These might be things such as “Slave at The Wheel for 15 years” or “The Exiled Heir of Skeldenland”. Hooks are roleplaying tools that describe something about a character’s history or story. ![]() You also have 3 secondary stats, derived from the attributes above: Vitality, Resolve, and Sanity. Vitality is the amount of damage your poor body can take before calling it quits Sanity ditto, but for the mind (this being sword-and-sorcery, there are plenty of Eldritch Horrors out there to be seen!). Resolve is used as measure of your conviction and will, and is used for the Social Combat presented in the Combat chapter.Īfter determining these, we jump into writing our Hooks. You won't find elves or dwarves as options here, though they wouldn't be hard to add: this is human-centric all the way. The stats are pretty much self-explanatory, and will be used both for stand-alone tests, as well the basis of cost for your skills and a part of your Target Number determinations. Your character starts with 45 points to put in 5 Stats: Brawn, Quickness, Toughness, Wits, and Will. It’s a very simple system, intuitive and easy to pick up within minutes. This is usually just framed in general terms from the Game Master in normal play, but becomes very important in combat (more on that later). If I need to make a TN of 14 and I roll an 11, I have 3 “degrees” of success. The more degrees of success, the better your success is. The reason this is a “degree system” is because success is counted in the number you roll under your TN. Rolling a 2 on the 2d12 is a critical success a 24 is a critical failure. If I roll a 14, 15, or any number higher, I do not). The Target Number, or TN, is determined by adding in the relevant Stat + Skill, plus or minus any modifiers.Įxample: I attempt to utilize my Diplomacy skill on some drunken, bloodthirsty caravan guards. My Wit stat is a 9, and my Diplomacy is a 5, giving me a TN of 14. SS&S uses the 12° System, which has seen use in other Rogue titles such as Colonial Gothic Revised and Thousand Suns. To resolve actions, one roll 2d12, and tries to roll under a Target Number (TN). ![]() I’ve been working on a setting melding Earthsea with The Odyssey and the work of some of the fantasy authors aimed above, and so was quite interested in a game that names many of those authors in its “Appendix N” at the back. ![]() This is human-centric, slightly pulpy fantasy, in the best vein of Robert E. The cover is a glossy, red-and-black design, with the silhouette of a mounted warrior. Shadow, Sword & Spell is technically the “Basic” game an “Expert” book, for ruling kingdoms, epic-level magic, etc., is due out in 6 month’s time, but the book definitely feels like a complete game. ![]() The paper used in the print product is of good quality, with a slightly antique look to it (at least in my printing). Let’s see how well it does in each of those goals.įor starters, this is a 142-page, digest-sized book, available in print and pdf. As mentioned above, the print + pdf bundle is $12.99, but the pdf alone is available from sites like RPGNow for $6.99. This game is designed with an eye towards pulpy, human-centric fantasy, with easily learned rules and a low price tag ($12.99 for print and pdf). Recently, I had the opportunity to play and review the newest role-playing game from Rogue Games, Shadow, Sword, & Spell (SS&S).
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