Other countries Should have games with an Atom Punk athetic set in them
So, I've been doing some reasurch on atom punk. Which is something I had an interest in. And realized that it's really restricted to the US. Which I find really disappointing, because there is so much potential there. Like, the futeristic 1960s aesthetic could be expanded upon greatly if this is done! Like, Canadian atom punk could have some nice mix of 1960s buildings and some nature. Put it down in mexico and have some nice Chicano Art influence. Still, there isn't enough of these games on it. Wish there was more out there.
Another Game IDEA (This time, with some more style)
Hello there everyone. Been a while, but I have rattled around in my head for a while, and I desided to make another post about a game idea. Especialy since I have been reasurching game designe more in the meanwhile. So, without further ado, Let me tell you about Reality Repair Corporation
The game is an exploration bassed system with the premis that you are one of the "Compromised Asset", an individual who was contaminated with strange abilities. Sent on team missions and explorations under your handler "The Corpret executive". Consisting of two modes of gameplays. The Mission portions which are a mix of a grid crawl, text bassed desision making, and exploration. While the other half is interacting and maintaining with your teams. With feeding and taking care of them being another part of this game. While also trying to manage their relationships. All hired by the RRC, a private government hired organization ment to carve a path to "Unite the shattered World once again".
Combat in game has influence from the RPG maker, With moving your individual team members around the gride to dodge attacks. Along with some influence from Mario and Luigi: Superstar Saga, and it's ability to have mini game attacks. And a Simple Movement mechanic on a three by three grid. With each Character even having their own combat abilities, and the two defense types of Muterial Defense and Contaminant Defense. Everything has these, and everything targets one of these.
Every five above those defenses that character rolls, an aditional 5 damage is delt alongside the normal bass damage. healing can be done by anyone, but after 1 round (Every Combatant and all your team members have done their turn), that yellow health is lost. This "Yellow health" mechanic is partialy the reason why anyone can heal. though the healing tends to do 1/4 their effect when a character uses their healing on themselves. But their full effect of the yellow health. Although, the status effects Injeries and tramas can only be healed with rest (This also aplies to your Combatents, not just you). Often by swaping your team members out during resting points. Where you swap out team members.
The equipment load outs. Which you can give your team. You can give them a weapon, a secondary, and two relics. If the character is killed, getting these items back can only be done by paying "The Valtcher man" to go retrieve them, or send another squad to retrieve them from the creature who killed that team member, and likely claimed the weapons for it's own. If you lose that fight. the items will simply be dumpted into future loot pools of future areas.
Lastly for the gameplay is the Areas you explore into. The Contaminant Strongholds. As you travel, you get comisions to explore, excovate, and recover reasorses from areas that have been "Contaminated" by the Dream collapse. These dungeons are part of the grid crawl sections of the game. With reasorses like food and relics being gathered from here. Gaurded by Combatents, some are fellow survivers, others outside squads, but mostly the residents of the Contaminated stronghold. Those who fully live in it.
Edit: I have stumbled accross a style of Game that would fit this game style rather well. DRPGs. At least for the Expodition side of the gameplay. With the Point crawl section coming from the over arching game. And the setting is more, Post apocaliptic Scifi-fantacy.
I actually dreamt of the Game Diplomacy. It's an old war game with a lot of genuinely fun and smart mechanics. My favorit being both the support system, which makes coperation with othe players essencial for winning, and how actions in the game are handled with note cards or wipeboards. With players then putting their actions face down near the center of the table. Then, when everyone has placed their note card or shipboard face down, denoting they've finished what they wanted to do, all are flipped over, revealing all actions at once. And I've been thinking, "What if A TTRPG did this instead of initiative?" I think it's a neat idea.
Okay, I got something cooking in my brain for this one. The idea that you are a vampire trying to build up your own power by converting people into your "fledglings" (lesser vampires). You're doing this because another vampire is doing the same, and you've been assigned to stop him if possible. It's basically a race to make as many fledglings as possible. The more fledglings you have, the more powerful you are. But turning people requires you to have familiarity with them. The more familiar you are with that person, the more effective your ability to convert people into loyal Fledglings. SO, social interaction is made.
The vampires you could have made might be stuff like: a warrior who fights, Workers who heal you and make a lot of underlings, and a Whisperer who finds and helps you find areas. (Note: The other vampire would make these as well, and when you turn someone, you'll need to determin what kind of fledgling you want to make them).
Then there are grunts. Fledglings are your generals whom you can control directly and have them carry out tasks. Grunts are people the fledglings embrace to help with their tasks. You can't control grunts directly, and you can spend some blood to make sure an npc is marked so your fledglings don't sabotage your chances with converting them.
Vampire hunters would be nice. A third faction that could show up after a tutorial level. They'd effectively fight you and fledglings at night, while during the day, they put things like on doors to make it harder for you to enter houses, maybe something that burns you when entering houses. And you can only disarm these traps during the day. With the vampire hunters getting harder and harder as each level happens (Maybe they even have a way of curing the fledglings, that would be fun).
The Tabletop RPG game Call of Cthulhu is surprisingly popular in Japan. Call of Cthulhu is the most popular tabletop game in the country. With the earliest translation to Japanese being 1986(ish) by Chaosiom Inc./the Kadokawa corporation. It seemed to take off around the same time as an anime called "Haiyore! Nyaruko-san", which was a magical girl comedy, but they instead transform into Lovecraftian gods, and neolarthetep as one of the main cast. It was a huge hit in Japan, and its director was a huge Call of Cthulhu fan, and loaded the show with references. There was also 'Replays', a uniquely Japanese media phenomenon. These were a video or a written log of a Tabletop RPG session, usually edited with anime art, a voice synthesizer (Like text-to-speech synthesizers), and some sort of hacked dating sim engine. Kind of like the modern-day Let's Play or 'actual play' popular in America and Britain. (For context, some replays become compelling enough that they were turned into actual anime series, like the record of Ladas war). These replays made Call of Cthulhu RPG really extensible, and people who were interested wouldn't need to read multiple rulebooks to learn the mechanics. teaching them how to play the game in a digestible format.
In Japan, horror is a very popular genre. One of the main things that made the mechanics stick was the possibility of failure. Much of the audience in Japan didn't see the possibility that their characters could lose, die, and go insane as a bad in the game. In horror, it's expected that things could go wrong. It's an expectation of the horror genre that many players were aware of. Masayuki Sakamoto, who is a big Call of Cthulhu scenario writer, even said that 'when the players fail, it's not their fault, it's just horror.' In Japanese Call of Cthulhu scenarios, they're set in Japanese settings instead of in 1930s to 1920s America that we're used to. Most scenarios that people play are just regular familiar settings like being salery men in an office, or friends on a trip, with the thred between all of themis the unraveling of some sort of cosmic mystery.
