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Post by David Okum on Aug 28, 2011 11:52:28 GMT -5
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Post by David Okum on Aug 22, 2011 16:15:51 GMT -5
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Post by David Okum on Aug 19, 2011 13:47:11 GMT -5
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Post by David Okum on Aug 19, 2011 12:57:40 GMT -5
I think a Grendel set would be awesome. I am toying with some Roman/Celt sets as well. I guess I'm think "historical" as opposed to a set era. Just starting the shading on the Viking set. Soon... very soon....
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Post by David Okum on Aug 16, 2011 11:59:34 GMT -5
Some more playtesting and playing with the old Seaworks: Skull Cove from World Works Games (sadly retired).
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Post by David Okum on Aug 14, 2011 22:02:32 GMT -5
Yesterday I finished the fronts of all the Vikings AND a special Viking sub-set I'm kind of excited about. Today I'm going to try to finish the backs of all the Vikings and try to scan in the artwork before bed.
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Post by David Okum on Aug 14, 2011 21:58:16 GMT -5
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Post by David Okum on Aug 11, 2011 10:37:16 GMT -5
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Post by David Okum on Aug 11, 2011 10:36:29 GMT -5
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Post by David Okum on Aug 5, 2011 21:58:55 GMT -5
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Post by David Okum on Aug 5, 2011 21:57:35 GMT -5
This line will cover historical Dark Ages figures that could also cross over into the Fantasy genre. First up will be the Vikings set.
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Post by David Okum on Aug 5, 2011 21:55:36 GMT -5
This rulebook will be a freebie release and will be available online for download. It is designed to be the main game engine for the various game settings I am creating with the lines. Any feedback is appreciated. The outline is as follows (will be modified): Okumarts Skirmish System Page 1 Cover (Silly) Page 2 Beta Release Version 0.5 Written and Designed by David Okum www.okumartsgames.proboards.comSpecial Thanks to Stephen Markan, Nicholas Rintche, Mitchell Krajewski, David Kinchlea, Richard Kinchlea, David Wears and DT Butchino. Okumarts Games Skirmish is TM and © David Okum 2011 All Rights Reserved Page 3 Introduction What is this game? Page 4 What you will need. The Figure Bases Page 5 Game Statistics Elements of the Game Card Page 6 Stats Ability Wounds Class Talents Powers Page 7 Threat Level Page 8 Ability Checks Page 9 The Game Turn Activation Page 10 Activation Chart Page 11 Movement Page 12 Attacking Page 13 Ranged Attacks Page 14 Close Combat Breaking Away Page 15 Combat Maneuvers Page 16 Damage Resolution Page 17 Armour and Weapon Grades Special Effects and Conditions Page 18 Criticals, Snake Eyes and Boxcars Page 19 Sample Skirmish Page 20 Threat Levels Page 21 Talents Page 22 Talents Page 23 Talents Page 24 Foibles Page 25 Gear Page 26 Gear Page 27 Powers Page 28 Powers Page 29 Vehicles and Horses Page 30 Flying Movement Page 31 Breaking Things Page 32 Environmental Hazards Page 33 The Skirmish Game Setting up the game Page 34 Sample Scenarios Page 35 Final Notes
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Post by David Okum on Jul 28, 2011 12:31:23 GMT -5
Serene Fist Set Three: Ninja vs Samurai 2 teaser is up!
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Post by David Okum on Jul 26, 2011 23:39:45 GMT -5
Geas and other foibles Geasa are vows that can be short term or long term for a hero, often Breaking a geas bums out the character and they will function at a -1 for a day. Fulfilling a geas jazzes the character and they will function at a +1 for a day. The bonuses aid attack, defense and Ability Saves. Thing is, some Geas are easier to fulfil than others, but that’s kind of the point of them. I am thinking another way of using them is to reward a “pip” or “fate” or “hero” point (used to bump up rolls, negate bad rolls, and generally cheat fate). These Pips are usually awarded when a critical hit is rolled by the player. Losing a pip would be tough as they are often the only way characters can survive in such a deadly system. Upon some consideration it was decided to keep the “jazzed” and “bummed out” system. All that was left was to consider how to establish Geasa. The Pendragon supplement Pagan Shore had a random chart, but there had to be some better way to go about this. I finally decided with the feedback of the playtesters to have one thing that the player can never do (taboo) and one thing that the player must always do. This would emulate the sagas quite nicely and provide quite a bit of internal conflict and character-driven angst. Geasa are Foibles, that is disadvantages that limit the character in some way. For every Foible, the character gains a new Talent. I’m thinking of limited the number of Foibles a character can have at any one time to 3.
Next up: Ireland’s Got Talent(s)
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Post by David Okum on Jul 26, 2011 1:37:10 GMT -5
A Class Act It’s tempting to just follow what has come before and use the classic D&D Classes as a start, but I’m thinking of the classes more as Character Archetypes that are maybe a bit more specific. I thought of the Warhammer Fantasy Roleplay Careers and felt that they were maybe closer to what I was imagining. I jotted down some rough ideas and even made a character or three. Things seemed to work alright, but it was still a bit rough around the edges. I took a bit of a break, read a few books on Celtic and Irish history and felt that I had a better handle on things. I retooled the class list I originally created and made a list that was much more specific to the geography and era. The final playtest class list became: Druid, Fian, Cruithni Warrior, Christian Monk, Bóaire (Yoeman), Flaith (Noble Knight), Eachlach (female only, messenger/scout), Bandit, and Bard. The plan was to make a list of Everyman Talents and then a list of Class Specific Talents. Trouble is, I didn’t know how many Talents I would need and if some were too specific to appear on the Everyman Talent list. I was still working on it as my players were making their playtest characters. I can see the need to tweak the list as I go. The characters would be first ‘level’. I really didn’t want to do the level, but as I mentioned earlier, it seemed to simplify the character creation.
Next Up: Geas and other Foibles
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