Showing posts with label PDQ. Show all posts
Showing posts with label PDQ. Show all posts

Thursday, February 2, 2017

RPG Chopshop: More Meat On The Block

As always, I'm more or less constantly working on various conversions and side-games. It seems to be my default state.So here's the lowdown on what I've been making since the last chopshop post:

First, I've updated and improved my Shadowrun conversion to Savage Worlds. A bit cleaner on the Matrix rules (aren't those always the problem with Shadowrun rules?) and some slight tweaks here and there. New rules are here: Savage Shadowrun

Ever heard of an RPG called Double Cross? It's an interesting Japanese conspiracy/superhero game where characters are granted superpowers by a world-wide virus that could eventually transform them into mindless monsters. The original system is interesting but didn't quite appeal to me but I quite like the setting (sort of a cross between Men In Black and Generator Rex) so I created two conversions for Double Cross, a still-in-progress version for Savage Worlds and a much higher-powered version for my own Badass Kung Fu Demigods system: BAKFDG Double Cross

Finally, I think I've mentioned it before but I've also been doing a bit of work on a semi-"classic" dungeon adventure RPG called Olde-Skool, which uses the PDQ system with a simple set of class rules and a magic system I'm fairly proud of. Check it out: Olde Skool

And for an extra tiny, compact RPG system here is a one-page madlibs system: Madlibs RPG

Currently working on another conversion, this time its Gamma World (based mainly on the extremely goofy version built to work with 4th edition D&D), using Savage Worlds. Got Edges, origins and Omega tech finished, still working on powers and Alpha Mutations.

Of course, I've also been working on my main stuff, Badass Kung Fu Demigods, but we'll get to that soon.

Sunday, December 27, 2015

Almost two years...

Been a while hasn't it? Last couple of years have been...rough to say the least. Sadly the fact that I'm popping up here doesn't mean everything is better now. I'd say that there's some hopeful developments but it seems like every time I express any optimism some new horrible thing happens. 

But I'll try to avoid getting too deep into that. I've returned (I say like anyone really notices the absence) because despite the trials of the last few years I've still had the chance to work on some RPG projects and several of them are coming along quite well. Sadly I haven't had the chance for any actual gaming in the past 6 months or so and this serves as a kind of vicarious gaming experience for me. 

So, with a bit of extra free time at the moment I figured I'd start posting here again, hoping to keep the project's momentum going. Theoretically this will be a kind of "development blog"...except I'm already approaching the final draft on these games. But I do think typing out my thoughts and reasoning might help me get those last few pieces in place. 

So, what have I been doing with myself? 

Well, first and foremost a couple of entries in the "RPG Chopshop" category. 

Dark Sun/Savage Worlds: I know what you're thinking, "didn't you do this already?". Yes, I did already have an entry on my Athasian conversion for Savage Worlds, but since then I've had a chance to refine and expand the conversion a bit. The final product is a 29 page PDF available here: Savage Dark Sun. In addition to serving as a setting document for Dark Sun it also includes some Edges that'll be generally useful for any Savage Worlds fantasy game, including some Legendary Edges I'm quite proud of.

Shadowrun/Savage Worlds: During the time of silence I ran (or started to run...sadly it got interrupted) a game of Shadowrun with my main gaming group. Not being a fan of the normal Shadowrun system I decided this also needed to be run in Savage Worlds. However, most Savage Worlds cyberpunk games out there don't properly scratch my itch, so I decided to make my own. The result is a much more ambitious 96 page conversion (with nifty custom character sheets): Savage Shadowrun. This is kind of my personal take on the Shadowrun universe, cherry-picking different setting elements (wireless and AR exist, but VR is much better, older-style Shaman vs Mage casting dichotomy, etc) and including a more in-depth character creation mechanic (using Shadowrun's Priority concept) and a bit of blatant gear-porn.

PDQ Scion: Finally, we've got a quicker and dirtier 10 page conversion of Scion to the PDQ system: PDQ Scion The system is based on Truth and Justice with some of my own modifications based on my work with the PDQ edition of Acthung! Cthulhu. 