It also helps since all of Cthulu is that players don't need to know any lore. It's a mystery, and the whole point is that you discover things say you play. You don't have to know what an elf is, or what the difference between a Kobold and a goblin is. The whole point is like, you don't know what Lovecraftian gods are, you don't know what's going on, and you figure it out as you go. This premise is really appealing to a lot of people, and is often larger than the usual scope of fantasy. Add the fact that Chaosium really supported the fan base with a clear license for how their creators can contribute to the game. With over half of all Call of Cthulhu scenarios in Japan being fan made. With Kadokawa handling translations and distribution, while players made tools, accessories, and endless replay videos, all perfectly legally, and have little to no problems with it. In 2020, the seventh edition of Call of Cthulhu launched and caused another spike in sales. Today, it sells more copies in Japanese than in all other languages combined, including English. They also have a variety of modules that one wouldn't usually expect. Having modules for romance and slice of life models.
Okay, game idea: A game where you go out with a team or solo, and gather proof of eldritch cultists and their ritual. Try and catch Video, physical, and photographic evidence of their rituals and activities. All while trying to die from the cultists trying to catch you, the eldritch creatures that will kill everything if they get their hands on you, and maybe other supernatural creatures with a cosmic twist. With you managing to get an upgrade or two by grabbing bits of eldrich lore, and being able to carry 1 or 2 spells of eldrich ability that cost you some HP to cast. With your quota being a rental system for protection money to keep the place secure (Basically a landlord with a security detail). The website you upload to (Concept name: Watcher's web) pays you based on the interesting things you post.
With eldritch items and artifacts being sold occasionally at a variety of country fairs, where you can also buy things that may help along your journey. With strange stone guards who make sure you're not violating any rules (Some nice ambiance could be an occasional, a distant sound of gunfire, and the sounds of eldritch beasts in the background, only for the sounds of the stone guardian attacking come from the same direction, then silence comes back). These locations will eventually fall apart, with people packing up as those background noises get louder. loading into their cars and trucks before booking it. The same goes for customers. If you stick around too long (Which some other shop keeps and customers will do), the area is invaded with eldritch monsters and cultists grabbing people and trying to get them back into their own vehicles or portals. You can steal things without consequences if the storekeeper is dead, though, so maybe stick around and get some loot (If you don't mind the moral or physical dangers involved).
The thing you travel in is a big van with a trailer hooked to the back. Which takes you back to your home base when you're done. Your base of operations, where you can buy things at a steep markup and sell for cheaper prices than the market. The organization is known as "Pharo's Property firm". Which is run by Harley Optant (Guess what anagram that is), who communicates with you through your text messages and your computer. Eventually, when you do fail to pay the rent, the Pharo's property firm will cut off your power and plumbing, and sell your location to the cultists. The players are entering a wave-based survival where you and your coworkers need to survive. The last one to survive gets called "Lord of the squatters" and gets an achievement for this.
Some concepts for the cults include
The Tech Surfers: A Group that revolves around technology. interfering with your equipment, cursed technology, and lots of weapons that explode into parts when they fall. Their special ritual creates an entity of televisions and slowly pulls the player camera towards them and pulls the player looking at it closer (these would be television like creature), a creature that hurts when you look at it directly and will look for certain players before moving on (These would look like balls of cameras and wires), the Signal head (a humanoid shaped being with wires through it and a sinus tower for a gead. screens with eyes, mouths, and ears scattered across the body. thet interfere with tech and acts as muscle), and the signal barrier (a smaller humanoid being that has a radio antenna fused to both their arms, this creature lets the cultists and summoned creatures communicate with each other like they're a hive mind, and lowers chances of their summoned creatures attacking them).
The Hunting yards: Stronger than normal cultists who let out animals mutated by the world. Focusing on traps, tracking you down, and working alongside wild beasts. With their summonable creatures being the goliath (A massive humanoid covered in hyde and a moose skull for a head, wielding a massive metal club, they like their little cultist friends), The behemoth (An amalgimated creature that has the skulls and fur of many bears, with dear like antlers and skulls further up. Its mouth is a massive collection of skulls and worm-like appendages. They automatically know the location of the player with the most kills; if there isn't one, it goes after one at random. There can only be one behemoth at a time. It is slow when approaching its target), The Yule goat (A goatman who lays strange traps around, and uses spears to finish them off), and the Woodsmen (A ghostly being who interferes with visual evidence, and attacks through it. the woodsmen can be warded off with salts and incense).
The Watchers in the night: Servents who go out and gather eldritch items and videos of the area, mostly by trying to steal yours. They already have a camp set up somewhere and defend it zealously, becoming significantly more aggressive when it's discovered. With their summonable creatures being The Observer (six to seven eyes connected by a string of light that reports where you are to the cultists), the helm (A helmet that flashes with a light that prevents pictures from coming out clearly and stops players from healing), the sparks (vulture-like humanoids that sculk around and snatch eldrich items from the player, and drag away bodies to let more rituals be performed), and the cloaking (Seeming to be a mix between a capped octopus and a circus camp, that let's cultists and creatures who haven't attacked or have been attacked be mostly invisible, whila also keeping them hidden from search equipment. Cameras and pictures can not pick up the image of the Cloackling. Its effects will remain for as long as they're within a certain radius of those creatures. If forced to defend itself, it will let out a shriek and try to fling pieces of rock at the attacker).
The New Blue: A group of cultists who specialize in tracking people who are using technology, creating traps, and boosting monster abilities. They especially like traps that lure other monsters towards their groups. With summonable creatures including The hound of Nyth (A skeletal dog with wire-like tendrils around its bones. It will drag you towards the nearest cultist or summoned creature), Bluebell wisp (A ball of light and a chained up human body that grants creatures strength. Healing and strengthening creatures they find and attach to, this is represented by a faint ray of light. They can not attach to each other. These creatures can be killed with certain abilities), the Center (a skeletal humanoid with four mechanical legs and patrols areas, pacifying creatures against the cultists and increasing monster abilities to find you), and the lightless hunger (A drifting jellyfish creature with loose wires for tendril and skelital hands dangling down between them. They drift towards lights, including the lights on your vans. They can also have random ritual creatures follow it peacefully. Along with being able to cling to dead bodies and puppet them around, letting them control their electrical powers, and command some of the monsters under their command. They may also gather scrap and equipment using their monsters to track it down and bring it to them).
The Viral Allure: A group that specializes in an undead infection, often focusing on killing others, before resurrecting them with the virus. They only really have two summons, the maypole (A massive, tall creature in a veil that spreads a gas that infects creatures around it, and will charge towards fire to put it out), and the human king (A mass of dead bodies of infected that lumbers around and eats everything). The infection can infect any monster or creature, turning that creature into a member of their horde. All of the infected are scared of fire besides the Maypole. It is honestly a more aggressive force (So try not to let the infection near the dead).
Maybe I can expand on this idea. Hope it was at least fun t read.
So Life and capitalism happened, and plans have now changed.
