måndag 21 september 2015

Aenglum: Ranged combat rules

Ranged combat
I was looking through the ranged combat rules for Aenglum and I have been running with class based damage, something that has worked really well. But with Ranged combat beeing just one category there wasn't really no incentive to use any diffrent kinds of ranged weapons. Why not use the sling instead of a longbow if the damage output is no diffrent? Ok, we have reload time and distance, but what else could one change to spice the rules a little and still keep it simple?

Ranged Weapons
Weapon Price dam short medium long Reload*
Short Bow (R) 25 R+1 01-12sq +1 13-24sq +0 25-36sq -1 0
Long Bow (R) 50 R+1d4 01-15sq +1 16-30sq +0 31-45sq -1 0
Light crossbow (R) 30 R+1d4 01-10sq +2 11-20sq +0 21-40sq -2 1
Heavy Crossbow (R) 45 2dR 01-14sq +2 15-28sq +0 29-42 -2 2
Sling (R) 2 R 1-8sq +1 9-16sq 0 17-24sq -1 -
Oil (T) 0.1 spec 1-2sq +1 3-4sq 5-6sq -1 -
Dagger (T) 3 R+db 1-2sq +1 3-4sq 5-6sq -1 -
Javelin (T) 1 R+db 1-4sq +1 5-8sq 9-12sq -1 -
Short Spear (T) 1 R+db 1-2sq +1 3-5sq 6-7sq -1 -
Throwing Axe (T) 1 R+db 1-2sq +1 3-4sq 5-6sq -1 -

Arrows – 3A for 10
Bolts – 5A for 20

*Reload is how many full rounds must be spent reloading the weapon.

R = Ranged combat class dice. Class-less characters use the d4 for any damage.

Movement and shoting
Shortbow and light crossbow – full move -4, half move -2
Longbow – half move only -4
half move only -2

Longbow and crossbows make 2 life damage at +5

Prices are in Aengles (standard currency)

söndag 6 september 2015

Valor and trolls

So I played a session of "Expedition to Under" yesterday, and I wanted to try out the new Valor-mechanic. For those of you whom haven't heard of this, it is a mechanic where you usually gains an advantage and morale (instead of HP in Aenglum) when you roll a natural 20. Now you also gains Valor when you roll those naturals. hmm, I think I must change this somehow.

Each character got two valors. One is from race and the other from class. The Valors are special attacks that give a little extra something. You can activate these when you reach five valor points.

So in the expedition to Under yesterday I let the players jump into the rolls of five Undertrolls on the warpath. The trolls were jumped by a band of bandits surrounding the small tower where the players had taken refuge.

The five trolls used the stats previously posted on the blog and each one also got a small trait.
We had Bh'ulg whom was the leader, Ashk that were good at throwing stones, he got a valor called meteor swarm which essentily were him throwing many small rocks, and we had a tracker and hunter and one oddity that were the bee-keeper that threw bee-hives on any unlucky bystander. I really need to draw an illustration on that one. :)

The characters (as trolls) made really made short work of the band of brigandes and was last seen hunting them towards the west. Really fun part of the campaign and I must use these trolls for something else in the future. (A grottröj convention maybe?)  

Must tweek the Valors evn tho they worked really good this session.

tisdag 18 augusti 2015

The Musou counter, part 1

I discuessed the Aenglum morale system with a friend and we wanted to add something extra to the mix and spice things up, and so the musou power was born! Ok, I will not steal this name from the dynasty warriors series, that game that only japanese people and myself like.

What is Musou? Well derived from Musou Ranbu, meaning unmatched wild dance. It is a power that is unlocked if battle progresses favourable your way, a special attack that will beat the shit out of the enemy.

In Aenglum, when you roll a natural 20 you get a morale boost and an advantage, not necesarily damage to the enemy. It also gains morale to each ally in reach if you choose. Well, you either take 1d4 morale for yourself or 1 for all, players choice.

So, each class, race and monster will gain a "Valor-ability" - a class/race ability that is locked at the start of each encounter, but can be unlocked when you gain enough moral by natural dice rolls, by yourself or by your allies. It is not that often someone rolls that natural 20 so the cost of unlocking should be around 3-5. Making that choice of taking a d4 instead of beeing solidary that much harder.

