more because the layers of soot on every surface and strong smell of smoke makes few people wish to claim it. from there the guide warned me not to go far, and I saw only the Stacks, as expected when seeking a sage, but saw tagger signs directing me to the Wherehouses, Galley,   De-Magiced Zone, and most troubling HighHell. I did not wander.


The sage declined to answer my questions, but even just overhearing others talk of local twilight conflicts told me much. The Kith are strong in Indy, as with much of the continent, but truly weak in E-ville. The BraiN Eating was mentioned more than once, and now I must wonder–are the Brain Eaters just defending themselves against the Kith’s influence? If I am to live here, I’ll need to know.


The Torsions are a new faction to me, and powerful only in Indiana, and their power wanes in areas called the Tippecanoe and the Vincennes, that later being the area of the Brain Eaters. The Torsions are very concerned with keeping a temporal barrier between their dominions in central Indiana, and those other counties, which manifests as a time zone caved from what should rightfully be central, but not for all the state.


But for Vicennes/Land of the Brain Eaters/ There are several factions, many minor or unknown beyond the borders of river and rock that define my new home, but which are apparently ascendant enough that no outside faction dares operate in any but the most clandestine fashion in Vicennes without some local alliance. Of these regional groups, the Red Cathedral seems most powerful, and are strongly tied to the brain eating ritual, but I know little else. The Storm Arsenal is agreed to be smaller and weaker, but otherwise a mystery. Other names–the Old Passe, the Clowder Guild, the Death Wake, the Eastcheap Livery–seemed to refer to Vicenne, but I have no context for them.


When my guide told me the Clowder Guild insisted he give me safe passage back to Railway City, which I had wrongly though was included in his services, I did not question it. I was above my depth, and I knew it.


But these are grand threads for me to follow once I return to Evansville. The Clowder Guild I must seek out, clearly, and the Red Cathedral as well.


There are things I must learn, before I dare eat a brain.


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Published on August 03, 2019 08:12

August 2, 2019

New Job: LWD’s Game Design Expert

I am pleased to announce I am now the Game Design Expert at Lone Wolf Development. (Sometimes, nothing beats a face-to-face meeting at #GenCon.)


While I expect to still be doing many other things as well, including freelance and running RGG, this position is now a major part of my career.


More news when it’s fit to print.

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Published on August 02, 2019 13:09

Shield Feats for PF 2E

Okay I’m at Gen Con, but I can’t help but want to play with some of the most interesting new rules of the  Pathfinder Second Edition Core Rulebook. Shields!


Here are some new shield-focused feats. I am still trying to decide how I want to present some of the new information PF2 feats need in my blog format, so here’s a first try.


Angle Shield[General][Feat 1]

Prerequisites Shield Block

You can angle your shield to deflect part of the force of a powerful blow. When you use the Shield Block feat, your shield takes 5 points less damage than normal (minimum 0).


Duck Down[General][Feat 3]

[Reaction]

Trigger: When you have your shield raised and are forced to make a saving throw.

You can duck down behind your shield, making it more difficult for spells and special abilities to target and effect you. You gain a +1 bonus to the triggering saving throw. You are no longer considered to have your shield raised.


Knock Aside [General][Feat 1]

When you are wielding a shield, you gain a +2 bonus to the Disarm, Force Open, Shove, and Trip actions of Athletics.


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Published on August 02, 2019 07:22

July 31, 2019

Supers Ideas: The Knight Shift

Some ideas refuse to leave me alone until I write them up to at least a sketch level. This is one of those. I haven’t even searched for similar ideas and names already in use, yet.


THE KNIGHT SHIFT


When Citadel City’s primary defenders are injured, off in space, or just on vacation, the citizens still sleep safe knowing they remain watched over by the less-experienced, less-famous, but still competent Knight Shift.


The Knight Shift can be B-Team backup for the Player character heroes, or just interesting local color.


The Amalekite: The Amalekite is a powerful champion that appears to be a mighty armor made of stone and metal, marked with ancient sigils and crafted in a mix of Biblical and modern styles. The Amalakite can teleport at sunup and sundown, stand watch ceaselessly, fly, command (but not create) fire, always hear its name if spoken by one who has met it, and is spectacularly powerful and strong. Though the Amalekite can bleed if struck hard enough, no one has ever seen its wearer, who is often thought of as the bravest and most noble of the Knight Shift, and sometimes considered “too good” for the ‘secondary’ team of heroes.