Hello, everyone. I am sorry to say that the ttrpg I was developing will not be free. This is largely because I recently realized that capitalism is more brutal than I anticipated. I need to be ready for surprise medical bills in case I start dying ( I'm not dieing yet, but recent developments in my knowledge have made me far more conscious about this topic). Again, sorry about all this, but I can't just gamble with this and need all the help I can get on this topic.
This doesn't mean it won't come out. Quite the opposite. Since this is becoming that I'm intending to sell now, I will make the utmost effort to ensure this is something bigger and more professional. (Currently, I'm doing far more research, more polishing, bringing some people on, testing more things, and if possible, I plan to hire a concept artist once I can afford one to illustrate the creatures, adventures, and other such sanarious). The current plan is to release it digitally on itch.io (Their services are good for independent developers like myself), and if things become more serious, I plan to make a physical version to sell through Drivethrough RPG (Which takes more of a cut from the sail, but also has some safety nets for physical copies).
Again, I hope I've explained well why I'm making this decision and why I've decided to make this passion into a product. Thank you for your time. new updates will come soon.
As of returning from the silence of the void, I've been trying not to let myself get burned out on my projects, along with drawing multiple sources of inspiration for many Current games/passion projects (That SCP and project moon inspired ttrpg), and I was looking at the root homeland expansion, and the intrusive thought of "Hillbilly frog Mafia" popped into mind, and now I'm making a gang bassed aroud those words that the players can interact with. Here's what we have so far. (Along with some context for the default world of this ttrpg I'm working on).
District Zero is no stranger to gangs and unlicensed anomalies. It is, after all, effectively just a massive shantytown officially recognized so the city can tax it and have a filter between their wall and the waistbands. Yet the care for this area has run thin; plenty of organizations know the area's lax law enforcement and the Anomalous Research Congregation (A.R.C.) not having the manpower to govern all of it and do their research at once. So, like in other places where unorganized crime rained, organized crime became something to protect people from it. Thus the rise of the Lake gang.
The lake gang was originally a family of unknown individuals who started operating near the waterboarded areas of District Zero shortly after the seven-hour war. Managing to gather a noticeable following amongst various disenfranchised who lost their homes. The individual known as "The Father" Cather Lake (The seeming founder of the criminal organization). Holding open parties and setting up homes for new members of the family. The gang's first criminal activities were noted around 189X AD (After Distortion), when it was discovered multiple members of the family anomalously transformed into amphibious creatures with enhanced strength and were robbing a board member of Envoy 19 (A prominent tech company), who was overseeing the construction of the "District 0 Gateway" governmental project. Because of this, a mass investigation was launched, with A.R.C. launching a raid on a large stronghold of the Lake gang. With the death of Cather Lake being killed in the crossfire. With the current gang considered neutralized.
Out of game notes: The Lake gangs work similarly to the mafias. The Godfather movies are accurate depictions of how they'd work. Other parts of their elements include the influence of American southern culture and the fashion sense of farmers (Practical and functional), along with the anomalous element of the frog (Picture Shadow of and smith, but they can transform into it like lycanthropy). The anomaly originating from a jasper ring with a stylized frog on it replicates itself once it is fed enough blood. The further away the ring is from the original, the redder it is, and the more blood is needed for it to duplicate itself. The rings let the users turn those in the family who are related to the Lakes able to transform in and out of their anfibian form.
Even lets people who aren't blood relatives of the lakes also transform for a short while before the coppied ring breaks. Their leader, known as "The lake father", is a title often passed down to the oldest children and is voted in by the trusted gang leaders and each other (They can't vote for themselves, and the votes for them aren't counted unless that member votes first). The original ring was given to the new Lake father. This ring can let any individual wearing it turn into an amphibian form, regardless of blood relation, and it can never break from this process. it will also have any children born after wearing the ring also be capable of turning.
Lastly, the Lake family specializes in racketeering, smash and grabs, and cases of smuggling anomalous items. Often also guarding areas of district 0 for matters of territory. Lastly is the great care they take in keeping their leader and the original jasper ring. with other organizations trying to find it for justice or to just take it for themselves.
If this sounds like a good minor faction to encounter, let me know, and I'll continue implementing them (The amphibian transformation is the trickiest part).
After a long absence, I announce my triumphant return! I have come from the shadows to announce that it's been a hot minute since I posted.
Did you think I was dead?
No
A little bit yah
Voting ended onFeb 16, 2025
Regardless of what anyone thought, I am in fact Alive and well, and I've been working on things. Specifically, the SCP project moon inspired ttrpg. Recently, I've polished up a hacking Mini-game for GMs to use, along with studying various gameplay mechanics and polishing how combat and turn order work. So far, it seems fun (The explanations need to be polished, but that's why we test things), and I'm hopping to post it for free soon
(Also, just to clarify, I won't be using any intellectual property from either SCP or Limbuse company, both to not step on any legal landmines and to have more creative freedom in what goes in. It can be easily flavored to be either, but for now, that's that.)
I needed to clean my Palit from the other project I'm working on, so I made this. It's far from polished, but still. It's vaguely based on Elden ring and Pokimon types, so it may be strange. I'd make it a PDF for you to read, but I can't figure out how, so I'm putting it in the text below (It doesn't let me post it with tables either, so I'll likely have to post the elemental table secretly, sorry). Still, I hope you all have fun with it.
The Shattered Realms: The great war is a tactical
The Shattered Realms: The Great War is a tactical, narrative-driven tabletop wargame where players command armies from unique factions, each with its own strengths, weaknesses, and lore. The goal is to outsmart, outfight, and outlast your opponents through a combination of strategic unit activation, tactical positioning, and dynamic battlefield events. With elemental types that also affect how battles gose. The goal was simple, kill the enemy champion.
Elements
Every unit and faction has an element. If you don’t know what damage it is, add the numbers up and that’s the damage modifier for the type.
The Champion Elements
There is a special third type that all Champions have, those Types being Strength, Wisdom, and Courage. These three spacial types adorn all Champions.
Strength
Wisdom
Courage
Core Components:
Miniatures: Representing your army (infantry, cavalry, monsters, Championes, etc.).
Battlefield Map: Modular and varied terrain compatibility (forests, rivers, ruins, high ground, etc.).
Action Dice: Standard six-sided dice used to activate units and resolve actions (combat, movement, magic, etc.).
Faction abilities: Detailing special abilities, upgrades, and unit traits specific to each faction.
Unit Stats Sheets: To track wounds, abilities, and status effects of individual units.
Tokens/Markers: For tracking morale, unit conditions, status effects, etc.
Stat block layouts
Type: They types that a creature is
wounds: how many hits they can take before they must be taken off the field and are considered dead.
Damage: how many d6 they use on their attacks. It also labels whether they are ranged, or melee attackers.
Movement: how many inches they can move per round unless abilities are used
Notes: Some lore tidbits
Abilities: List of abilities they can use on their turn (If they have any). These include passive and ones that must be activated.
