Sunday, July 27, 2025

Kriegshacker II

(I know.)

This is part two of a modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.

Part one covered general rules. Part two is all about Sorcery!

Sorcery!

Sorcery! -- yes, the exclamation point is essential -- is a special skill that does anything the player wants it to do. It can open doors, cause blindness, hit orcs with bolts of energy, cause the dead to speak. It is general purpose and very powerful. Sorcerers are however distrusted at best and hunted and exterminated at worst. Also, sorcery! can go wrong.

Sorcery! rolls are made as normal Kriegsmesser skill rolls. LUCK and Corruption dice can be added as normal. If any dice results match, whether the roll succeeds or not, then a Chaotic Manifestation occurs!

If there is a double it is a Minor Manifestation, if it is a triple it is a Major Manifestation, and if it is a quadruple -- or worse! -- it is a Catastrophic Manifestation. The sorcerer takes a point of Corruption and then rolls on the relevant table, below.

Sorcerous Careers

Of the existing Kriegsmesser careers, Alchemist, Initiate, and Witch may have a point of Sorcery! in place of one of their normal skills.

But let's also add an Apprentice Wizard. This can be an extra career, perhaps one that can only be entered by choice rather than a random roll, or you could replace one of the random Kriegsmesser careers; I suggest replacing one of the double results, as that's a nice thematic tie in with the Chaotic Manifestation rules.

Apprentice Wizard
Skills
  • Sorcery! 2
  • Sense Sorcery! 2
  • Read/Write 2
  • Sleight of Hand 2
  • Flee! 1
  • Notice 1
Possessions
  • Staff
  • Pouch
  • "Spellbook" (more a collection of scribbled formulas and notes, really.)
  • Some minor prop for illusions. Cups and ball, a pack of cards, a set of rings, that sort of thing.

Chaotic Manifestation Tables!

(Most effect durations are given as real-world, rather than in-game, times because it feels like magic should break the "rules" somehow. Feel free to swap them for in-game times if you prefer.)

2d6 Minor Manifestation
2 You got away with it! Except for the Corruption point, obviously.
3 A flash of sorcerous energy shoots through your body, giving you a nasty shock and a Wound.
4 Food in the immediate area spoils, milk curdles, and so on.
5 You get a terrible nosebleed that just won't stop. At least for a real world hour.
6-8 A cold and mysterious wind blows through the local area.
9 Spectral voices whisper in everyone's ears.
10 All animals in the local area flee from you in terror. Characters with animal handling skills may be able to keep them at heel.
11 Your hair stands on end and crackles with magical energy. If you had no hair, you do now.
12 Roll on the Major Manifestation table!

2d6 Major Manifestation
2 You got lucky! Roll on the Minor Manifestation table.
3 You are burned by sorcerous flames! Take a Terrible Injury (see part one).
4 Your bones twist and pop. Take two Wounds (see part one).
5 Some sort of minor daemon pops into existence and tries to eat your face. You will probably have to fight it.
6 Your eyes turn into little glowing balls of flame. You can still see as normal, but it looks very odd. They return to normal at dawn. Dawn in the real world.
7 You are drained of vitality and are left enfeebled! -1d to all rolls for the next real world hour.
8 Your tongue vanishes. After a real world hour it returns, but it doesn't just reappear. No, it grows back over a few icky moments.
9 Terrifying Chaotic visions assail you. You gain +1 Chaos Lore as a new skill.
10 You are shocked and numbed as the power travels through you. You are at -1d to all rolls for 24 real world hours.
11 You are possessed by a Chaotic spirit for the next five real world minutes. Your character is controlled by the Referee until then. I hope you bought them pizza!
12 Oh dear. Roll on the Catastrophic Manifestation table.

