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Ill Gotten Games

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A member registered Dec 15, 2018 · View creator page →

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Thanks so much, friend! We've really enjoyed working on this one. Bunch of supplements on the way

Thanks so much! It was certainly a task. Working within the same engine for a few years has really taught me what's essential and what's just extra stuff that I like, haha. We just dropped a new update on the rules today. Some minor screw tightening, helpful additions, et cetera. 

Hey, folks. We've got a new update to the CRUX: Universal Roleplaying core rules for you. This newest version (2.0) takes a lot of cues from what we've been doing with the one-sheet rules. The process of writing the full basic rules into that format has really given us some insights into the overall system, and we wanted the core rules to be fully compatible with those. It's not drastically different, but here's the major changes:

  • Core Mechanics. We've frontloaded the core mechanics page with the same format that's going into the one-sheet games, so now all the basics are there on one page at the start of the book. This frees us up to explore more complicated/optional stuff in the later sections.
  • Point-buy character creation. We've moved to a full point-buy system for the generic rules, even moving away from suggested ancestries and archetypes. We feel like this is a better fit here, especially because the one-sheets and full setting books (like Coils of Chaos, which is getting a re-work soon too) can come with their own templates and random systems. We're going to add some optional random tables to the back of the book soon too, I think, especially if that's something people want.
  • Streamlined skills. We've cut down on the number of skills, focusing on the things that came up most in the one-sheet builds. However, all those extra skills made their way in as...
  • Advanced skills. We're really happy with this new dynamic. It adds that skill complexity on as player options rather than being integral to the system. (Sure made the sheet layout easier as well, and that doesn't hurt). These work differently from basic skills, modifying a "minimum die roll" of a core skill rather than adding another modifier (and eliminating 1's as auto-failure).
  • Spells. Magic got a massive overhaul, with the spells and system for casting getting a lot of CRUX: Elemental-style streamlining. It all fits on two pages now, but there are more spells included than before. We're really happy with these changes, and it's been felt in our actual weekly games.
  • EXP/Bonus EXP. Advancement has gotten an overhaul. We've opted for the simpler, tier-based table from our dip into CRUX: Elemental, though we've kept the point-buy EXP system on as "bonus EXP." Those bonus points can also be spent on things like affecting your die rolls mid-game, making spell effects permanent, or altering the game's narrative in a "players mastering fate" sort of way.

That's really about it. The more we work with this system, the less it changes, and we're getting closer and closer to our ideal rules. The wargaming rules are next, and things we've learned from playing around with minimalistic CRUX games like Grudge are really going to inform the shape those take. We'll have more on that soon,

- Dutchmogul and the Ill Gotten Games team

We're currently in the process of revamping this system. We think CRUX Wargaming should ideally be different from the RPG rules, so we're engineering a new system that keeps the spirit and is easy to convert back and forth but feels like its own distinct thing. That's happening soon, but for now you can still download these rules. We also realized that, if one wants this level of complexity, they can just, you know, run skirmishes using the RPG rules, so a form of this document may live on (maybe even as a part of the same rulebook, in its own section), as it can provide some useful things like injury tables and scenario generation.

We're currently working on a core dungeon-crawler scenario using the new wargaming rules, and that will be going to our Patreon supporters in October, with the rules (and maybe some print-and-play components) going to our "PDF Wizard" tier as well.


Anyway, more soon! 

- Dutchmogul

We've recently reformatted for A5 for a printing project, and ended up adding a bunch of new content in the process. You can go check it out now, but here's the gist-

  • 36 page A5 formatting
  • New ancestral traits, including Super-Strength and Lateral Preference (left or right handedness)
  • The servo-skeleton cybernetic implant for you sci-fi players
  • An NPC section with a few commonly useful profiles

Hey, dropping by with an update to the CRUX: Universal Roleplaying rules. This isn’t an overhaul or anything, and if you’ve got the previous version it’s still perfectly in line with this and our released products (like Coils of ChaosQuadrivium 1, and Beyond the Copper Doors). Here’s a short list of alterations:  