In truth, the Amalekite is not a suit of armor worn by anyone at all, but a powerful sorcerous tool created in ancient times by the last of the Amaleks. It is controlled by the dreams of whoever last spoke the rites of kingship over it. Lost for eons, the words were found inscribed in a table by Clifton Kirk, a famed archeologist in the 1960s. Fearing the power of the Amalekite, Kirk never risked speaking or sharing them. Kirk sadly turned to alcoholism when his career never reached the level of success he felt he deserved for finding the Amalekite (a fact he kept secret), and when he died his possessions passed to his estranged son Steven Kirk.


Steven spoke the words accidentally, while going through his father’s papers, and gained the power to command the Amalekite in his sleep. There is no risk to him, he feels no pain, expends no energy. he has even learned to enter a dreamlike state while waking by smoking various herbs and playing mindless video games. But, of course, if his identity was ever discovered, Steven would be in great danger.


And so the master of the Amalekite lives in his mother’s basement, high and dozing off most of the time, as the resentment that none of the acclaim, hero worship, and less proper offers of thanks and rewards ever filter down to him, a massively obese, homebound, part-time online customer service rep.


Dexter: When Caliburn the NovaGuard used his NovaStrike to slow Voidrox the Sun-Killer, the feedback destroyed Caliburn entirely.


Except for his right hand.


With the last mote of Novadronimum in the galaxy powering it, with just a tiny piece of the Justice Circuit still held within it, that hollowed-out gauntlet followed its core programming, and sought someone most in need of justice, and compatible with its (broken, fragmented) OathCode. It should serve as no surprise, perhaps, that it found at that moment the person with the strongest combinations of a need for justice and the strength to fight for it was a young black transgender woman. And so it configured itself to fit on Samantha Baker’s right hand, and gave her a fraction of the last NovaGuard’s power.


And as Dexter, she has wielded it to oppose every injustice she could find since, fiercely, fearlessly, and relentlessly.


Diagoras: Diagoras is the distant descendant of the famed pugilist and athlete Diagoras of Rhodes, and is the chosen and beloved of Palaestra, goddess of wrestling. His skill and ability are defined as the best that any mortal human (which turns out to mean unpowered human) has ever performed in competition. he is thus skilled with all tools of sport, including javelins, discus, bows, rifles, bowling balls, shotputs, and so on. He often wears sports-related armor, and carried various sport paraphernalia with him.


As a near-demigod, he is also surprisingly resilient, and though showy, and often willing to do things the hard way if it’ll look more impressive, still honestly wishes to fill the role of hero and make the world a better place.


DefCon: The last of the Countdown Clones, from the Countdown to Calamity event, DefCon was the only one of the clones to reject his programming and work with heroes to prevent the Calamity. He has since become a full-time hero, trying to understand his place in the world as a sapient strong-AI with all the knowledge and intellectual capacity of a mature adult, but only a few years of actual life experience.


DefCon still has a ‘5’ on his forehead, as all the Countdown Clones did. If he absorbs enough damage, he becomes tougher, stronger… and angrier. The ‘5’ then becomes a ‘4,’ and DefCon 4 is a somewhat less kind and patient personality. If the increased resilience of DefCon 4 doesn’t prevent him from absorbing a great deal more damage, the ‘4’ becomes a ‘3,’ and he gains an angrier, more prone to violence personality while turning into someone who can go toe-to-toe with some of the most powerful known superbeings. each state lasts only a few minutes, unless it continues to absorb energy from massive attacks.


No one knows what DefCon 2 or DefCon 1 are like.


Firecracker: Rita Miguel was born in the late 1990s a Booster, one of the rare humans who, apparently at random, inherits a superior mental and physical capacity. Almost a textbook booster, Rita was able to perform 25-50% above peak human athletic and mental capacity–running a two-minute mile, testing at an IQ of 280, able to deadlift 1,400 pounds, able to go for 300 hours without sleep and still function, and more.


Her parents, second-generation immigrants, knew the US government wanted all boosters to be registered, and thought this would be what was best for their girl. After all, General Glory was a registered Booster, and a national hero, and with registration cam free education and health care. So Rite grew up to be poked, and prodded, and tested, and assumed she would be able to fulfill her lifelong dream of being a costumed hero, like so many other Boosters that went through the program.


