Roleplaying and GM notes mostly in Gloranthan context
a software development leader, currently working at Elisa as Head of Software Product Development, Smart Energy Solutions. As a secondary occupation a Principal Consultant at Kohilleen Consulting - RD leadership consultancy business.
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Working in large scale agile software development and architecture are close to my heart and practiced daily. Large scale here is anything involving dozens of teams working for the same release.
Continuous integration as a cornerstone of making agile development feasible and to help keep the rhythm has been in my focus for quite a bit.
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Combat Style is a combination of weapons that a culture or organisation trains to be effectively used together. Combat Style usually include one or much more rarely more than one Combat Style Traits. Combat Style Cards are quick reference cards which show examples of such styles together with weapon statistics and how this combination of weapons interacts with Combat Special Effects. At the start of this document there are indices showing what styles are used in what areas and what organisations etc. Pick a combat style from these for your character or NPC and use this as a quick reference during the game.
There is a table of content by area and table of contents is clickable so one can easily reach the combat style wanted.
This encyclopaedia contains following parts
table of contents for encyclopedia
combat style traits list
Combat style indices to browse by different ways for inspiration
Styles by kind
Combat Style Traits by kind and combat styles used
Combat Style Traits by area and combat styles used
Weapons and Areas and Combat Styles where they are used
Combat style traits and combat styles which use them
Combat styles by kind and area
Areas and their combat style cards
These will now update always together and you will know the latest version by the date in the cover.
Separate combat style card files in the folders will be phased out.
Combat Style Cards aim to give players (and GMs) an easy way to access all the special effects and other info associated with their weapons and combat style at a glance.
There are some very nice sword and sorcery scenarios and additional tools material available from the stalwart Old Bones. Many of them are placed in Tozer, an area that can be readily transplanted to most any Sword and Sorcery campaign.
I created combat style cards for the 30 currently existing combat styles in those publications.They are of course indexed as the already existing styles. They include also couple of nifty Combat Style Traits that I will add to the encyclopedia of Combat Style Traits soon.
Well – obviously he/she is not unladen if she/he has a backpack full of loot and rations unless he/she/it is very strong.
Few player characters always want to use the toughest armor they can find and it can be tough to figure out how that affects the speed that they can walk, can they even run, how about jumping over that ravine. Can they even move at all. How much do their skills suffer. What if they are wearied from Fatigue. What if they drop the leg braces and the backpack. What if they enter jungles of Monster Island. How about if they drop the armor altogether and keep just the weapons or some of them. What if they roll a critical on their athletics while doing the move.
Now there is a version of FES calculator that combines the RAW rules, Monster island jungle rules and all the movement related rules from the RAW to calculate all of this.
It makes it much easier to see all the effects that encumbrance, terrain and fatigue make. The aim here is to make movement speed also count – when escaping One-Eye the Carnosaur you do not have to be the fastest but faster than 2-4 of the slowest ones. You should also be make the hard decisions what to drop to escape easily from game mechanics point of view.
The encumbrance and fatigue can make drastic changes to the speed and skills. This tool aims to help the use of them to support the game session.
The calculator handles the movement rates from 3-8, armo penalties from 0-29, athletics skills from 0-120 and swimming skills from 0-80. Why these limits – well it turned out to be way more convenient to calculate and test the movement rates outside Excel in Python and these are the limits I chose for a starter. So there is a data sheet of 250.000+ lines generated with excel and this makes the Excel a medium sized beast for the computer. Might work on that later… The version probably requires a recent version of Excel as it uses some formulas that might only exist in Excel.
There are few things one needs to input
Select current fatigue level from a list
Select whether armor is worn or not
Select all the equipment one wants to either wear or carry from the list
After these FES carries out the calculations and creates a table for results
The colors yellow and various shades of red indicate something to note about the effects.
There are four columns for different scenarios: Fully loaded, Without Backpack and the similar ones for Fully loaded in jungle and without backpack in jungle.
After filling out the FES – you can save a copy for each player character and start using it. During the scenario – when fatigue, speed or encumbrance matter – change the fatigue level and select whether you wear armor or not. If you are not satisfied with the numbers – drop or add equipment by adding or changing the item count number of each individual line you want or need to change in the equipment list. Only the orange fields are meant to be changed.
This will evolve with feedback plus there are already things in the roadmap for supporting combat styles etc on this one.
If you find mistakes or improvement needs please do not hesitate to contact.
Mythras Encounter Generator (and its previous branding) has been in existence now for about 9 years – since 2013. I wrote my first post about it in September 9, 2013 and it had been in existence a few months before.
MeG has generated 649 256 NPCs since the early days.
To ease the work of hard working (and lazy GMs) in Mythras Mythras Encounter Generator can now generate more Cthulhoid creatures… Here are the next part of MeG updates for Weird of Hali. Just ten more of the Weird of Hali creatures remain without statistics in MeG – will be rectified in near future.
This update contains nine cthulhoid beings to generate
The new Destined supplement for Mythras is full of interesting material. There is one new special effect there that could be added optionally to your normal special effects. That effect is Distract and it has been added to the normal special effects charts. It is similar in tone to Press Advantage but it is different in tone and has a different tactical effect when Press Advantage is not useful.
Its selection is now in both of the visual (mind map) style sheets and also to the normal Offensive/Defensive Special Effect quick reference sheets.
Progressive Folk Magic provoked a few questions both in live play and in reddit and I added clarifications based on some of those in the new version of the Progressive Folk Magic V1.1. The mechanics themselves are not changed.
“You could constrain Progressive Folk Magic so that one can only buy a spell if one has the right level of folk magic skill already. Each level of the spell after initial purchase should also be considered a new deeper level spell for buying or accessibility purposes (who teaches it). You may need to buy them in order.“
Folk magic is described as petty magic available usually to most folk. This has led to design decisions that folk magic spells in RAW are ‘fixed’ in strength and placed low in the ladder of magical strength. It can also be stronger like it was in history of the game. If you want variable folk magic spells from AiG you could use these rules. To keep the relative strength of the magic systems aligned the spells variability is controlled by the Folk Magic skill level required and INT required.
Bear in mind that this makes the folk magic spells significantly more powerful (and also weaker in the lower end of intensity) and take this into account on your campaign’s magic levels.
You might also want to constrain the intensity attainable per spell to certain cults and/or cult levels. So for example Healing intensity 1-3 are available to everybody and Healing 4 to shamans of any cult. Healing intensity 5 or higher is only available to Healing cult or Healing Cult’s Priest level. If you use progressive version of the spell it replaces in its technical effect the RAW version.
Caster does not have to use full intensity available.
The spell table shows how each of the spells are modified by intensity. Those spells not on the list stay fixed as they are.
With this system for example:
Bladesharp adds dice bonus to blade weapon damage. Only dice bonus is magical. For example intensity 4 would give +1d4 added damage and cost 4 MP. It would require 61% in Folk Magic skill and at least 10 INT
These rules distilled from AiG are used with permission and are slight modification in presentation from the original.