2d6 Catastrophic Manifestation
2 You got really lucky. Roll on the Major Manifestation table, and thank your ancestors.
3 Your sorcery almost tears you apart! You are Maimed (see part one).
4 Your sorcery blows back and gives you a Terrible Injury (see part one).
5 Everyone in the immediate area, friends and foes, takes a Wound (see part one) as your magical energies burst out like a post-2005 Doctor Who regeneration.
6-8 You are utterly drained of all sorcerous power. Your Sorcery! drops to 0 -- and Corruption and LUCK cannot be used either -- but returns at one point per full real world day.
9 You receive a Mark of Chaos, which is quite visible, difficult to disguise, and impossible to remove. It also counts as a Terrible Injury. If you receive a certain number of Marks, a Chaos God comes to claim you as its Champion; make a Corruption test (Kriegsmesser p29) and if this is a "failure" you are claimed, probably to return as a villain later on. Slaanesh claims characters with six Marks, Nurgle claims those with seven, Khorne those with eight, and Tzeentch claims characters with nine. Characters with ten or more Marks go on to be generic non-denominational Chaos Warriors. If the Horned Rat existed, he would claim those with 13 Marks, but he doesn't so he doesn't.
10 Every time you close your eyes you see visions of the Realms of Chaos. Sleeping is difficult. +1 Dark Lore.
11 You are blasted by your own out-of-control powers and are knocked unconscious for an in-game hour. Mundane medicine cannot wake you but maybe magical healing can. Maybe.
12 With a sucking, popping sound, you are sucked into the Realm of Chaos, never to be seen again, probably.


I may expand this at some point to include the Colleges of Magic, dwarf, elf, and goblin magic, hedge wizards, and so on. This will do for now.

Friday, July 25, 2025

Kriegshacker I

(I know.)

This is a two-part modification of Gregor Vuga's excellent sort-of-WFRP Kriegsmesser. You will need a copy of Kriegsmesser.

Part one covers general rules. Part two will cover Sorcery!

(Also note: Kriegsmesser is itself a hack of Troika! but does also come with its own basic standalone system. Kriegshacker is a hack of this standalone system.)

Players Roll Everything

I think this is sort of implied by Kriegsmesser anyway, but let's state it for Kriegshacker: players make all rolls, even if a non-player-character or monster or other hazard is acting against them; in these cases the players will roll to "resist" the action.

Fighting

Players can use any appropriate skill in a combat situation. This need not be an actual fighting skill. A character could Flee! to escape the fight, Sneak to hide until the coast is clear, or even Provoke to cause infighting amongst the opponents. As long as it makes sense, it can be used. If no skill applies, then the player can use LUCK as normal.

All players involved in the fight roll dice. If anyone gets a success (4+) then the fight is avoided or won or otherwise resolved in the players' favour, although there may be complications. Anyone who fails (1-3) or succeeds with a complication (4-5) suffers those consequences, even if the fight is won.

If no player rolls higher than a 3 then the fight is not resolved, and may even continue, if the Referee decides.

Difficult Fights

The Referee may decide that some fights are more challenging, perhaps because of tougher opposition, an environmental effect, non-combatants getting in the way, and so on. In these cases all involved players have a -1 dice (-1d) or higher penalty.

Generous Referees may allow players to receive a +1d bonus for superior equipment, numbers, position, tactics, and so on. This seems very un-WFRPish, but it's your game.

Damage

Anyone who rolls 4-5 as their highest dice takes a Wound. Mark this on the character sheet in pencil so it can be erased later. For each wound, the player has a -1d penalty. If a player receives a third Wound, then they also take a Terrible Injury (see below).

Anyone who rolls 1-3 as their highest dice takes a Terrible Injury; they should roll on the tables on Kriegsmesser pp30-31. They also suffer a Wound. Terrible Injuries should be noted in ink as they are permanent. If a player takes a sixth Terrible Injury then they are Maimed and take a permanent -1d penalty. Write "Maimed!" on the character sheet, in big red letters if you can. If they are Maimed again, they take an additional -1d permanent penalty, and so on. I recommend adding an extra exclamation point for every Maimed result.

Healing

One wound is healed after a rest period, which should probably be at least a day. When a Wound is healed, the -1d penalty is removed.

Terrible Injuries and Maiming probably shouldn't be able to be healed, except perhaps by sorcery, and in that case I'd probably say that the injuries are hidden rather than healed. Seems more WFRPish.

Kriegsmesser is very robust and elegant as is, so these are just tweaks to make it more to my liking. Next: Sorcery!

Friday, July 18, 2025

Bunch of Jackasses, Standing in a Circle

Marvel's Guardians of the Galaxy is weird. It's clear that these are the versions of the characters from the 2014 film, all snark and I AM GROOT and personal stereos with classic tunes, except... they aren't. They all look a bit different, they all have different backgrounds and histories, Star-Lord has very different taste in music -- but still isn't a murderous psychopath, boooo! -- and they are all Canadian. It's all a bit off-kilter and almost feels like you're playing an unlicensed knock-off.

(Although computer-Groot is more or less identical to film-Groot, and if he's Canadian, I can't tell.)