The All-American Alliance sponsored most of the pretty white Boosters in her classes as teens. General Glory picked a series of young Boosters to be his sidekick Private Patriots. A few Boosters were adopted by wealthy families who trained and equipped them to be local heroes and good PR for those families, while others got corporate sponsors.


But not Rita, and at 18, she aged out of the system.


So, she made her own costume, named herself “Firecracker” for her strong personality, and went it on her own, assuming her success would earn her a slot on the Federal guard, or the Regulators, or the Heroes’ Alliance.


Six years have passed. Firecracker is one of the hardest driven, most dedicated, most skilled Booster heroes. She didn’t so much join the Knight Shift, as she saved them from biting off more than they could chew, and agreed to help out when they realized who well she understood the independent hero life. She is the ad hoc leader of the Knight Shift, though this is not an official position.


She doesn’t think General Glory will call, anymore. But that’s not going to stop her.


She’s a Firecracker.


Mona Lisa: Mona Lisa is a disembodied psychic presence. She was an innocent bystander slain during the Mind Wars event in Citadel City. For some reason, unlike others killed during those weeks, Mona Lisa managed through sheer force of will to project her consciousness into a nearby classic painting. Her intellect thus survived, and she has come to even appreciate the freedom her new form gives her.


Mona mostly exists on the Ethereal Brane, free of any constraint of the physical or temporal. However, she can use a conceptual gate formed by any image of a woman on the material dimension to look in on and communicate with the mundane world. Thus she can use the eyes of any image of a woman to see, the ears of any image to hear, and the lips of any such image to speak. The better the image, the stronger her power through it. Members of the Knight Shift generally carry both a smartwatch program with a hi-resolution image of Mona that she can easily find and inhabit, and a back-up in the form of a painted coin or picture in a locket.


While Mona mostly acts as a scout and communications relay, she has grown into a powerful psionic force, easily able to engage other mentallists and most supernatural creatures if they are anywhere near an appropriate image, and even able to whisper subtle influences into the minds of nonpsychic brains.


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Published on July 31, 2019 14:20

July 30, 2019

Convocation of Mages: Day One of Four in Seven

It has been many years since I wrote of my travel to the Grand Convocation of Mages. I became comfortable under the aegis of the Golem Lords, and weary of the endless dream ink such travelogues required.


But now I am a Free Lance once again, and it seems fitting to return to habit of marking my hours as seen through eldritch-tinted spectacles.


In many seasons past, my fair denmate, the Loving Tyrant of Lists, has accompanied me to the convocation, and taken her leisure in the land of Nod while I toiled to earn coin. (An amusement of a phrase, given the hard hours of eldritch efforts she engaged to keep my timeline untangled and productive on such trips.) But now, her keen skills have been taken into service of the Allqueen of Wolves, and her travel to the convocation is driven by grand design.


It is I who come along, untethered and at dangling scrolltips, to support her war against the forced of gnarl and chaos that nip at the Allqueen’s heels.


Untethered, but not unbidden. As we now dwell in the lands of the Brain Eaters, we shall take the land route to the Grand Convocation this season, and travel in numbers for safety. I am up before the sun has awoken, to attend last rituals and bend space to accommodate more portage than its dimensions warrant. But this is a quiet time before the flood. I am to help summon the Wolves’ Den, hurl axes at the foes of the Marquis of Parchment, sup alone with the Grimm Master, enjoy the Monster Lord’s Feast at the Hidden Temple (under the watchful eye of the Grimm Master again), spend time dispensing wisdom next to the Ronin Flags, partake of time with the newly forged Golem of the Law of Stars (and many fine Freestaves, whose number I am once again among), and speak in hushed tones to numerous Keepers of Realms and Ephemera and perhaps even sit with the Kitsune Prince before closing out my time with lunch by the Housewrights, and the Feast of Endless Flesh.


But first, my morning oblations.


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Published on July 30, 2019 05:11

July 27, 2019

Tales of the Brain Eaters. Two.

Evenasville. It’s not the Eeriest town in Indiana… but I am learning there are forces afoot that shorten the name. That think of this place, my new home, as E-ville.