Gameplay Overview:
1. Army Composition:
Army Points System: Players build armies using a point system, where each unit has a point cost. Players create balanced forces based on these points.
Units: Include standard infantry, archers, cavalry, spellcasters, monsters, and Champion units. Each unit has unique stats (Attack, Wounds, Movement, Morale).
Custom Traits: Some units have customizable traits, such as elemental affinity, leadership bonuses, or magical powers.
Champion: You can only have 1 Champion in your army at a time.
2. Battlefield Setup:
Modular Map: The battlefield is created using hex tiles or a grid system. Terrain features (forests, ruins, rivers) affect movement, combat, and tactical choices.
Deployment Zones: Players deploy their armies within designated zones at opposite ends of the battlefield.
3. Turn Structure (5 Phases):
Command Phase:
Players check the morale of units by rolling for each of them, and activate any special abilities from Championes or faction abilities that will affect this round.
Movement Phase:
Players move their units according to their movement stats and the terrain.
Units can charge or maneuver, taking advantage of tactical positions.
Action Phase:
Combat: Units engage in combat, rolling dice based on their stats to attack and defend.
Ranged Combat: Archers, spellcasters, and siege units can attack from a distance up to a certain amount of inches, however they can not deal the final wound at distances further than 5 inches.
Melee Combat: Units in close proximity fight in hand-to-hand combat.
Magic & Abilities: Units with magical or special abilities can cast spells, summon creatures, or enhance nearby units.
Morale Phase:
Players check morale for units that suffered heavy casualties or are facing certain conditions (e.g., charges, failed actions).
Units may become disordered, retreat, or flee if morale drops too low.
Champions or leaders provide morale boosts to nearby units.
End Phase:
Remove destroyed units and check for special conditions or objectives (such as holding key locations).
Activate your faction abilities for the next round.
4. Unit Activation & Dice Rolls (Action Dice System):
Action Dice Pool: At the start of each turn, each player has a pool of Action Dice equal to the number of units in their army. Players assign dice to activate units and resolve their actions.
Activation Roll: This triggers upon a unit’s actions, like attacks or abilities that effect other units.
Champion Leadership: Champion units can boost activation chances or grant additional actions to units near them.
Reaction System: When it's not their turn, players can spend Action Dice to react to enemy actions (e.g., intercepting a charge, casting a counterspell, or firing at an enemy unit before they act).
5. Morale & Leadership:
Morale Checks: Units with low morale may fail to act, retreat, or break from the battle. Morale is influenced by leadership, casualties, and events during the game.
Leadership Aura: Championes and generals boost the morale of nearby units. Each Champion has a Leadership Roll that, if successful, can help units pass morale checks or give bonuses to their actions.
Morale Tokens: Track a unit’s morale. If a unit’s morale drops too low, they may flee the battlefield or become ineffective in combat.
6. Combat Resolution (Dice Rolls):
Attack & Wounds Rolls: Combat is resolved by rolling Action Dice (typically 2–3 dice per unit). The attacker rolls to hit, while the defender rolls to resist. Each die that meets or exceeds a set threshold is a success.
Critical Hits: Rolling the highest value on the dice (e.g., 6 on a d6) results in a critical hit, causing extra damage or triggering a special effect.
Damage Calculation: The number of successes determines how much damage is dealt, factoring in the defender’s resilience.
7. Player abilities & Battlefield Effects (Optional):
Event Cards: At the start of each Round, players draw an Event Card that introduces a random event, such as:
Magical Storm: All spellcasting units gain extra power, but also cast.
Fog of war: Line of sight is reduced to max 8 inches for this round.
Divine Favor: A unit gets a boost to their next attack or morale.
These events keep the battlefield dynamic and unpredictable, forcing players to adapt their strategies.
Distant chaos: Chaos in the distance gives disadvantage as the sounds of chaos happen in the distance.
Healing leaves: All units regain 1 wound, and holy creature’s deal double attack.
8. Objectives & Victory Conditions:
Objective-Based Victory: Scenarios have specific victory conditions, such as:
Total Conquest: Destroy all enemy units.
Territory Control: Occupy key locations on the battlefield for a set number of turns.
Champion Assasination: The main goal is simple, kill the champion of the opposing player.
Assassination: Kill the enemy Champion unit.
Survival: Survive against overwhelming odds or hold out for a set number of turns.
Victory Points (VP): Players earn Victory Points for completing objectives. The player with the most VP at the end of the game wins.
9. Campaign Mode:
Players can engage in campaigns where the outcomes of battles carry over to future games. Championes can gain experience, level up, and acquire new abilities or equipment. Armies can change over time, gaining new units or losing key members based on the results of each game.
Factions
1. The Ironclad (Heavy Infantry & Siege Warfare)
Faction Theme: A disciplined, industrial empire driven by ruthless militarism and technological prowess. Their armies consist of heavily armed foot soldiers, war machines, and siege engines.
Faction Unique Abilities:
Iron Wall: Ironclad Infantry can form a defensive wall, gaining a bonus to Wounds when grouped together.
Overcharge: Steam Knights can overcharge their engines to gain extra movement and attack power for one turn, but they take damage after using it.
Siege Supremacy: Your artillery units roll an additional attack die when firing at enemy units behind cover or fortifications.
Faction Traits:
Unyielding Resolve: Units in the Ironclad Dominion have high morale and are less likely to break under pressure. They receive a +1 bonus to all morale checks.
Siege Masters: The faction excels at long-range bombardment and siege warfare. Siege weapons (like catapults, cannons, and ballistae) have increased range and deal extra damage to fortified units or structures.
Mechanized Machines: Certain units, like Steam Knights or Iron Golems, are powered by clockwork technology. These units have increased wounds and can ignore terrain penalties.
Units:
Ironclad Infantry: (cost 1 point) Heavy infantry with high Wounds and low mobility. They can form defensive lines and hold positions effectively.
Type: Armored
wounds: 5
Damage: 3 (Melee)
Wounds: 4
Steam Knights: (Cost 5 points) Armored cavalry on mechanical horses, ideal for charging and breaking enemy lines. Their mechanical Crucible allows them to move through difficult terrain more easily.
Type: Water and Armored
wounds: 7
Damage: 5 (Melee Charge)
Wounds: 4
Ability: inflict burn upon attack and
Artillery (Bombard Cannons, Ballistae): (Cost 10 points) Siege weapons that can target enemy units from a distance, with powerful, long-range attacks.
Type: water and radiant
wounds: 4
Damage: 6 (Ranged)
Wounds: 2
Ability: heal nearby allies by 1 wound each round and
War Machines (Iron Golem, War Juggernaut): (Cost 12 points) Massive, slow-moving constructs with a high amount of wounds and devastating melee attacks.
Type: Radiant and Armored
wounds: 12
Damage: 6 (Melee)
Wounds: 6
Ability: prevent enemies from healing, and ignore 1 wound inflicted once a round.
