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tundalus

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A member registered Jun 15, 2019 · View creator page →

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Hello! There is a patch coming tomorrow that will address a lot of the typos and inconsistencies, so I recommend you redownload the PDFs after that! 

Thanks very much for checking it out, and I hope you and your group enjoy it! 

Some pieces are my edits or variations on public domain pieces. AI was not used in any capacity. 

Aaron Lawrance is responsible for the cover art and some interior pieces (the Marauder, the knight at the start of the Callings chapter). The rest is public domain art.

Hi, there are actually a couple pages about running the First Day that I forgot to put back in. Thank you for bringing this to my attention, I will add them to the document in the next hotfix!

In general, if players are running multiple characters, they do bring all of them into combat and control all of them. Level ones can only make weapon attacks and take default actions, so it gives everyone a chance to practice using the fundamentals of the game before the other layers of complexity kick in. 

Drat I forgot this one XD

Kudos to you- I've also moved between career paths before, and I've worked in logistics too! I'm glad the game spoke to you, and thank you for the post!

Thank you! There will be a small hot fix tomorrow to address the typos, so you may need to redownload your PDF :)

Metal 🤘

Thank you! Long time coming, feels good to share it. 

Also, the cage of talking firebats on a stick is amazing 🔥 sounds like a fun campaign 

Thank you so much for your review! I really appreciate your feedback and hope you will get a chance to check out the new version, coming soon!

By the end of the year, hopefully! So I can say merry Tres-mas in my post.

Yeah actually my life situation changed big time over the summer, and I've had time to work on it steadily. Playtest Version 2.0 will be a big overhaul of core systems. It will retain use of the d20, but attributes, skills, fatigue, effort and other derived stats are all being retooled. There are full procedural rules now for governing the four timeframes of play (combat, dungeon exploration, travel/camping, and stronghold turns). The combat system has been reworked in a number of important ways, too, with a three-action system to clarify and simplify turns, a new peril system to create escalating tension in combat, reworked conditions to speed the game up, and a lot more. 

I'm most excited for the introduction of Sparks and Shadows, effects that illustrate check successes and failures to give players and the Judge more narrative control and variability than simple pass/fail or success/great success/crit success. It's a simple system, but elegant, and the people I've tried it with like it a lot. 

In general, the game is moving away from "Old School/New School Smashed Together," and more toward a "Old School Playstyle/New School Mechanics" arrangement, dispensing with a lot of nostalgic but ultimately ineffective nods to the past (like score/modifier, for example).

Contradictory, definitely! Two great tastes that go questionably together. It's a wacky experiment and I never expected it to find an audience, but I'm happy to learn there are others like me! New version is coming soon, keep an eye out :) 

Hello! Sorry for the late reply. Yes the game is still being worked on, though I do operate on ADHD time. 😁 All the recent events tactical ttrpg world have lit a fire in me to get the next update out soon, and it will be a big one!

Hi! Monster creation guidelines will be added in the next update, v1.21, coming very soon! There will also be a few more monsters added  

Hi Morgan! Thanks for asking- peasants can do both of those things! The new versions mentions maneuvers but fails to specify the opportunity attacks, so thanks for bringing that to my attention!

Thanks for asking and for checking out the game! :) To use an action, you must be wielding an implement with a matching keyword. So Melee/Conjury actions could be used as either a melee action with a melee weapon, or a conjury action with a conjury weapon. To improve clarity, the language is being revised in the next version to "Melee or Conjury."

Thanks for asking! It's a turn-based combat system, you have a pool of d10s that you spend to perform different actions on your turn, and you can also bank them to perform reactions in response to triggers outside your turn (like shielding yourself from an attack). There are rules for taking cover, area-of-effect attacks... the usual for tactical combat. And the combat takes place on a hex grid.

The game has complete rules for skirmish combat, that is, ground combat between small groups of characters. It has a less fleshed out ruleset for starship battles based on the same system as ground combat, and starship battles also use a hex grid. Hope that clears things up! 

Thank you! There's still a long way to go, but I'm getting lots of great feedback.

i get what you mean- the PDFs are bookmarked if that helps at all!

thank you so much! maybe you can homebrew your own initiative system. it would be a little tricky, because the structure of the combat round ties into a couple other systems, like Peril, but I bet you could make it work. If you do, I'd love to see it!

Thanks for giving it a look- yeah VTT is something I have no experience with, but I'm eager to learn, it seems like a must for a game like this!

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Hi all, the free playtest version of my rules-medium tactical TTRPG is out!
https://tundalus.itch.io/trespasser

Trespasser is a game about peasants-turned-adventurers carving out safe refuge amid the long collapse of their dying world. Designed for player-driven, sandbox-style campaigns of survival and dungeon crawling, Trespasser borrows themes of early tabletop and pairs them with a robust tactical combat system inspired by 4th Edition Dungeons & Dragons. If you admire the principles of old school gaming but also enjoy picking character options and pushing miniatures around a grid, Trespasser might be for you.

Trespasser: Dark Fantasy Tactics