  • We changed the font. The previous font causes some issues in the transfer to PDF, and took up a lot more room. This opened room for more material and gives the overall product a sharper look we prefer. 
  • Two new ancestries were added: the Goblin and the Revenant, increasing the random character creation ancestry table from a d10 to a d12.   
  • Three new skills were added: AcademicsDomestics, and Larceny. These are “cultural” skills that act as a catch-all skill for common aspects of the culture or sub-culture in which a character lives. (For example, a modern day Earthling might be able to use the Domestics skill to use basic functions on a computer, drive an automobile, or ride a bicycle.) Character generation has been tightened slightly when it come to skills as well, including some example tables for specialty skills. 
  • Skill traits ended up being consolidated to a single page, which opened up some room, so we add an “Extra Flavor” section after Personality. This includes a large matrix table full of character descriptor prompts to help you visualize details of who they are. We also added a variant descriptor-based way of generating your personality scores.   

That’s pretty much it. We’re a lot happier with how it looks and how the random character creation flows, plus the PDF isn’t buggy anymore, which was the driving factor to reformat with a new font in the first place. It’s also more in line with the formatting going into our current project, Twilight at the Bazaar of Tenfold Wonders.

We've launched a new CRUX adventure module as part of Zine Quest 4! It'll be available for purchase here on itch soon, but if you want to grab it at a discounted rate or get a physical version (plus a zine print of the core rules), come check it out!

Just wonderful! Such a huge fan of your work.

Quadrivium #1 has been updated to the final version! If you downloaded it before now, be sure and grab the new PDF, as a ton of content has been added.

Oh, of course. Here you are: https://www.facebook.com/groups/458281904883185

Hey, thanks! I'll start a thread here for that, but most of the activity is on our Patreon and Facebook group as it stands. We need to start a Discord channel at some point, but we've been so busy, and want to make sure its something we can manage before we launch that.

Here's a thread for general questions/answers or whatever else!

Hey, just a heads up that we're offering the print-on-demand version of Coils of Chaos and CRUX: Universal Tabletop Gaming at cost on lulu.com now through Dec 16th! You don't need the universal rules to play Coils of Chaos, but both are 100% compatible.

Hey, just a heads up that we're offering the print-on-demand version of Coils of Chaos and CRUX: Universal Tabletop Gaming at cost on lulu.com now through Dec 16th! You don't need the universal rules to play Coils of Chaos, but both are 100% compatible.

Hey, just a heads up that we're offering the print-on-demand version of Coils of Chaos and CRUX: Universal Tabletop Gaming at cost on lulu.com now through Dec 16th! You don't need the universal rules to play Coils of Chaos, but both are 100% compatible.


Oh! I forgot to give Charlie Hunter props for his amazing sculpts for Dead of the Barrowlands. Thanks Charlie!

Posted a new faction to itch.io: Dead of the Barrowlands.


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Pocket-Tactics is a fast-paced, modular strategy boardgame in which fantasy forces battle for control of a randomly generated hex map. We first introduced Pocket-Tactics as a 3D print-and-play game back in 2012. It's had lots of iterations in the years since and this is the commercial version.

This is a place for fans of itch.io and Pocket-Tactics to discuss everything Pocket-Tactics. 

You can find Pocket-Tactics: Core Set- Legion of the High King against the Tribes of the Dark Forest here.



We will be uploading more factions to itch.io very soon. Thank you!

https://ill-gotten-games.itch.io/beyond-the-copper-doors

Ah, oops. Hah. I see it now. Thanks!

Hey, love what you're doing! We haven't had much of a presence here, but we're trying to get more of our products uploaded. We currently have three items, two of which are already available for free, but I uploaded a 3d printable adventure module (which we normally sell elsewhere) this morning. The item includes a ton of 3d printable models, which I know isn't accessible to people without a 3d printer, but it includes the module PDF in a few different systems and, as with other tabletop RPGs, the miniatures and terrain are really optional, so maybe this could be a useful addition? If so, feel free to add us! https://ill-gotten-games.itch.io/beyond-the-copper-doors

- Dutchmogul

Beautiful! Can't tell you how timely this is. I had dungeon tiles at the ready but needed a quick randomizer for our game tonight. Thanks for everything you do! Our table really benefits from your work.