In many ways this is like living in a suburb of a major metropolis, like the outskirts of Chicago, Cincinnati, or (unsurprisingly) Indianapolis. But there’s no major metropolis serving as the center of social gravity here. At least, none visible to common perception. There are surprisingly vast cave systems here, however…


If there are zoning laws in E-ville, they are either honored in being ignored, or arcane, or only cover a small part of the county’s largest—and one of only two—only incorporated townships.


The hodge-podge of buildings and land use mix in surprising ways, with metal shops right next to cemeteries right next to restaurants right next to bridge clubs. Older districts, such as Boneyard Park, often have century-old buildings sitting right next to modern drive throughs, often in the shadows of great brick edifices build in the 30s, 40s, and 50s. Scottlaw, once its own town, still has clear signs of once being home to dozens of factories spewing chemicals into the now-missing Canary Creek. Museums and zoos are surprisingly common, and often surrounded on all sides by more plastic and neon edifices of corporate uniformity, as though the traditional spaces are being cut off from one another by modern, soulless progress.


(E-ville’s only incorporated neighbor in the country, Darmstadt, is a small German enclave, where old dueling rites are still performed at Saint Eligius’s Temple, on St. Eligius street, which may come as no surprise as he is the patron saint of soldiers… and metalsmiths, numismatists, farriers, ranchers, and taxi drivers. They often perform within site of the Tree of Peace, which commemorates the War to End All Wars, which legend says was nearly burned to the ground in 1939, which might explain why some locals feel protective of it.)


The food scene is particularly interesting, as one might expect in the land of the brain-eaters. Modern, corporate, franchised, uniform restaurants pop up constantly, many offering experimental dishes not available to the rest of the world, yet. They constantly appear just across the street or down the block from older, locally-owned places that often focus on comfort food.


Comfort, in fact, is one of the crucial local bywords. Not a pneumatic, power lift bed, but an old, comfortable one. Not a breakneck pace of work, but a steady, comfortable one. Tradition, community, and history are heavily leaned on to provide comfort. It’s as though something is always disturbing the residents of E-ville, always injecting disquiet into their minds. Only by clinging to comfort can generations of families remain here, and work the land, and try to survive where 10,000 years of occupancy has dictated some civilization must sit.


The modern mass-mall-eateries try to emulate this, of course. There are the Apple Barrel country stores and brunch palaces, the Craftsman Kitchen diners. But only the newest of arrivals or most transitory of tourists could mistake these for the true palaces of dozens of generations of comfort. The Blind Grasshopper’s Comfort Cafe, Citadel Bakery, and Steel River Lunchhouse have a kind of magic about them that no mass-marketed, prepackaged, manual-driven food establishment can touch.


A kind of magic that holds disquieting airs at bay.


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Published on July 27, 2019 11:21

July 26, 2019

Ouroboros & Oubliettes RPG

This is barely a game. It’s more a way to track cooperative storytelling than a tactical exercise. It works only if everyone playing wants it to work, and is willing to overlook when it doesn’t work well.


Oroborous & Oubliettes


The Ouroboros is the dragon that encircles the world, unseen but everpresent, and survives by consuming itself. Agents of the Ouroboros wish to unleash it to consume the world, which will destroy everything with a few generations, but give those who release it vast power until that time.


This has been tried many times before, often by those who cannot be killed, or using objects that cannot be destroyed. In desperation, these things are placed in oubliettes, dark holes that go deep into the world’s crush, and thus deep into Oroboros itself, in the hopes of burying them forever.


But nothing is buried forever. When a new threat arises, the player characters must seek to stop it, often by delving into an oubliette to recover some lore or object that can aid them, or to beat some group of Ouroboros cultists from getting it first.


Making a Character


Describe your character in 2-3 sentences, between 10-40 total words.


Write down one thing you are good at.


Write down one thing you’re bad at.


Write down one important thing you have.


Write down one thing you want to accomplish.


Mechanics


The Game master sets a scene, the players say what their characters do, in order they are sitting at the table, and then th GM tells them if their actions automatically succeed (so extremely simple things), automatically fail (for impossible things), or are handled by a test.


Each scene is clearly defined as casual or dangerous when introduced. Casual scenes have no consequences. A casual scene can become dangerous, in which case the GM says so.


In a dangerous scene, there were normally 3 chances for each character to take an action. Actions aren’t blow-by blow things like “I stab a scorpion bandit,” but more like “I attack the bandits, trying to drive them back out of the mine shaft.”


