Skip to main content

Indie game storeFree gamesFun gamesHorror games
Game developmentAssetsComics
SalesBundles
Jobs
TagsGame Engines

n4tune8

27
Posts
23
Followers
34
Following
A member registered Jun 10, 2020 · View creator page →

Creator of

Recent community posts

Do you have a page preview?

On page 6, in the Leveling Up table, I think the 3rd Archetype should be Ranger.

Thank you very much!

Thank you Matt for the map. Do you have one with numbered locations (corresponding to those in the Omnibus)?

OK, I hoped you had an easily editable Word document or something like that. Nevermind then, I think I will try to export the PDF to Word. It doesn't give great results but it is at least easy to edit. I think I can also use LibreOffice Draw to edit the PDF directly.

This is incredibly useful. Would you consider sharing the source file so that we can add/remove our own monsters or change the stats to our liking? Thank you regardless.

Merci pour la traduction Dufius.

Thank you for the free adventure Yochai! Now I'm wondering which adventure is CAS 1...

Why did you remove Boots in the newest update? I thought they were a good idea.

I went back and reread both... there are many things that can't be ported easily to Cairn. The compendium classes would have to go. Everything that requires a "discern reality", or a +INT (or +WIS for perception) roll is hard to translate because Cairn doesn't have an intelligence stat or perception mechanism - it relies on player intelligence and description of their actions.

That's a bit of a problem with Cairn: with so little rules, most of the supplements can only give advice instead of hooking into the system.

Glad to see this is still alive! I'm wondering how much effort it would be to make a Cairn compatible edition. The HP and Armor work the same way (same spread of values), there are just no 'moves' in Cairn.

Thank you for the recommendation. I just read it, but I still prefer my (very simple) system above, which works as well for attribute checks and "thieves" skills (which can actually be attempted by anybody, thieves just get a bonus).

Thank you. Which one did you use for the example characters in the video?

I also decided to go full "d6" and use 2d6 for saves. TN of 10 for "normal men", lvl 1 clerics and magic users, TN of 9 for lvl 1 Fighters and Thieves, decrease that TN by 1 at even levels. I know you don't use attributes, but I use them and add their bonus (-1 to +1) to the roll for appropriate saves.

As for critical hits, I'll use the following: Against living opponents, edged weapons deal double damage and blunt weapons stun them for 1 round.

Hi Chaoclypse,

Which table do you use for your characters' backgrounds? Also, do you have a previous version with the effects of critical hits and fumbles?

Thank you!

Hmmm, I'm thinking this would go well with Lilliputian - adventure on the open seas.

Thank you for sharing this!

Did you ever finish the Foraging and brewing system? I would love to see it.

I'll quote the text from the Sigil magic page to answer this:

"Characters can learn a number of magic sigils of any type equal to their PER. At first, learning a core sigil (first column) lets them cast a single spell (second column) even if they don’t know any expression sigil (first row) yet. As they progress, they can combine core and expression sigils to cast various spells, further modified by enhancement sigils."

Now, how they get their sigils is decided by the Referee. Are they found, do they research them... you decide.

Ok, so you learn one or more sigils and those give you access to specific spells.  You need to learn at least one core sigil. Let's say I know the sigil of Earth - this gives me access to the Hold Portal spell. If later I learn the sigil of Focused Intent, I get access to the Stone Ram spell. Later, I learn the Fire sigil, giving me access to Produce Flame and Burning Hands (since I already know the Focused Intent sigil)...

So the sigils themselves do not have an effect, they unlock spells that you can use.  Well, Enhancement sigils modify the spells, acting like metamagic in other systems.

Because of Sigil magic: it's a 9x11 matrix. But honestly, I was always tempted to put 100 spells and see if anyone would notice that one of the spells was not available by using sigils.

Exactly! It lets them cast in armor without penalty. 

Aiee! Get well soon Jason and thanks for the reply. I (obviously) started hacking the game as soon as I got hold of the Word file (thanks for that by the way, really appreciated. I should do this for my own game!).  I added an ability penalty for each Decay (had to change some of them to spread the love among all stats and to fit on a single line).

Decay

    1. Solid black eyes (-1 WIS)
    2. Rattling shiver (-1 DEX)
    3. Shedding dust (-1 CON)
    4. Translucent skin (-1 CHA)
    5. Forgetfulness (-1 INT)
    6. Constant tinnitus (-1 WIS)
    7. Gangrenous flesh (-1 CON)
    8. Putrid stench (-1 CHA)
    9. Rigor mortis (-1 DEX)
    10. Pulsating muscles (-1 STR)
    11. Flayed limb (-1 STR)
    12. Hallucinations (-1 INT)
    13. Black veins (-1 CON)
    14. Sleeplessness (-1 INT)
    15. Gaping wound (-1 CON)
    16. Tears of blood (-1 WIS)
    17. Maggots (-1 CHA)
    18. Frost-rimed (-1 DEX)
    19. Scuttling beetles (-1 CHA)
    20. Numbness (-1 STR)

    It's a beautiful game, but what really impresses me is what you were able to do in Google Docs. Google should showcase your work!

    Just a question: what do the bolded attributes for each background do? Why does the Noble have 6 and the Outcast none?

    Jason, I don't know how you keep releasing such great games, but this one is really something. The devil is in the details, and there are plenty of small things that make me want to play the hell out of this... and I have never even touched a souls game ever.

    Merci Jeepee pour la traduction française.