While I may not have run it in the end the day before UK Games Expo I made a decision to bring along a set of character sheets for Project Cassandra in the off chance there was a chance of testing it out / showing it off / running it. Given the full text is still in pieces I knew I wouldn’t have that to fall back on so I also put together a one page cheat-sheet. Doing so really highlighted what I have known for a while – that while the current draft still needs further playtesting I have a game there. I could sit down and run it and it would be a fun game. The core mechanics are fun (but need stress testing) as is the setup (Cold War psychics saving the world). I’m even proud of the more novel elements such as Knowledges and the way the starting Vision allows for the players to both have an input in the entire adventure but in a way that means their characters are just as knowledgable about the challenges to come.
So what’s holding me back? Me. Writing is not something that comes easy to me, editing even less so. The thought of picking up the manuscript again after so long away from it is daunting. Large chunks need rewritten, a numer of areas need significant expansion and then I need to go over it all again with a fine tooth comb. But I can do it, I wrote a 70,000 word doctoral thesis so I know I can handle a 20-30 page long game.
With that in mind
what’s my next step? Ironically, not writing as I have a few other projects to
finish first. Ghosts of Iron, Demon Hunters Slice of Life starter, The Sprawl
Synth trilogy I’ve been working on.
I can do now is run it and start some of that stress testing. Make notes and
check that I’ve resolved the issues from that informative (yet so frustrating) Dragonmeet playtest. One of the big
things I can do is to start sharing material again. After the Dragonmeet game I
took my drafts down, partially because I expected to quickly replace them with
updates but also becuase my excitement had turned to disappointment in seemingly
jumping the gun.
So this time,
material up piecemeal and as it develops, starting with the current character
sheets and the system cheat sheet. All subject to change but also all out there
for feedback and comments.
The Hunters’ Guide is your essential quick reference training manual. Trying to get ideas for your character’s Aspects or Stunts? Can’t remember what the rules were for resolving a contest? What the heck IS The Warehouse anyway? And let’s not forget The Ciphers… why robots???
The Hunters’ Guide includes:
Tips for character creation, answering questions like “No, really, how the hell do I come up with Aspects?”
The Random Concept Aspect generator, for those who prefer to let the dice decide who their character will be
A deep dive on Stunt creation and making your hunters as badass as possible
More information than you require about The Brotherhood Warehouse and the Cipher program
7 pre-generated, ready to play, Demon Hunters teams!
As a high-level backer on the Kickstarter, I’ve been waiting for this product with bated breath. Why? Because I was able to submit one of those 7 pre-generated chapters for inclusion. Lambda 7, graduates of the warehouse and theoretical protectors of the city of London.
I’ll be posting a proper review of the entire Demon Hunters line once I have a physical copy of the book in my hands, in the meantime you can find both editions at the link above and should you need inspiration for your adventures then take a look at one of my adventure starters, which are available as PWYW downloads (more of which are coming soon!)
Having done a full character in the form of the Aether Knight I wanted to turn my hand towards a simpler creature for the next release. With the Demon Hunters setting incorporating both magic and mad science it was all too easy to imagine a range of unusual and warped creatures. The Volta Cingulata, or voltaic armadillo, is the first of those, a mad science experiment that didn’t quite have the impact its creator intended.
As an opponent the armadillo is easily overlooked. Small, relatively weak and not particularly aggressive. In its favour is its armoured shell and lone stunt, which allows it a single strong attack in response to being startled.
In developing the stunt I included an option to recharge it through the use of Demon Dice. Overall I find that with the exception of invoking aspects I fail to really make use of this GM resource, especially as I’m not fond of clearing NPC conditions without an in fiction reason. So instead my aim is to start incorporating their use into stunts, to make them a little more special and unique, which led to the idea of recharging a single use ability.
Following some final tweaking the first character sheet template is now complete as is the first release, the Aether Knight. Rarely encountered on the mortal planes Aether Knights serve as guardians of the veil between worlds and, in their natural form, neutral in the eternal fight between Good and Evil. Unfortunately as so often is the case their purpose can be tainted by those willing to shed blood to fuel illicit magics. Dragged into the moral realms they are used as nigh unstoppable assassins and hunters, bound to a mission until it is completed or they are destroyed.
Aether Knights represent a significant challenge for Chapters even at the highest level and are designed to be employed by the DM as opponents that must be out-thought rather than out-fought. With their invulnerability to physical weaponry, high number of conditions and ability to bypass mild conditions when using their sword they are an opponent that no group should take lightly.
Next up, adjusting the template for minions and mobs.
Version 2 of the Demon Hunters character sheet is pretty much complete and works out most of the issues with the original. It has all of the elements and is visually clearer with stunts moved to the right hand side of the sheet.
The spacing is much better but still not perfect. Looking at the page as a whole the columns on the left hand half would benefit from being reduced slightly in width while the text would also benefit from the alignment of the paragraphs.
The contents of the preview are for the first creature, the Aether Knight. As with the sheet it’s at a nearly there stage, I’m happy with the overall contents but need to tweak a few of the elements.
One of the things I’ve been slowly working on recently has been a single page character sheet for Demon Hunters inspired by the work of Hyvemynd with their Fate Accelerated Fantasy characters. I’ve been doing a little here and there, interspaced with having to learn more about how scribus works, mostly through trial and error. I’m never going to be a layout professional but I hope that once I’ve created a template then I’ll be able to start releasing more material on a semi-regular basis. Yes, in addition to the adventure starters I have underway. And the larger adventures. And Project Cassandra, which no, I’ve not forgotten about.
The first draft of the template is pretty much done, using only filler aspects and text for now. I’m happy with it but know there are issues. Firstly the space on the right needs to be used better, right now too much of it is comprised of text frames. Second I’ve yet to add boxes for conditions. Third, general spacing especially for stunts.
Overall though it works. This draft is designed for full characters but it should be easier to remove elements for minions and mobs than to add them back in.