But what I really want to talk about are my original games, especially a new one that hasn't yet appeared on this blog at all. I'll get into those with my next post which will, hopefully, not be another two years from now.

Sunday, March 24, 2013

The Element of Surprise

Random, silly thought which I have decided to transform into gamable material: A surprise elemental. A being of pure, raw unexpectedness which hails from the elemental plane of Surprisingness (few have been there, but they report that it certainly was not what they expected).

The stats here are for a "large" Surprise Elemental, bigger and smaller versions exist.

Pathfinder

Large Surprise Elemental
2,400 XP
N Large Outsider (elemental, extraplanar)
Init +10; Senses: Darkvision; Perception +11
AC: 19, Touch 16, Flat Footed 12 (+6 Dex, +1 Dodge, +3 Natural, -1 Size)
HP: 52 (8d10+8)
Fort +7, Ref +12, Will +4
defenses: DR 5/-, Elemental Traits, Cannot be surprised
Speed: 80 ft.
Melee: 2 Slams (1d8+2)
Special Attacks: Shocking Slam (1d8), Very Surprising, Sneak Attack (+1d6)
Space: 10 ft; Reach: 10 ft
Str-14, Dex-23, Con-12, Int 6, Wis 11, Cha 11
Base Atk +8; CMB +11; CMD 27
Feats: Dodge, Improved Initiative, Mobility, Spring Attack, Weapon Finesse
Skills: Acrobatics +15, Climb +9, Escape Artist+13, Intimidate +9, Knowledge (The Planes) +5, Perception +11

Special Abilities:

Very Surprising: Surprise Elementals cannot be surprised. No matter how prepared anyone is for the appearance of the elemental they are not actually ready for it. Surprise elementals automatically receive a surprise round during which no one else may act, except other surprise elementals. This occurs even if the elemental joins combat already in process, they receive an immediate surprise round then combat is resumed as normal. During this surprise round all other combatants are flat footed.

Shocking Slam: The surprise elemental's fists are very shocking, so obviously they inflict bonus electrical damage.

------------------------------------------------------------------------
Savage Worlds

Agility d12+1, Smarts -d8, Spirit-d8, Strength-d4, Vigor-d6
Climbing d8, Fighting-d10, Notice-d6, Shooting-d8
Pace: 6; Parry: 7, Toughness: 5
Special Abilities:
  • Elemental: No bonus from called shots, fearless, immune to disease and poison. 
  • Invulnerability: Surprise Elementals take half damage from all non-magical attacks. 
  • Shocking Touch: Str+1d6 
  • Very Surprising: Surprise Elementals automatically get "the drop" on opponents when they enter combat, they also cannot be surprised. 
----------------------------------------------------------------------------------------------------

PDQ

Good [+2] Large; Good [+2] Body Of Surprise; Good [+2] Surprising Movement; Expert [+4] Being Unexpected; Good [+2] Shocking Attack; Poor [-2] Large, Poor [-2] Body of Surprise

Body of Surprise: The elemental is composed of raw surprise, this Quality can be used to overcome any attempts to be prepared (defensive spells or powers, screwing with plans, laid traps, etc).

Surprising Movement: The elemental teleports, disappearing and reappearing somewhere unexpected.





Sunday, January 27, 2013

A few things

Just some random things here and there.

First, I've got a new Order of Magnitude recording edited and online. I've also decided to move the Order's stories to a separate blog. The new recording and all the previous ones can now be found at http://the-order-of-magnitude.blogspot.com/

Also, for any readers out there who're users of Woot, my wife NJ has a shirt up in their current t-shirt competition and she could use some votes. You can check it out and vote for it here. C'mon and vote, unless you hate my wife. You don't hate my wife do you?

I've also started work on the PDQ conversion of Modiphious' Heroes Of The Sea, the sequel to Zero Point. Zero Point included a new version of PDQ designed for gritty horror which will be used for Heroes Of The Sea, along with a new magic system designed for harnessing the powers of the Mythos.

Wednesday, December 12, 2012

The Stars Are Right: Acthung! Cthulhu

 It is released!!

























