mercoledì 10 settembre 2008
FREE HACK Issue One is available
The first issue of FREE HACK, a webzine focusing on Ganesha Games products, is available as a free download from http://www.lulu.com/songofblades
Soon it will be available also from www.wargamedownloads.com
giovedì 21 agosto 2008
Adrenaline First Batrep
A first battle report from France, 2 players, with pictures and 3D terrain based on a map I sketched... http://usagi3.free.fr/spip.php?article573
domenica 17 agosto 2008
Invisibility spell as requested by playtesters
Invisibility 30 pts
When this spell is cast, the magic user becomes invisible. The invisible character cannot be targeted by any ranged attack and automatically gains a +2 Defense bonus against any target, unless the target has the See Invisible special ability.
In hand to hand, all attacks against the character are wild actions. The invisible charcter attacks normally and automaticaly gains surprise on his first attack (the first time he attacks one target).
Invisibility ends whenever the character is hit or when he rolls a failure on any Initiative roll. Dispel magic can destroy Invisibility.
A character may render an invisible character visible by raising dust. If dust is raised, or if sand or flour is thrown in the direction of the inviisble character and he fails to defend, he becomes partially visible and can be hit by ranged attacks rolled as wild actions. A partially visible target doesn't enjoy the +2 to Defense anymore. If the partially invisible character moves through water, he can spend one action to clean himself up and gain Invisibility again.
When this spell is cast, the magic user becomes invisible. The invisible character cannot be targeted by any ranged attack and automatically gains a +2 Defense bonus against any target, unless the target has the See Invisible special ability.
In hand to hand, all attacks against the character are wild actions. The invisible charcter attacks normally and automaticaly gains surprise on his first attack (the first time he attacks one target).
Invisibility ends whenever the character is hit or when he rolls a failure on any Initiative roll. Dispel magic can destroy Invisibility.
A character may render an invisible character visible by raising dust. If dust is raised, or if sand or flour is thrown in the direction of the inviisble character and he fails to defend, he becomes partially visible and can be hit by ranged attacks rolled as wild actions. A partially visible target doesn't enjoy the +2 to Defense anymore. If the partially invisible character moves through water, he can spend one action to clean himself up and gain Invisibility again.
giovedì 7 agosto 2008
Welcome to the Adrenaline combat game blog
Adrenaline is a fast tabletop game where every player controls one character. Here are a few features:
genre: universal combat system
play style: multiplayer (better with 2-4 players), each player controlling ONE character, divided in teams or in a free for all according to scenario being played; the rules let you fight "cinematic" battles like we see in movies. The game has been inspired by repeat viewings of Matrix, Wanted, a lot of Wuxia films, Pirates of the Caribbean, Big Trouble in Little China, anime, various superhero movies, and other "over the top" action films.
Dice: the game actions are based on a d12 roll-under-your-stat system, but players also use colored d6 to bid/modify their stats secretly. Each player needs 1d12 and 4d6 in 4 different colors (one red, one blue, one green and one white)
actions: Character can either perform a safe action (just one action with no activation die roll needed) or multiple actions (requiring multiple dice rolls). Potentially a character could perform ANY number of action in the game.
point system: characters are created with a "build your own" point system
detail: the game tries to find a balance between detail and speed of play. There is no bookkeeping, but you have individual effects for different weapons, the d12 based combat system is granular enough to allow for stuff like hit location (your bid on the white die tells you which part of your body you are attacking or defending), and damage effects range from pain to knockdown to stun, knockout, amputation, kill etc. Different weapons have diferent critical successes and failures.
duration: a game lasts around 15 minutes times the number of players
maps: Adrenaline is all about interaction between characters and the terrain. For example you can pick up stuff and use it as cover, improvised weapons, to distract the opponent, to create dust clouds, you can blow away pieces of cover with spells etc. Think "Jet Li" movies and you won't be far... in Adrenaline, there is no measuring at all, movement depends on what the characters can do and how they interact with the map.
Ganesha Games will produce scenarios as printable maps with associated rules. Of course you can play on traditional terrain if you have it, or go to Kinko's and print out the scenario maps
The Adrenaline Promise: if you need a specific rule for a character, Ganesha will write it in a week's time and publish it here on the Adrenaline blog. After some time, the rule will be made official unless it is "ostracized" by other players.
More about all of this later as playtesting starts!
genre: universal combat system
play style: multiplayer (better with 2-4 players), each player controlling ONE character, divided in teams or in a free for all according to scenario being played; the rules let you fight "cinematic" battles like we see in movies. The game has been inspired by repeat viewings of Matrix, Wanted, a lot of Wuxia films, Pirates of the Caribbean, Big Trouble in Little China, anime, various superhero movies, and other "over the top" action films.
Dice: the game actions are based on a d12 roll-under-your-stat system, but players also use colored d6 to bid/modify their stats secretly. Each player needs 1d12 and 4d6 in 4 different colors (one red, one blue, one green and one white)
actions: Character can either perform a safe action (just one action with no activation die roll needed) or multiple actions (requiring multiple dice rolls). Potentially a character could perform ANY number of action in the game.
point system: characters are created with a "build your own" point system
detail: the game tries to find a balance between detail and speed of play. There is no bookkeeping, but you have individual effects for different weapons, the d12 based combat system is granular enough to allow for stuff like hit location (your bid on the white die tells you which part of your body you are attacking or defending), and damage effects range from pain to knockdown to stun, knockout, amputation, kill etc. Different weapons have diferent critical successes and failures.
duration: a game lasts around 15 minutes times the number of players
maps: Adrenaline is all about interaction between characters and the terrain. For example you can pick up stuff and use it as cover, improvised weapons, to distract the opponent, to create dust clouds, you can blow away pieces of cover with spells etc. Think "Jet Li" movies and you won't be far... in Adrenaline, there is no measuring at all, movement depends on what the characters can do and how they interact with the map.
Ganesha Games will produce scenarios as printable maps with associated rules. Of course you can play on traditional terrain if you have it, or go to Kinko's and print out the scenario maps
The Adrenaline Promise: if you need a specific rule for a character, Ganesha will write it in a week's time and publish it here on the Adrenaline blog. After some time, the rule will be made official unless it is "ostracized" by other players.
More about all of this later as playtesting starts!
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