When the counter is filled, he/she must choose to unleach the special valor ability during the encounter or it is lost.

examples of 'Valor Abilities'

Fighter  - Hurricane. The Fighter get an attack roll to each opponent within reach.

Defender - Impenetrable move. Make a move (usual distance). The defender get to move through occupied squares and may move any of these targets a square to the side. This applies to any ally in a square to.

Archer - Disrupting shot. Make a normal attack on an enemy. Whether you hit or not the target will be dirsupted and loose his next action.

Priest - A new miracle. The priest regains a spell for the day.

Swordmage - Arcane Strike. The swordmage can add his lvl to both attack and damage for the next attack.

söndag 5 juli 2015

Todays art: A Silent Commision for SF

Sometimes me and my wife cooperate on illustrations and this time around I think we really had it going. This Illustration is a commission for +Simon Forster and I do hope he like it.

Whatever it is I guess you will find out when he release it if he hasn't allready.

tisdag 19 maj 2015

Aenglum culture traits

I have struggled with the human traits for some time but I have it finnaly solved now!


The winterborn sons and daughters, of the cold and dark northern lands, of Aenglum; are the most suitable, without training or difficulty, to adapt to a life of that of a warrior. They are big, strong and hardy in many ways.

The sons and daughters of the north all are used to the long and cold harch winters.
Resist cold +2, Max life at 12 (+/- Con modifier).

Roll Sign/Ability
  1. A friend to the wild, +8 mod to any KAR roll to get a friendly result from an animal encounter. (Natural animals), have a +4 mod on all order rolls.
  2. Live by the sword, Die by the Sword, +2 AV with swords but -1 AV with all other weapons. +2 on saves vs fear
  3. The coldest heart , Resist Cold +4 (instead of +2), Con +1
  4. The Dragon, +4 on reaction rolls vs dragons and understanding the draconic. +1 Will
  5. Berserker – -1 KAR, 1-5 on 20 to go berserk. +1 AV when not berserk, +1 Damage while berserk, +4 on all saves vs fear while berserk, +1d6 temporary CM while berserk. Can each round make a will roll vs Diff 15 to break out of the rage.
  6. Sweihander - +1 STR, gains +1 AV with all two-handed wepons
  7. Man of the Mountain - +1 DEX, +2 on Climb checks
  8. Path of Ancestors - +2 KAR, +2 on any check to hire northman companions
  9. A mind of stone - +1 INT
  10. Hold it! Hold it!- +1d4 CM


Children of Autumn Max life at 10 (+/- Con modifier) 

Roll Sign/Ability
  1. The Spear - +1 Str, +1 AV with spears, CM +1
  2. The Bow, +1 AV/Damage with bow and arrows, and can shoot 20% longer with these.
  3. The Ox, con +1, CM +1, heal 20% faster
  4. The lake (of secrets), +2 save vs magic, -2 on save vs undead, +4 on rolls to comprehend text and code
  5. The Free (of the land), +2 CM, +1 AV with swords
  6. The Mirror (of an old world), +2 Kar
  7. The Watcher - +2 on all rolls for noticing things (eyes and ears)
  8. The Woods - +2 AV with bows, +2 on hiding in woods, +4 on all tracking rolls in woods
  9. The Fey touched- Get a 1st level fey spell.
  10. In waters deep - +2 on Swim check, can hold breath twice as long,


Summerborn +2 on saves vs heat/fire

Roll Sign/Ability
  1. The Guard - +1 AV with all polearms, -2 on save vs magic attacks
  2. The Sands - +6 on rolls to find water, +1 Con
  3. A Dance in Leafs - +1 Dex, +2 hide in woods, +2 on reaction rolls with all animal encounters
  4. The helper - +1 Kar, all healing increased by +2
  5. The Red Anger- +2 AV on all attacks vs undead and demonic creatures. +2 on all saves vs magic
  6. The Secret - +2 Kar
  7. The (Fearless) lion - +1 Will, +2 DV vs undead, +1 vs fear.
  8. The Sun - +1 STR, +1 KAR, -2 on all reaction rolls vs people other than southlings cause of arrogance. +1 AV with swords.
  9. The Cloak - +1 AV with daggers, +2 when hiding in shadows, +1 on climbing
  10. The Emperor - +1 WILL, +1 KAR, +4 on all rolls while hiring henchemen and getting a decent price.