Champion: Lord Ironhammer, Warden of the Steel
Type: Radiant, Magic, and Strength
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: A towering figure in thick, enchanted steel armor. Lord Ironhammer is an expert in defensive warfare, using his mechanical prowess to command machines and fortify positions.
Abilities:
Aetheric Barrage: Deals 8 damage to a group of enemies within a 4-inch radius, with a 2-turn cooldown. The magical blast can hit multiple units at once.
Arcane Ward: Once per game, Veloria can cast an area-wide shield around friendly units, reducing incoming damage by half for one turn.
Summon Elemental: Veloria can summon an elemental creature (like a fire or water elemental) to fight alongside her. The elemental has 6 wounds and deals 4 damage, but only lasts for 3 turns.
Champion: Lady Oxavia Ironhammer, Demigod of metal
Type: Radiant, Armored, and Courage
wounds: 12
Damage: 7 (Melee)
Wounds: 6
Movement: 10
Notes: The heir to her father’s throne and power house of magic abilities. A said to be a demi god of Metal and Radiance. Often seen as a pillar of Radiant power and harboring a genuine love for the average person. Feeling deep joy for her troops' celebrations and all consuming rage when those close to her get attacked. Yet, she still holds a secret ambition that could be seen as heretical. An unexplained intrusive thought that repeatedly haunts her and makes her smile. She doesn’t know why, but she wishes to hunt and kill a god. To hunt and dismember a god and claim a trophy from them. Although she can’t quite hunt gods yet, Champions are close enough for now.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of her deal double damage to that champion regardless of types.
Champion: Sir Balder Ironhammer, Master of the forges.
Type: Radiant, lightning, and Wisdom
wounds: 8
Damage: 8 (Melee)
Wounds: 5
Movement: 10
Notes: Balder is the younger brother of Oxavia, and youngest son of lord Ironhamer. Often forgotten because of his position in the background.
Abilities:
Burning charge: twice a game, Take her and every allied creature within 8 inches of her, and move forward 12 inches in one direction, ignoring normal obstacles and moral checks that would otherwise be made.
Ritchuse furry: When an enemy unit kills a friendly creature in Oxavia’s line of sight, Axavia get’s one extra die for every unit she saw killed. This effect lasts for a round and only activates on trigger. If this effect is triggered, Oxavia must try and kill that unit next round.
Hunting time: As soon as Oxavia sees or is seen by another Champion, she and any troops within 5 inches of here deal double damage to that champion regardless of types.
2. The Firefront Order (Magical Masters & Elites)
Faction Theme: A secretive order of wizards and scholars who control ancient magics and command powerful arcane forces. They rely on knowledge, control of magic, and mystic creatures to dominate the battlefield.
Faction Unique Abilities:
Arcane Surge: A caster can channel a surge of power, re-rolling failed spellcasting rolls once per game.
Spell Reflect: If an enemy spell is cast within range of an Arcane Guardian, the player may attempt to reflect the spell back at the enemy.
Summon Elemental: Once per game, summon a powerful elemental to fight for you. The elemental can only be summoned in areas where magic is particularly strong.
Faction Traits:
Arcane Power: Spellcasters in the Firefront Order gain bonus spellcasting power. They can cast spells at higher levels and with greater range.
Etheric Resonance: Once per game, players can use Etheric Resonance to draw upon the power of the ancient realm, giving all friendly spellcasters +2 to their casting rolls for one turn.
Mystic Wounds: Firefront Order units gain resistance to magical attacks and have a special ability to deflect spells cast by enemies within range.
Units:
Apprentice Mages: (Cost 2 points) Low-cost, weak units with limited spellcasting abilities. They can assist with magical support or fire weak projectiles.
Type: Fire
wounds: 3
Damage: 4 (range 25 inches)
Wounds: 2
Battle Sorcerers: (Cost 8) Experienced spellcasters who can cast powerful spells, summon creatures, or manipulate the battlefield.
Type: Fire and Magic
wounds: 5
Damage: 5
Wounds: 3
Ability: on attacks, inflict burn for two rounds, and heal when they have the burn effect.
Fire spirit (Elementals, Summoned Spirits): (Cost 14 points) Mythical creatures that can be summoned to fight for the Firefront Order. They’re powerful but ephemeral, often disappearing after being defeated.
Type: Fire and Spirit
wounds: 10
Damage: 6 (Melee)
Wounds: 5
Ability: Inflict burn on attack and ignores one wound a round.
Fire Drake: (Cost 18 points) Elite warriors protected by magical wards, combining high Wounds with potent offensive spells.
Type: Fire and draconic
wounds: 8
Damage: 4 (Magic)
Wounds: 4
Ability: Force all creatures in your sightline not to move towards you or away from you, and inflict burn upon attack.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Fire, Crucible, and Wisdom
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 turn).
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Lord Yarig, FireSide Knight
Type: Fire, armor, and wisdom
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 6
Notes: Yarig is a known pilgrim that has captured the hearts of ash and embers. They are renowned for their magic and his powers over the dead. Often seen as his one true controversial trait. Yet his joyful personality hides an ambitious mind. Even helping to bring the Firefront together as its head propagandist.
Abilities:
Ash Hall: Block the Line of sight of any creature in Lord Yarig’s line of sight for a round .
Fire call: Boost any fire type friendly creatures on the field, and attack anyone within Lord Yarig’s line of sight, and boost any moral checks made by allies by 2 advantages
Ashen Oxilery: Once a game, summon back 6 Apprentice mages who have been killed at half wounds, and only having the type of “Fire”.
Champion: Exavior Scorchmen, Fire helm Kingsmen
Type: Fire, Magic, and Strength
wounds: 8
Damage: 8 (Melee)
Wounds: 4
Movement: 6
Notes: A Rot cleaner renowned for destroying rot in all its forms. Oftentimes even resorting to gunpowder and walls of bonfires to contain a very angry rot giant. His reason for joining the Firefront order mostly because he originally needed more funding to fight the rot. When the war started though, he became oddly officiant of roughting people into very unfortunate positions. Along with generally having an odd skill in hand to hand combat. Even developing his own combat style based on lighting himself on fire and using rot in controlled bursts. Much to the terror of his enemies. Still, his most notorious actions are often tied to the extreme lengths he’ll go to combat rot and disease quickly, even if it means a high body count.
Abilities:
Impromptu infection: If attacking, for two rounds, the target Courage take 1 wound every 3 inches they move.
Cauterizing flow: Inflict 1 wound on a creature and remove all effects and status effects from that creature.
Purge the plague: All Allied deal double damage to rot creatures, and are neutral to any element effects if the creature targeted has a status effect.
3. The Branchbound Baronies (Crucible & Beastfolk)
Faction Theme: A coalition of Keepers, forest guardians, and beastfolk who have united to protect their lands from invaders. Their forces rely on Crucible magic, the strength of wild beasts, and guerrilla tactics.
