Monday, February 24, 2014

Dathgomar's Claw [Mini-Map Monda]

In Times of Old the giant orc warchief, Dathgomar, was smote down by the armies of Man on the Southernmost Shore. As he collapsed into the surf, his outstretched hand grew into peninsula now known as Dathgomar's Claw.

The peninsula is bisected by a jagged mountain range known to the local orc tribes as Knuck'Lbones. South of these mountains lie a burning waste marked by the Fire Chasm. Far to the north, cannibal elves make their home in the Fangbark forest, where the trees themselves thirst for the blood of man and orc. 


Monday, February 17, 2014

The Dungeon of Lost Coppers

In lieu of a new mini-map this Monday, I'm instead going to share my entry for +Dyson Logos's Dungeon of Lost Coppers contest. Check it out, yo!


Monday, February 10, 2014

The Verminous Spiral [Mini-Map Monday]

Way in the Deep Down Below... The Wyrd Water Lake brings hallucinatory revelations to those who eat the blind snails that crawl along its murky depths... Those who walk along the Verminous Spiral hear whispers of the ancient Savant Mutants... Mold-Children make their nest in the ruins of orcish breeding pods... Your elemental self wails and writhes at the bottom of the Pit of Seeming...



Monday, February 3, 2014

Mounds Along the Witching Way [Mini-Map Monday]

Deep in the Warlock's Woods, at the end of the ancient trail called Witching Way lie a trio of mounds. None know who made these mounds or why, but now they are home to various monsters, devils, and other unwholesome things. Strange menhirs in the center of the clearing bear the spiral runes of some alien tribe. Tread carefully!




Monday, January 27, 2014

Battle-Bug Burrows [Mini-Map Monday]

Way down in the Battle Bug Burrows, the Fly Girls, the Beetle Boys, and the Spider Priests wage a three-way war for dominance. The Contested Cavern is full of valuable fungal resources that all factions covet. Arachnoid evil stirs from the spiral paths of the Web Lord's Walk. Meanwhile, a small enclave of gnomes hunkers down defends their holdings from the fallout of monster-on-monster war.


Thursday, January 23, 2014

Funkadelic Frankenstein for Fate Accelerated??

Back in 2009, I wrote a QAGS games called Funkadelic Frankenstein on the Mean Streets of Monstertown that got a bit of positive press and some decent reviews. It's a "monsterspoitation" setting about groovy-sleazy monsters in the grindhouse-70s New York. Like a weird mix of Dan Brereton's Nocturnals, Hellboy, Black Dynamite, and MachetteIt's easily the second weirdest thing I've written (this is the first). I'm still pretty proud of the book (the art, not so much), but I've often thought of going back to the setting, expanding and refining things.

Cut to now and my current fascination with Fate Core and Fate Accelerated. It occurred to me how well Funky Frank would work with FAE. Flashy, Forceful, Sneaky, Clever, Fast, Careful--those are all elements of grindhouse action. Monster types work great as a part of a High Concept, and QAGS's Weaknesses port over nicely as FAE Troubles. Stunts are great to define specific monster powers as well as action movie specialties.

I've been working on bits of Funky Frank FAE all week while I've been on vacation, focusing especially on monster types and stunts. I'm pretty happy with what I've got so far. Below is a little sample--a write-up of Prometheus Jones (the Funkadellic Frankenstien himself) as well as a handful of stunts for various monsters.


PROMETHEUS JONES
High Concept: Funkadelic Frankenstein
Trouble: Can’t refuse a lady
Other Aspects: The undead private dick who’s a sex machine with all the chicks, Packs a big gun, Smooth operator


Just talkin' about Prometheus Jones...
Approaches
+3: Forceful
+2: Flashy, Clever
+1: Sneaky, Careful
+0: Quick


Stunts
Because I am super strong, I get +2 to Forcefully Overcome Obstacles when I rely entirely on brute strength.


Because I’m one bad mother, once per session I can ignore all stress from any one attack.

Because I am a master detective, I get +2 when I Cleverly Overcome Obstacles when I am investigating a case.



MONSTER STUNTS
Frankenstein
Because I am super strong I get +2 to Forcefully Overcome Obstacles when I rely entirely on brute strength


Because I am powered by lightning and chemicals, once per session I can instantly  remove a minor consequence by exposing myself to a powerful source of electricity.


Because I can toss people around like rag dolls, once per session, when I successfully forcefully Attack someone, I can also move them up to two zones away.



Fishman
Because I know the sewers like the back of my slimy, webbed hand, Once per session I can show up in any scene, no matter how improbable, provided that it has access to the sewer tunnels.


Because I am used to the inky depths of the oceans, I get +2 when I carefully overcome obstacles related to seeing through darkness, smoke, or fog.


Because I can talk to fish, I get +2 when I cleverly create an Advantage based on information gleaned from a friendly fish.



Vampire
Because I can transform into a bat, Once per session I can show up in any scene, no matter how far away, provided that I could fly there.


Because I can turn into mist, once per session, for one scene, I can become immune to physical damage, except for attacks by weapons to which vampires are vulnerable, but I cannot make physical attacks either. Also, I can bypass any barrier, as long as it isn't air tight, although I cannot manipulate solid objects in this state.


Because I can bend the minds of the weak-willed, I get +2 when I sneakily create an advantage while in conversation with someone.



Wolfman
Because I have fearsome fangs and teeth, I get +2 when I forcefully attack a single opponent in close combat.


Because I have feral reflexes, I get +2 when I quickly Overcome Obstacles by leaping or climbing.


Because I’m the leader of the pack, once per session I can summon a group of dogs to help me for a scene.
Group of Dogs
Rag-tag pack of mangy mutts
Skilled (+2) at: Dog-piling on an enemy, causing a ruckus or a fracas
Bad (-2) at: Working without supervision, being distracted by things that distract dogs
Stress: OOO (six dogs)



Demon
Because I can breathe fire, once per session I can forcefully attack all characters in a single zone, up to one zone away, with a single action.


Because I’m a hot little number, I get +2 to Flashily create an advantage when I seduce someone.


Because I am a native of Hell, I get A +2 when I forcefully defend against fire attacks.

Wednesday, January 22, 2014

Quix Bravo (Star Wars FAE character)

As happens, this past Monday only two of us were able to attend our Monday Skype game. Neither of us had any one-on-one stuff prepared, so no game happened. But next time we're going to be prepared. My friend (Al, from MTMJ and Porcelain Llama) asked what I'd be in the mood for. We're both enjoying Fate Accelerated, so that was a given. I said I've been on a Star Wars kick lately, and thus the game was decided.

Of course, if I'm going to play Star Wars, I'm going to play a Jedi. Here's the guy I came up with (not actually sure what era we're going to use).


Quix Bravo

High Concept: Two-Fisted Jedi Sentinel
Trouble: Quixotic
Other Aspects:
Master of Jar’Kai
Raised in the Coruscant Undercity
Sparks, my heavily-modified power-droid sidekick


Approaches
+3: Flashy
+2: Clever, Forceful
+1: Quick, Careful
+0: Sneaky


Stunts
Because I wield a lightsaber in each hand, I get a +2 when I Flashily Attack groups of nameless mooks.


Because I know Force Push, I get +2 when I Forcefully Attack at a range with telekinesis.


Because I have a shady past, I get +2 when I Cleverly Overcome Obstacles when I have to get somewhere I don’t belong.


Stress:  OOO


Consequences
Mild -2
Moderate -4
Severe -6



Sparks
Aspect: Heavily modified power-droid

Approaches: Careful +2, Sneaky +1