Channel Surfing, my first adventure outline for Demon Hunters: A Comedy of Terrors is now live on drivethruRPG for free! It’s the first adventure outline from the Omega Logfiles, a series of scenarios targetted at Omega Chapters, the oft forgotten and frequently expendable members of the Brotherhood of the Celestial Torch. The series will sit alongside both Slice of Life starters inspired by the recently kickstarted webseries and some independent adventures designed for longer play.
Tamara Backrel, a Brotherhood videomancer obsessed with horror films, has snapped after one too many late night movie marathons. She’s withdrawn into a pocket reality of her own making, dragging half her team with her. The rest have fallen prey to evils of the silver screen, released in a burst of uncontrolled magics. The Chapter, stuck on Warehouse duty, have been dispatched on pizza delivery duty unaware that their comrades have fallen to one of their own…
Download it now, for free from drivethruRPG
One of the areas of Project Cassandra I’ve always been unhappy with is the layout and presentation of the game. While I’ve always liked the typewriter style font I’ve been using the document as a whole has always looked like something thrown together in word, for the obvious reason that it was. Over the last few weeks I’ve been slowly learning how to use Scribus, a desktop publishing program that is available for free. I made the mistake of assuming it would be similar enough to word and dove right into it, trying the layout the entire game all at once. Suffice to say that didn’t really work so my focus of the last few days has been on laying out the character sheets, the initial result of which you can see below.
The new sheet, on the right, is a vast improvement on the old one. It makes much better use of the space, with the individual sections more clearly defined than before. Most of all it feels (to me) like it is closer to something you’d find in a published RPG. There are, obviously, still aspects that need work with spacing being the main one. That’s something I’ll properly address once I have the character art in place, as I want be sure of the final dimensions of those images.
Speaking of art…
Something that drastically improved the look of the character sheet was the inclusion of some proper artwork. The piece included in the new sheet is stock art created by JEShields (who also has an RPG art Patreon here) and can be purchased from on drivethruRPG. Eventually this will be moved to within the main rules and replaced with artwork commissioned specifically for Project Cassandra, again drawn by JEShields. The first piece, of intrepid reporter Samantha Dawes, is already underway with the rest to follow once funds allow.
Anton Mikalev, retired Alliance marine.
Served pre-Unification War as a marine corpsman, didn’t get called up during the war due to earlier medical discharge. Oldest child (Anna) was killed in the war after following Anton’s career choices. Wife (Lin) and son (Jacob) left him because of it and moved further into the core. Since then Anton has drifted from planet to planet, ship to ship, occasionally bottle to bottle trying to find something to believe in.
Late 50’s / Early 60’s. Lean build with weathered face, dressed in old slacks with a dirty long service jacket. Often carries an Alliance service rifle though it spends a lot of time behind the bar of the Mine Cart on Regina.
Skills: Know, Operate, Treat
Skills: Fight, Shoot, Throw
Trigger: Hail of bullets. When you take out an NPC with a SHOOT action, take or step up a Complication to automatically take out another from the scene.
Skills: Craft, Influence, Notice
Trigger: Old war wound. Gain 1PP when you step back your PHYSICAL for a scene as an old injury acts up.
Craft d6 Drive d4 Fight d6
Fix d4 Fly d4 Focus d4
Influence d6 Know d6 (Alliance military) Labor d4
Move d6 (Zero-G) Notice d8 Operate d6
Perform d4 Shoot d10 Sneak d6
Survive d4 Throw d6 Treat d10 (Bullet wounds)
Service Rifle d8
Family photo d6 (of Anton, wife and two teenage kids)
Am I at GenCon? No. And I’m jealous of those that are.
I’ve been trying to write a post for most of the evening about the tragic news of Robin Williams’ death but all I keep coming back to is ‘fuck depression’. So instead I’m just going to leave this here. RIP Robin Williams, thank you for all the happy thoughts.
As I discussed in an earlier post I’ve been playing in a Deadlands Noir game recently, powered the by Savage Worlds system and have come across a few issues with certain mechanics, namely high toughness scores and Shaken.
Having had some time to think on the issue I’ve come to the conclusion that my derision of the toughness scores was a bit harsh, after all many other games have similar situations with monsters that are easy to hit but difficult to wound. The issue in our game lay not with the mechanic but with the fact that our group was not built to take on such a monster. Had we been full of characters with a better combat build (we have two, one of whom was hampered by the natural armour the croc had) then we’d have faired much better. The second issue, that of the shaken rules, still irks me. It seems, however, that I’m not alone and it’s a fairly common complaint. With a bit of research I’ve come across a few ways to houserule shaken, the simplest of which is to replace the no action portion with a -2 penalty to actions; thus players can still try and do something on their turn while maintaining the feel that being shaken causes issues.
While I think that change will shift the game back towards one I enjoy I still doubt it’ll shift it to one of my favourite games and when it comes down to it I think I’ll probably be sticking with Cortex Classic most of the time.