Faction Unique Abilities:
Pack Tactics: Beastfolk units gain a bonus when fighting in packs (e.g., when within 2 hexes of another Beastfolk unit).
Crucible’s Wrath: Use your magic to summon a storm, reducing enemy accuracy and movement for a turn.
Healing Circle: Create an area of healing where all units inside regenerate wounds each turn.
Faction Traits:
Natural Resilience: Units in the Branchbound Baronies have a natural resistance to damage from natural terrain (forests, rivers, etc.). They are also faster in forested areas.
Beast Bond: Many of the faction’s units can bond with animals and beasts, giving them enhanced combat abilities or the ability to command wild beasts to fight.
Healing Grove: The Branchbound Baronies can create zones of healing, where friendly units within range heal a small amount of wounds every turn.
Units:
Keeper Guardians: (Cost 1 Point) Spellcasters with the ability to heal allies and command Crucible spirits. They can also create terrain-based effects, like roots or vines to entangle enemies.
Type: Crucible
wounds: 6
Damage: 4 (Magic)
Wounds: 3
Beastfolk Warriors (Wolfkin, Bearkin): (Cost 5 points) Animal-like warriors with enhanced physical strength. Wolfkin are fast and agile, while Bearkin are strong and resilient.
Type: Crucible and Beast
wounds: 4
Damage: 5 (Melee)
Wounds: 2
Ability: This creature has advantage on moral checks, and can cause moral checks to any troops who sees them kill another unit.
Great Beasts (Dire Wolves, Forest Giants): (Cost 6 points) Large, powerful creatures that can deal significant damage and disrupt enemy formations.
Type: Crucible and beast
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Ability: This creature can force out a roar when taking two wounds, and ignores terrain effects.
Vinebinders: (Cost 10 points) Specialists who can create barriers of thorns and roots, slowing down or impeding enemy movement.
Type: Beast and Magic
wounds: 10
Damage: 7 (Melee)
Wounds: 3
Ability: once a round, whenever this creature is attacked they automatically attack a creature close to it, and moral checks are made with advantage.
Champion: High Keeper Sylas, Warden of the Wilds
Type: Beast, Draconic, and Courage
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 6
Notes: Sylas is an ancient protector of the forest, with the ability to command the beasts and Crucible spirits to fight alongside him. He is a powerful hybrid of warrior and spellcaster.
Abilities:
Crucible’s Radiance: All friendly creatures who are within 4in of you gain advantage on their moral checks, and heal 1 wound every round.
Beast Call: Summons two wolfkin warriors (4 wounds, 5 damage each) to fight on the battlefield for 3 turns. This ability has a 3-turn cooldown.
Healing Grove: Creates an area where friendly units heal 2 wounds at the start of each turn for 3 turns. This ability has a 4-turn cooldown.
Champion: Hearthime, The Barbarian king
Type: Beast, Armor, and Strength
wounds: 10
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: A fierce bavarian chef who is known to wander the world looking for worthy opponents. Yet he’s chosen to become part of the branchbound. All this despite him once being the ruling general of this land before he was discarded in an age of rule.
Abilities:
Crucible’s Wrath: Deals 7 damage to all enemy units within a 4-inch radius and causes them to become "Entangled" (unable to move for 1 round).
Rawr of the crucible: once a round, A massive rawr is let out, all enemy creatures in a 12 inch radius must make a moral check or run away screaming. Hearthime has advantages against these individuals.
Deadly thicket: Any enemy creature within 4 inches of this creature Courage take a wound when this creature moves away. Any friendly creatures can choose to move with Hearthime.
Champion: Isabel Dragoneater, “New queen”
Type: Beast, Crucible, and Wisdom
wounds: 8
Damage: 5 (Melee)
Wounds: 4
Movement: 8
Notes: The exiled ruler of a long dead kingdom now lost beneath the waves of blood and rot. Now she marches with this new land with allies to claim a seat as queen of these lands. The lands her people was once driven out of.
Abilities:
Crucible’s Crown: Whenever an enemy is within 6 inches, they Courage have disadvantage on moral rolls, and must do it every movement they make. Along with dealing double damage to dragon enemies.
Call of the Crucible: All crucible type creatures, any attacks that have their damage reduced by their type is made neutral.
Royal Retribution: Any creature that wounds Isabel Courage take double damage from all troops the round after.
4. The Ashen legion (Undead Legion & Dark Sorcery)
Faction Theme: A dark and ancient army of the dead, controlled by necromancers and built from the bones of fallen warriors. Their focus is on overwhelming numbers, death magic, and the control of souls.
Faction Unique Abilities:
Raise Dead: Once per game, a Necromancer can raise a unit of skeletons from any destroyed enemy unit.
Cursed Blade: Death Knights can curse an enemy unit with their weapon, reducing its combat effectiveness for the rest of the battle.
Soul Surge: Sacrifice Soul Tokens to increase the power of your necromancers’ spells, either summoning more units or weakening enemies.
Faction Traits:
Endless Hunger: Undead units do not suffer morale checks and can be raised back to life once per game. They also gain a bonus to attacks when within range of a friendly necromancer.
Soul Harvest: Every time a unit from the Ashen legion destroys an enemy unit, the player gains Soul Tokens, which can be spent to raise new units or empower spells.
Dark Rituals: Necromancers can sacrifice Soul Tokens to summon undead units or cast powerful dark rituals.
Units:
Skeleton Warriors: (Cost 1 Point)Basic undead foot soldiers, weak in terms of Wounds but easily replenished with Soul Tokens.
Type: rot
wounds: 4
Damage: 4 (Melee)
Wounds: 2
Death Knights: (Cost 3 points) Undead cavalry with stronger armor and high offensive capabilities. They can charge and disrupt enemy formations.
Type: Spirit and Rot
wounds: 8
Damage: 6 (Melee)
Wounds: 5
Ability: When an enemy dies around you, they can not be resurrected, and this creature can attack automatically one last time when it hits 0hp.
Necromancers: (Cost 8 points) Dark spellcasters who control the forces of death. They can raise new undead units and cast powerful curses or life-draining spells.
Type: Spirit and Magic
wounds: 5
Damage: 2 (Magic)
Wounds: 3
Ability: Bring back any allied rot or magic creatures within 3 inches of you, and all allies have advantage on moral checks when in your sightlines. This ability does not apply when they’re freshly resurrected.
Grave Terrors: (Cost 12 points) Large, monstrous undead creatures that can cause fear and havoc, disrupting enemy lines.
Type: Rot and Magic
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Ability: this creature can regain 1Hp for every two dead creatures it eats, and force a moral check to all creatures who can see it.
Champion: Lady Morrigan, the Soul Reaper
Type: Spirit, Armored, and Courage.
wounds: 10
Damage: 6 (Melee)
Wounds: 4
Movement: 4
Notes: Lady Morrigan is a necromancer and death knight, combining the power of life and death. She is a force of darkness, raising the dead and draining the life force of her enemies.