I know why it's like this and why they aren't the comic versions or even brand new computer game incarnations of the characters, but it does slap a big old identity crisis right into the middle of the game and while said crisis doesn't hurt the game, as such, it does make it feel, as I say, weird.

But weird as it is -- and it is weird, did I mention that? -- it is also good fun. It feels a bit like the film tie-in games of the olden days; I'm thinking of stuff like Ocean's Batman: The Movie or RoboCop 2, with a jumble of play styles in one game. Most of MGotG is a generic but solid action adventure, with a bit of running, a bit of jumping, and some light puzzling, now and then interrupted with set-piece fights -- of which more below -- but there are also a couple of short spaceship sections, and far too many -- prepare thyself -- quick time event sequences.

QTEs! Oh how I have not missed those cursed things. To see them popping up in a game from 2021, long after everyone had agreed they were a terrible idea, is an unwelcome surprise. They add nothing to the game, and are often plonked down at the exact distance from the most recent save to guarantee maximum annoyance. I turned them off after the second or third instance.

(And thank you to the developers for allowing us to turn off some of the more annoying gameplay elements. I was very pleased to see that there's a very comprehensive set of options for customising gameplay.)

I like the team based combat, which is a little bit standard action game and a little bit real-time strategy. You have direct control over Star-Lord, jumping, punching, and shooting while the rest of the Guardians run about doing their own thing, but you can issue orders for them to use their special abilities -- which change and improve as they earn experience, because of course there's an rpg-light experience system -- from a mostly-slick radial menu thingy, and you can also -- most of the time by accident if you're anything like me -- call them in for a team talk huddle that sets up a minigame in which you have to deliver the right sort of inspirational speech by picking words from a floating word cloud that only Star-Lord can see. This team huddle feature is a little strange and underdeveloped, and I switched it to automatic after the first couple of instances, but it leads to the Guardians all getting supercharged and, more important by far, the fight music changing to one of a selection of perhaps predictable but nonetheless uplifting 1980's pop hits.

(Beating up alien soldiers to Wham's "Wake Me Up Before You Go-Go" is oh so silly, but oh so great, and it never gets old.)



It's a good system that works well most of the time, and makes combat -- of which there is a lot -- always compelling. It also helps distract from the part of battles that you control, which alas is quite loose and slippery, and never really feels like you're in full, well, control of Star-Lord. I do wonder if it would have been better to take direct input away from the player during fights and instead run the entire team, including Star-Lord, from the orders menu. This is more or less what I ended up doing in my playthroughs anyway, keeping Star-Lord out of the fight and issuing commands from the sideline like some sort of football manager. In space.

The writing, in general, is okaaaaaay. There are no real surprises in a tale of a scrappy sort-of-family pulling together in the face of certain doom, and while it lacks the emotional punches of the films -- no Nebula, and no (sob!) Yondu -- there is a decent stab at doing something with Star-Lord being forced into parent responsibilities despite deeming himself unsuitable because of his own upbringing, or lack of.

The only other major issue with the game is perhaps a case of it's-not-you-it's-me. There is a point in the story, which up until then has been linear, where it looks like the whole thing is going to open up and let you zip about space doing jobs to earn money to pay a Nova Corps fine, and then... the Guardians all decide no, they'll just go and do one big paying job instead, and off we go to the next level, all those other possibilities abandoned and ignored.

(Sad trombone sounds.)

In all fairness, the game never says it's going to go open world, but my gosh it suggests and teases it, and that it doesn't feels like a huge missed opportunity. Where the game goes from there is fine, it really is, but it could have leaned into the cosmic side of the Marvel Cinematic Computer Game Universe and -- literally -- explored the wider setting that, as it is, we only get hints of.

Still, even if Marvel's Guardians of the Galaxy isn't as much fun as it could have been with just a couple of tweaks -- and okay, a massively expanded middle section -- it is still a lot of fun. Much better than a film tie-in should be, even if it's not really a film tie-in. Weird.

Arbitrary score: 2021 out of 2014.

Friday, July 04, 2025

Mission: The Enemy Within

Another untested and probably insanely unbalanced Stargrave scenario with which you can ruin friendships!

THE ENEMY WITHIN



Alien shapeshifters operate in this sector. Keep your eyes peeled, Mac, they could be disguised as anything.

Why are you looking at me like that, Mac?

Mac?

Mac?


SET-UP

Set up the table as normal. Place terrain, select board edges, and place loot tokens just as in a standard game. Select a Target Point as normal.

Everything is normal.

Except...