A number of successful actions equal to the number of players but less than double that number is a draw–players ended up neither better off nor worse at the end of the scene.


A number of successful actions equal to at least double the number of players but less than x2.5 that number is a win. The players make progress on the adventure without any major setbacks.


Successes at least equal to x2.5 the number of players is a BIG win. The players proceed, and get some kind of permanent improvement.


Successes less than the number of players is a failure. A number of players equal to the difference between the successes they needed for a draw and those they got must take a wound. A wounded character must either give up one of their bonuses until she healed, or write down a new thing you are bad at (which the player got to pick) as a scar that is kept kept until the character succeeds at a task using that trial.


BIG wins might give special equipment (standard equipment is assumed), or new allies, or new abilities, or anything else the GM and players agree on.


For each action that needs a trial, a player rolls 1d6, and a result of 4, 5, or 6 is a success and 1, 2, or 3 is a failure. If the trial involves something you are good at or have an important thing for you get to roll two dice and succeed if either is 4, 5, or 6, while if it’s a thing you are bad at you have to roll two dice and get 4, 5, or 6 for both to succeed.


The Campaign


A typical campaign is 9-14 scenes. If all the characters end up with wounds, and at least one has two or more wounds, the campaign is a failure. Every 2-3 scenes, there should be a way for one player to make progress on the thing they want to accomplish.


For now, that’s it.


I have a Patreon. It allows me to take the time to make posts that are freely available, like this one. Your support is welcome and appreciated.

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Published on July 26, 2019 20:03

July 24, 2019

Tales of the Brain Eaters. One.

For those of you who don;t know, I’ve moved to Evansville, Indiana.


It’s a modest city in southern Indiana, population roughly 117k. It’s the third-largest city in Indiana, the county seat of Vanderburgh County, home to two universties and the state’s first casino.


It’s in an oxbow of the Ohio River, and is sometimes referred to as the “Crescent Valley” or “River City”. And the Ohio River is sometimes called the Green River.


It’s like they are afraid of True Names here. Which, in a place that’s been inhabited by one culture or another for 10,000 years, maybe makes sense.


Oh, and they eat brains, here.


Fried. In sandwiches. Mostly pork brain, though some claim you an still get fried cow brain. But once a brain is deskulled, battered, and deep-fried, can you tell what mammal it came from?


The expert brain eaters here can, of course. They’ll tell you so, with a certain… look in their eyes.


There are a lot of “oldests” in Evansville. Oldest zoo in the state. Third-oldest baseball field still in use in the country. Oldest active Greyhound Bus station in the country.


Oldest brain-eaters club.



Of course, that club goes back even more than the 10,000 years this palce has been inhabited…


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Published on July 24, 2019 11:07

July 9, 2019

“Three If By Air”

Okay, this is one run at “Three if By Air, the Game of Revolutionary War Air Combat.”

Written by Owen K.C. Stephens, Illustrated by Stan!


The final may play nothing like this.



MAP


Play on a hex grid at least 22 x 36. Each player sprinkles a handful of coins (no more than 20, no less than 5) across the grid for terrain. These represent things sticking up into the air–steeples, treetops, flagpoles, and so on. (Look it’s the 1700s, You are fighting HIGH in the air!) Center each coin in a hex. If an attack you be traced through a hex with a coin, you can’t make that attack unless an ability says otherwise.


PLAYERS


Players — 2          Units — 6 each

Players — 3          Units — 4 each

Players — 4          Units — 3 each

Players — 5 or 6  Units — 2 each


Each player is British, or American. In 2, 4, and 6 player games, make teams of an even number of players. In 3 or 5 player games, it’s a free-for all (fog of war, and all that — the final game may include more factions such as Canadian Moose Dirigibles, Tidewater Steam Gliders, and Pogo-Armed Yetis, for all I know).


British players may have British or Hessian troops. American players may have American or French troops, but cannot have more French than American.


Make your units before play. You get 10 points. Divide them among these 5 attributes, which are used with combat characteristics, no more than 4 in any one attribute.



Attributes

Offense: Used with ATTACK.

Defense: Used with EVADE.

Toughness: Used with HEALTH.

Speed: Used with MOVE.

Accuracy: Used with RANGE.

.