Abilities:
Soul Drain: Steals 4 wounds from a single enemy and heals Morrigan for the same amount. This can be used to heal herself in combat.
Raise Undead: Once per game, Morrigan can raise 4 fallen skeleton warriors from nearby dead units (each with 4 wounds and 4 damage).
Fear of the Grave: Forces enemy units within a 6-inch radius to roll for morale. Any unit that fails the morale test must retreat 3 inches.
Champion: Old Grey eyed, the Crown sovereign
Type: Rot, water, and wisdom
wounds: 6
Damage: 0 (Melee)
Wounds: 4
Movement: 6 in
Notes: Lord Grey eyed is one of if not the first undead, making him very special to those of rot and spirits. The fact he’s considered a demi god is just a bonus in that regard.
Abilities:
Stagnant presession: 3 times a game, If Old Grey eyed is killed, four friendly units can be sacrificed to resurrect him with half wounds, along with only being able to move if four other units are with him.
Equivalent exchange: While Old grey eye is active, once an enemy unit is killed, you can resurrect units of equal or lesser point cost. This effect does not apply to creatures killed while old grey eyes aren't on the field.
Royal protection: When an enemy unit is within 5 inches of old grey eyes, all friendly units have advantage on all rolls, but must rush to old grey eyes and defend them.
With Death as my Witness: Any enemy creature reduced to half its max wounds, who is within line of sight from old grey eye, automatically tack 2 wounds each round they remain there.
Champion: Ancient Alicia, the Dreaming death
Type: Spirit, Umbrel, and Strength
wounds: 8
Damage: 6 (Melee)
Wounds: 4
Movement: 8 in
Notes: She is a dreaming spirit and is often considered the demi-god of dreams.
Abilities:
Sleeping Monster: All allied creatures are given a passive boost to morale checks.
Waking storm: When awake, inflict wounds on all enemies in this creature’s eyesight and inflict another wound and inflict an additional wound. Along with forcing all who can see her to immediately make a moral check, this only works on Champions once a round.
Calming Umbrel: All creatures under this commander ignore all double damage caused by their Rot and spirit typing. Along with ignoring any disadvantages of her own types besides strength.
5. The Red Hollows (Elite Warriors & Blood Magic)
Faction Theme: A military order of highly trained warriors, blood mages, and holy knights. They are fierce, disciplined, and ruthless, using both martial prowess and blood magic to strike down their foes.
Faction Unique Abilities:
Blood Magic: Sacrifice wounds to cast powerful spells or enhance attacks. The more wounds sacrificed, the more potent the effect.
Vanguard Charge: Crimson Knights gain an extra attack die when charging an enemy unit or when charging a unit with less than 3 units in range.
Blood Shield: Once per game, a Blood Mage can create a blood shield that protects all friendly units within a small radius for one turn, reducing incoming damage.
Faction Traits:
Blood Price: The Red hollows can empower themselves with blood magic, sacrificing their own wounds to enhance their abilities. Each unit can sacrifice 1 wounds to gain +1 to attack or Wounds for the rest of the turn.
Warrior’s Honor: Units in the Red hollows become stronger when fighting enemies in close combat. They gain a +1 bonus to attacks against units within 1 hex.
Blood Pact: Championes can form pacts with nearby units, granting them temporary boosts to attack or Wounds in exchange for their wounds.
Units:
Crimson Legionnaires: Heavy infantry who excel in close combat, with high attack values and special training that makes them effective at holding the line.
Type: Blood
wounds: 6
Damage: 5 (Melee)
Wounds: 4
Blood Mages: Spellcasters who use blood magic to fuel their powers. They can deal damage to enemies, heal allies, or boost the power of other units by sacrificing wounds.
Type: Blood and Magic
wounds: 4
Damage: 4
Wounds: 2
Ability: Take half the hp equal to half the damage allies dealt to an enemy (Rounding down). Along with giving this unit’s own hp to others using its turn.
Crimson Knights: Mounted warriors who charge into battle with devastating attacks. They are equipped with magical weapons that can cut through armor.
Type: Blood and Armored
wounds: 7
Damage: 7 (Melee)
Wounds: 5
Ability: When successfully damaging a creature, take half the damage you did as Hp for this crimson knight, and can not be killed by ranged attacks.
Blood Fiends: Demonic creatures summoned through dark blood rituals. They have high wounds and can cause chaos among enemy ranks.
Types: Blood and Frenzy
wounds: 12
Damage: 9 (Melee)
Wounds: 4
Ability: Attack all creatures around this unit without spending an action, and making the enemies that survive its attack make a moral check.
Champion: General Rhaegar, Blood-Drinker of the Crimson Host
Type: Blood, Magic, and Courage
wounds: 10
Damage: 8 (Melee)
Wounds: 4
Movement: 8 in
Notes: Rhaegar is a legendary warrior and master of blood magic. His combat skills are unrivaled, and he can sacrifice his own life force to enhance his abilities or devastate his enemies.
Abilities:
Blood Rage: For 2 turns, Rhaegar gains +3 damage and +1 movement, but he loses 1 wounds per turn while in this state.
Blood Sacrifice: Rhaegar can sacrifice up to 4 wounds points to deal 8 damage to any enemy unit within 6 inches. This ability has a 3-turn cooldown.
Crimson Shield: Once per game, Rhaegar can shield a nearby friendly unit from all damage for 1 turn, redirecting any damage back to Rhaegar.
Champion: Lord Halter, The Crimson crown
Type: Blood, Draconic, and Strength
wounds: 12
Damage: 9 (Melee)
Wounds: 5
Movement: 4 in
Notes: Halter is a draconic mass that is known for their bulkiness and deadly blood
Abilities:
Blood retaliation: Whenever he is attacked, all within 3 inches of him are attacked for 4 damage.
Blood gourger: When nearby an enemy with under half their wounds, he can eat them to recover 1 wound. He can not do this for Champions.
Red rush: Once per game, Halter can let out a barrage of blood spikes to upon a 6 in circle of enemies. These attacks have advantage, and Any who survives of this attack Courage be inflicted with burn.
Champion: Barla, The Flayed Lady
Type: Blood, Spirit, and Wisdom
wounds: 8
Damage: 20 in (range)
Wounds: 4
Movement: 10 in
Notes: Barla is an ancient entity that is rarely seen outside of battle. When she is in battle, all fear it.
Abilities:
Spectral dance: All creatures who see her must make a moral check every time she is in line of sight of those units. If they fail that moral check, they Courage scatter in different directions.
Skinned visage: You can not be hit by range attacks from units under half their wounds.
Blood rain: twice a game, activate a field wide ability that makes all blood type creatures have advantage on moral and attack checks, and half the movement speed of all creatures not blood type have their movement halved. This effect lasts for 2 rounds.
Minor factions
Minor factions are those without their own abilities or Champions. Instead being independent bands of people who can independently be hired.