That's right, it's Acthung! Cthulhu for the PDQ system. Look at the big guy up there, he's never been happier. Just to recap, this is a stand-alone RPG product using the PDQ system which includes new rules for combat, gear and (of course) insanity and madness. Along with the rules you get the Three Kings adventure, the first adventure in Modiphius' Zero Point campaign series. If you're interested you can get the pdf (currently 5 bucks off) from RPGnow right here.

And of course I'm still looking for playtesters for Battle Royale, head over to zombietoast.com if you're interested.

Sunday, October 14, 2012

Getting Organized: RPG Chopshop


I'm trying to sweep up a bit, get things organized and so on. So I'm going to create a few posts where certain categories can be easily stored. This post will serve as the repository of all my RPG tinkering and system conversions.



PDQ
  • Costume Quest For PDQ 
    •  An unofficial table-top conversion of Double Fine's awesome Halloween game. 
  • PDQ# for Star Wars
    • A brief guide for using PDQ# to play Star Wars
  • PDQ Exalted 
    • An over-ambitious Exalted conversion, includes charms and sorcery for Solars, Lunars, and Dragon-Bloods
  • Tomb Of Horrors for PDQ 
    • The Tomb of Horrors with rules for PDQ, Pathfinder and Savage Worlds.
 

Savage Worlds
  • Savaged Eberron
    • The Eberron setting for Savage Worlds, includes races, edges and arcane backgrounds. 

Tuesday, October 2, 2012

Tentacles, Nazis and PDQ!


I come bearing awesome news today. Have you heard of Achtung! Cthulhu? It's a very interesting Lovecraftian setting taking place in the shadows of World War Two. The first A!C product has already been released, the first in a series of episodic adventures for a campaign of tentacles and mad science called Zero Point. The first adventure is called Three Kings and it's been released for both Chaosium's Call of Cthulhu RPG and for Reality Blur's Realms of Cthulhu Savage Worlds system.

Well, soon there will be another version of Three Kings, this time for PDQ and it'll be done by me! Well, at least the mechanics will, the adventure itself will still be Sarah Newton's great original adventure. However, A!C for PDQ is going to be more than just a converted adventure, it's going to be a stand-alone product featuring a new iteration of the PDQ system that I have tweaked for Lovecraftian horror. So it's a great, two-in-one package: a new version of everyone's favorite fast and flexible system along with a great adventure fighting Nazis and things Man Was Not Meant To Know.

Just to give you a taste, here are some things that you can expect in this new version of PDQ:
  • A grittier, deadlier system for damage and recovery for "traditional" Cthulhu-themed gaming, but including rules to adjust the dials for a pulpier, action game. 
  • A system for vehicles and scale for when you need to mow down deep ones with a tank or dog-fight shantak birds. 
  • An easy-to-use system for fear and madness. 
  • A simple system for weapons and equipment that helps emphasize the deadliness of WW2 while avoiding excessive rules or record-keeping. 
  • And of course, that's not all. 
If you want to hear more about A!C check out Modiphus' facebook page or this podcast interview. I look forward to bringing you more news as it gets closer to the release date.

Tuesday, September 25, 2012

Party PDQ pt 2: Heroquest-PDQ


So, while I was working on the party-game version of PDQ from the last post I ran across the old Heroquest boardgame while looking for inspiration. Well, I remembered playing Heroquest as a kid, even before I started playing RPGs and the thick veil of nostalgia ensured that I would be looking no further.

So, I tracked down an online version of the board with high enough resolution to load into Maptools, downloaded a pdf of some of the heroquest "quests", set up the map and created some suitable heroes for my players to choose from and I figured I would share them. 

A few things (like the names of homelands) are taken from the Questers of the Middle Realms setting, and it inspired the very simple magic system. Essentially every type of magic is quite broad and lets the character pull off a lot of extra tricks but it's reduced by one Rank (starting at Average rather than Good), with the option to "burn" a Heroism point in order to pull off big, impressive magical feats like setting a whole room on fire or saving the life of a nearly dead character.