SamuKata
wizardthieffighter
wizardthieffighter

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Double Milestones: 150 patrons and $400. Gratitude is in order!

Ladies. Gentlemen. Humans. It feels like just yesterday when I was flabbergasted that we'd reached 50 patrons, 100 patrons, $100 dollars, then $200 dollars. You're starting to really make me feel like the #UVG has legs and we'll get something cool and epic out of this game!

So I've been pondering how to say thanks, wows, surprise.

I thought about launching a WTF discord ... but that'd be a distraction.

I thought about revealing the tarock deck ... but that's not finished enough.

I thought about posting a teaser from update 15 (writing's done and needs just two more new pieces of art).

I thought about sharing the KS and book news ... but there's still some exciting words to be had there.

I thought about making bonus art ... but I've got the regular art to finish.

So in the end I decided to share the teaser of something that I've been working on in the background for years, but that's really starting to take shape now, particularly in response to questions about the trpg ruleset that underpins my games in the UVG.

Here is a teaser for WizardThiefFighter Skeleton — my science fantasy heavy metal non-sense joy machine.

Thank you patrons!

Double Milestones: 150 patrons and $400. Gratitude is in order!

Comments

I have a large chunk of it already written, and it'll be ready to share by mid-late August. Around the same time as the last update.

WizardThiefFighter

When do we get to see the final thing? This seems like the golden ruleset for running UVG!

For the curious, here’s a draft example of a series of abilities (probably for a thief). Rider on the Storm ——/—— 0. Rider E: You know how to ride. Like, really well. 1. Love Your One A: You can imbue your steed with part of your own vital essence, creating a powerful bond and a mighty steed. E: Imbue your steed with up to five stat or hit points, it gains 1d4+1 stat or hit points for every one you imbue it with. Ex. imbue an elephant with 2 hit points and it gains 2d4+2 Strength points. 2. Into This House We’re Born A: You belong to a great house from Long Ago that has fallen to decay and despair. Your house has an accursed pact with a watcher in the wastes. E: You can call upon your watcher to give you strength, doubling the result of your next roll. You must re-roll your next successful saving throw. 3. Dog Without A Bone A: You’ve been traveling so long, you don’t remember where you’ve been, can hardly recall what you’ve seen, but the road, you know the road. E: You always successfully forage for supplies for yourself and your steed (long period). If you take a short period, you can always check for supplies. 4. Killer On The Road A: You are absolutely devastating in road combat, whether charging with a metal steed, ramming with a death rig, or struggling on the roof of a skeleton train. E: Advantage to attacks on the road. 5. Brain Squirming Like A Toad A: Your brain is not quite human, beaten and burned by the winds of limbo and molded by the infinite roads between worlds. E: Spells and magics that affect humans do not affect you, your brain counts as a monster’s brain. You may suffer disadvantage in regular society. 6. Take A Long Holiday A: You can take a long holiday. E: You play a different character for at least one session, but experience still accrues to your rider. 7. Give This One A Ride A: With a wink and a nod, any traveler will let you tag along, unless you give them an obvious reason to distrust you. E: You have advantage on social checks with other travelers and vagabonds. You really know how the road works. 8. Take Them By The Hand A: When you help people, they come to trust you instinctively. E: After helping somebody, you subconsciously charm them, and they become friendly towards you (unless you’re obviously being threatening). This works pretty much like the Charm spell. 9. The World On You Depends A: When you help people, you really help. But some twisted doom always seems to follow. E: When protecting or directly helping someone, you can roll with advantage. Every time you roll with advantage in this way, you gain a doom die (d6). You can apply your doom dice to yourself or to whomever you helped. At the end of a short period roll your doom dice. 1 = something horrible, permanently scarring happens. 2–3 = something painful and sad happens. 4–6 = something eerie and unsettling happens. 10. Our Life Will Never End A: The storm has made you its own, eating your soul, absorbing your personality and the memory of your body. Sure, this seems like a blessing now. E: If you are killed, you can be revived if you are exposed to a lightning storm on a lonely mountaintop. If your body is destroyed, you can be restored to life if a suitable shell is substituted. Every time you are restored this way, another small part of you is lost for ever, as you become more and more an avatar of the watcher in the wastes. 11. Storm Rider A: You ride in a halo of crackling lightning. E: You and your steed gain immunity to electric damage and are surrounded by a crackling static field that deals 1d6 points of damage to creatures touching you. Spell level 1. E2: You can cast storm rider for free once per long period, while mounted.

WizardThiefFighter


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