COMBAT CHARACTERISTICS

ATTACK: For each attack, roll 1d6 and add your Offense. If the value exceeds your target’s Evade, the difference is the damage you do.

EVADE: Each time you are attacked, roll 1d6 an add your Defense to see if you are damaged.

HEALTH: You can take damage equal to 2 + double your Toughness value. If damage would reduce you below this number, that unit is removed from play.

MOVE: Determines both movement order and how far you can go. Each round you can move a number of hexes equal to 1d6 + your Speed, to a maximum of 7. If you choose not to ATTACK, you may move an additional 1d6 hexes in phase 2. You can always move less than your maximum (including moving 0).

RANGE: Each round at the beginning of Phase 2 you roll 1d6 -3, and add your Accuracy. On that Phase you can attack foes a number of hexes away equal to this number, to a minimum RANGE of 1.



UNITS


If you are AMERICAN, your units are Lightingrod Class War Kites. If on your first attack against a target your attack roll is a natural 6 (a 6 shows on the d6), you may also attack a second unit if it is within 6 hexes.


If you are BRITISH, your units as Beefeater Rocket Cavalry. You gain a +1 to attacks made against a target in an adjacent hex.


If you are FRENCH, your units are Hot Air Balloon Dragoons. When one of your units takes damage, it moves 1 hex in a direction of your choice.


If you are Hessian, your units are Trebuchet Infantry, lobbed into the air by ground forces each round. You may only move in a straight line each turn, and gain +1 ATTACk and +1 EVADE.


PLACEMENT


Each player picks one side of the map to begin on, in secret. All sides are then all revealed. If two or players pick the same side, and there is a side with fewer players having picked it, the players each roll a d6 (rerolling ties) and the one who rolls highest decides to stay or move 1 side clockwise to the nearest side with fewer players. After that, each other player in descending order of die rolls must  move 1 side clockwise to the nearest side with fewer players until there is not a side of the map with fewer players assigned to it.


The each player rolls 3d6 and totals them. In descending order of those die rolls, each player places 1 unit within 3 inches of their side of the map. Proceed through this order until all units are placed.


PLAY

Phase 1.

Everyone rolls their MOVE. The unit with the highest move may choose to go first, or wait and go last. If two units have a tied MOVE, they may defer to one another, or write down their movement and reveal them simultaneously to move simultaneously.


The unit with the next highest MOVE then decides to go immediately, or go last (or next-to-last if the highest MOVE is going last).

Proceed until everyone has moved.


Phase 2.


In order of MOVE, each unit rolls its RANGE, then attacks or moves another 1d6 hexes.

Proceed through all units, then the round is over, and go to Phase 1 of the next round.


RETREAT


If a player ever goes 3 rounds in a row without any unit making an ATTACK against a target in range, that player’s units are considered to have no taste for battle and retreat, and are removed from play.


VICTORY


If you have eliminated more than half of an opponent’s units, that opponent is eliminated and any remaining units are removed of play.


One side wins when all opposing sides have had all their units removed from play.

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Published on July 09, 2019 09:07

June 28, 2019

The Farewells Begin

Tonight, in about 25 minutes, is my “Farewell Diner” for Paizo.


I’ll be here for 2 more weeks, but this is my last chance to have all the remaining Starfinder team be present for what I see as a celebration of my time at Paizo, and Starfinder (and the people who worked on it) have been a crucial, defining part of that time.


I’m sure I’ll have more to say later, but right now, as I face the first official memorial of 10% of my life, I wanted to express this.


Paizo has some of the greatest, most creative developers, writers, storytellers, and designers in the RPG industry. The art staff, customer service, warehouse staff, and project management all do amazing work trying to keep the actual company able to support those creative goals.


It is not easy. It is not painless. They work spectacularly hard, and emotions and investment in these products runs very high.


I Boomeranged back to Seattle, back into an RPG staff job, because I thought it would make me a better creator.


It has, by leaps and bounds that exceeded my wildest hopes.


But the people I work with, many who have gone on before me and many who are staying here after I am gone, have also made me a better person.


I’m going to have lots of conflicted feelings the first time I see the Paizo credits without my name listed among them.


But one of the strongest will be gratitude for what this time has meant for me.


Long after I am no longer an employee, I’ll remain a fan.


-Owen

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Published on June 28, 2019 17:13

Owen K.C. Stephens's Blog

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