Thursday, December 20, 2018

"Dungeonpunk"

Pure dungeon crawling, without any greater metaphor or metaplot, in the largely unexplored land of Greymoor at the very frontier of the known world.

Dungeons are either apocalypse-derived ruins of ancient kingdoms, or semiliving intrusions from the nightmare realms. (13 the Age, the Nightmares Below.) Or both.

Wednesday, December 19, 2018

The Moxie System

Moxie System

Character Generation

Name/Species/Description: Make it up

Belief or Goal: Your character's reason for doing stuff.

Each character has four Attributes — numbers that describe his or her basic abilities. These are Muscle, Moves, Wits, and Moxie. Muscle is simply how strong a character is. Moves includes speed and coordination. Wits is just what it sounds like; intelligence, knowledge, that sort of thing. Moxie is how "pushy" your character is. A character with lots of Moxie has a lot of nerve.

Assign the scores -1, 0, +1, +2 to your four attributes.

Hits: Roll 1d6 and add 6 to determine how many Hits you can take before you Fall Down.

Universal Damage Die: 1d6
___________
Actions

roll 2d6, add modifier
Advantage: roll 3, drop the lowest.
Disadvantage: roll 3, drop the highest.

2-6 Oh No!
7-9 Partial Success/Failure
10 + Success
13+ Critical Success

(With DNA stolen from Steve Jackson Games' TOON)

Nembeth: Prologue

In the seaport city of Nembeth, in the maze of alleys and crumbling brick just east of the docks known as Lowtown, a girl with red hair cut close and ghost-blue eyes carries a sharpened blade and a quickened spell at the ready. One must always be ready to survive in a city of thieves.

The Enigma Protocol Chapter One

The Enigma Protocol Chapter One In which our heroine infodumps the premise.     Stop me if you've read this one before...     There is a...