SPECIAL RULES

You've got to be flarkin' kidding! On an initiative roll of 8 or 2, the opponent picks one of your crew, who immediately changes into their true form of some nasty gribbly alien thing. Replace the crew figure with a suitable alien model, which will act as normal in the Creature Phase. Any model other than the Captain can be replaced. Any effects or injuries received prior to the change are discarded.

Treat the shapechanger as a Bounty Hunter (p143). In the Creature Phase the alien will act as normal, with one exception; if they were carrying a loot token before they changed, they will attempt to get off the table with it by the fastest and shortest route.

The actual crew member will be found after the game, tied up, gagged, and stuffed in a supply locker back on the ship, but otherwise alive and well. Any special gear they were carrying will be found with them; assume that the shapechanger's strange physiology mimicked any special abilities or gear.

Option 1 - Trust no one! There is more than one shapeshifter in each crew! One will reveal itself each time a 8 or 2 is rolled for initiative. You should probably limit it to only about three per crew, but I can imagine a wild game in which there are a lot more!

Option 2 - I knew this would happen... Each player selects the opponent's hidden alien before the game begins, and in secret. Writing it down on a piece of folded paper for a suitably dramatic reveal seems appropriate.

LOOT AND EXPERIENCE

Loot and experience are scored as normal, with the following additions:
+10xp to the controlling crew when one of its members changes.
+5xp for eliminating the shapechanger if it is was part of the opposing crew.
+25xp for eliminating the shapechanger if it is was part of your crew.

Wednesday, July 02, 2025

I Had the Power (Up)!

On Sunday, I went up to That London to go to the Power Up! exhibit at the Science Museum, prompted by reading about Orlygg's visit... except I didn't go until Monday for unimportant reasons I won't go into.

(I went and ate spicy paneer chapati wraps in the park instead.)

On a scorching day pushing past 35° Celsius, I did what I always used to do on hot summer days, and went into a dark room to play computer games!

This is only half of it!

It's debatable whether Power Up! is truly an exhibit at all, but I don't suppose it matters. For an old fart like me it was an exercise in nostalgia, playing games from my youth on the original hardware, and for youngsters -- of which there were not many, as it was a school day -- it's an opportunity to see where computer games came from, and that there is fun to be had with the older systems.

This was a pleasant surprise. A version of this -- I think the Mark 6 -- was my first console.

It was £12 for a day pass, which isn't terrible for a London museum and by my rough count I played around 27 games, so that's money well spent I reckon. Yes, I could emulate all of them, but it was good to play on the original hardware and I got the chance to handle some consoles I have never seen in the flesh before, like the 3DO, NeoGeo, or WiiU; there is something of a thrill to experience them for the first time, but perhaps I'm just a big saddo.


Aside from the N64 controllers almost all having that distinctive loose thumbstick, all the hardware was in excellent condition, and I wonder where it all came from. It's a brave collector who would donate their vintage console to be handled by thousands of grubby mitts, and I can't imagine the Science Museum itself has a stack of old SNESes in a back room. That said, the Amiga CD32 had its launch at the Museum, so it's possible that the machine there was indeed owned by them!


I have only a couple of minor criticisms. There were a few notable omissions, such as the PC Engine and any handhelds that weren't produced by Nintendo, and not all of the games were the best showcase of their machines; are we really saying Frogger is the Commodore 64's killer app?

(I would also have loved to see a Wondermega or "tower of power" in the flesh, but those are the nittiest of picks.)

Otherwise, Power Up! is an interesting if superficial look at the history of computer gaming, but also a great day out if you're a fan of computer games.

Arbitrary score: Blast Processing out of MOS6510.

Your humble correspondent, having completed Sonic 2, entirely legitimately, honest.
(And no, no idea what happened to my hair.)

Friday, June 20, 2025

Flute(owar)

Go on then. One more.


The inspiration should be obvious, but in case it's not. That said, I first saw the image in a different context.

#bards #KelvinDrawsThings

Sunday, June 15, 2025

Hold On to Your Potatoes


This is your semi-regular reminder that Temple of Doom is the best one.

#TempleOfDoomIsTheBestOne

Wednesday, June 11, 2025

Bagpipes (of DOOM)

Self-explanatory.


#bards #KelvinDrawsThings

I've been asked to put this on a t-shirt, so here you go: Redbubble or Threadless.

Monday, June 09, 2025

Triangle

An attempt to do a picture in the style of Amos Orion Sterns, who did all the class pictures in the LotFP rulebook. Partially successful. Ish.


#bards #KelvinDrawsThings