The Poacher knights
Themes: The Poacher knights are a former group of knights and soldiers who have long since been reduced to piracy. Pirate like clothing and modifications over many different knightley garb. Their fall came when their lord's young son was eviscerated by bandits. Sending him into a deep depression. With their village and supplies dwindling, they began renting themselves out as mercenaries to try and make due, and maybe help their lord have some favor in whatever comes after this war. That burning hope burns in the heart of all their troops. A Hope to help their lord and save their lands from irrelevant and starvation. Even if they must work with less savory groups.
1. Briggon Dredgers
(Cost: 1 Point)Type: Armored
Damage: 2 (Melee)
Wounds: 2
Defence: 2
Movement: 5 in
Ability:
Fortified Stance: If the unit remains stationary for one round, they heal 1 Wounds for the following round. They can forgo doing this to themselves to do it to a friendly creature within 2 inches of it
2. Rivermouth Skirmisher
(Cost: 6 Points)Type: Armored, water
Wounds: 4
Damage: 6 (Melee Charge)
Defence: 4
Movement: 8 in
Ability:
Devastating Charge: When the Rivermouth skirmisher moves straight towards an enemy, they deal +2 damage on their first melee attacks after that . If there are 5 or more within 6 inches of each other, they can all take a free movement action together up to 8 inches.
3. Siege bodies
(Cost: 10 Points)Type: Spectrel, Water
Wounds: 5
Damage: 7 (Ranged)
Movement: 8 in
Defence: 3
Ability:
Overwhelming Barrage: When the Siege Hammers hit a unit, they have a 50% chance of inflicting a “Weakened” status, reducing enemy Wounds by 2 for one round.
Drowned Recalibration: Once per game, a group of 6 Siege Hammers can “recharge” their energy, restoring 1 wound to themselves or a nearby friendly water type unit.
5. Deck Squire
(Cost: 8 Points)Type: Armored, water
Wounds: 6
Damage: 6 (Ranged)
Defence: 3
Movement: 8 in
Ability:
Aether Burn: Any enemy unit hit by a Deck Squire suffers 1 additional wound at the start of their next round as if they are drowning.
Waterlogged shield: Once per game, Deck Squires can activate a shield, reducing wounds they take this round by 3 until the next round.
4. Sea wolf Knight
(Cost: 15 Points)Type: Armored, Radiant
Damage: 8 (Melee)
Wounds: 7
Defence: 4
Movement: 10 in
Ability:
Indomitable Presence: Titanic Constructs cannot be moved by enemy abilities that force movement (such as knockback or being dragged).
Salt in the wound: once a game, if someone tries to recover wounds in a sea wolf knight’s sight, you can choose to make that ability deal damage instead.
The Congregation of Aurther
Themes: An old congregation that was forcibly disbanded by the old order. Many are forced to carry the remains of their temples on them as an eternal punishment, unless they convert. Yet, now that the land is at war, many are wanted for their abilities and powers. With the largest amongst them, these architect Pilgrims, have begun to use their burdens as parts of them. Some use seven foot doors like shields, Pieces of stained glass like eternally sharp blades, chandeliers and censors like flails, status like bartering rams, their chains letting them attack at a range, and much more. With the undead temple guardians of The Gueneveir knights now wandering with groups of those still faithful carrying their burdens, and holding congregations.
1. Aurther Monk
(Cost: 1 Point)Type: umbrel
Damage: 2 (Melee)
Wounds: 2
Movement: 5 in
Defence: 2
Ability:
Umbrella Exaltation: All creatures within 5 inches of an Aurther Monk count as umbrel creatures.
2. Bors Umbrella Abit
(Cost: 6 Points)Type: Umbrel, Magic
Damage: 6 (Melee Charge)
Wounds: 3
Defence: 3
Movement: 6 in
Ability:
Call to arms: three of these entities can prevent any damage from Ranged weapons for any characters within 3 inches of each Umbrella Abit. However, if it’s within 5 inches, this ability is ignored.
3. Percible penitent
(Cost: 10 Points)Type: umbrel, Armor
Damage: 7 (Ranged)
Defence: 3
Wounds: 5
Movement: 5 in
Ability:
Umbrel Destruction: once a game, for an entire round, if at least one of these units fall, all enemy creatures are treated as radiant type for a round
Purging dark: have advantage against radiant type creatures.
4. Gueneveir Knight
(Cost: 8 Points)Type: Armored, umbrel
Wounds: 9
Damage: 7 (Melee)
Defence: 4
Movement: 8 in
Ability:
Undead Sentinel: This creature can not be forcibly moved, and automatically makes a free melee attack towards anyone who moves within 8 inches of it.
Umbrel lullaby:
5. The Architect Pilgrims.
(Cost: 20 Points)Type: Armored, Umbrel
Damage: 14 (Melee)
Defence: 5
Wounds: 6
Movement: 5 in
Ability:
Crushing weight: All melee attacks ignore reduced damage when it comes to type.
Meat Shield: three times a game, If a creature is within 5 inches of an Architect Pilgrim, the architect pilgrim can choose to move in front of the creature under attack, and redirect the attack to itself.
Currently making the stress tables for the game (For those of you who play the Alien RPG or Mothership, you know exactly what I'm making). For those unaware, I'm going with a Stress point system. This largely is put in with d6 systems, so I'm gonna use a d6 dice pool system (My fellow dice goblins rejoice). Currently, I'm basing the tables on the fear responses of flight, fight, freeze, and fawn. With a mixed table to show that they can be mixed together (And maybe directly say the players and GM can make their own panic tables just to make it extra clear that you can do that). I also officially have a name for this RPG. It's called A.R.C. Based on its default setting.
So far, so good. It's on paper playable, but I haven't play-tested that (Play tests are the most important part, I know), and they are currently, the skeleton of it is done. I am currently using a basic setting for it (But it can be swapped out for the SCP universe, as promised). Overall, it's the state blocks that I'm scared about making the most of. I've mostly worked with the Dc20 State blocks and made some fan monsters for that system, so I'm gonna use that as a reference and see what they drew inspiration from (I may also draw combat info from World of Darkness since its combat system is quick, deadly, and overall narratively impactful). I hope this update to the process is good. I may release some more polished stuff (The player sheet, some rules, parts of the setting, L v Up mechanics, exe). If you think that be fun, Please put your support in the comments below. Also, since this is still early on, you still have a chance to influence how this goes.
Okay, more people than expected liked that, so I'm going to try my hand at making a TTRPG that can easily be used for SCP (I probably won't make it explicitly SCP because that's way too much pressure, and I don't believe I can do it the justice it deserves). So, I'll spin something up and post it here for free because I think it would be fun to make. (Please remember, I am but one mortal, and it will be free. I'll try and make it as high quality as possible, but it would be anything but quick and may take some polish). If you have any ideas for what to put in it, go nuts and leave a comment, and I may add them to it.