Tonight's game was with a smaller crew than we're used to, yet it was quite eventful! It turned out to be a super long play report, so maybe grab a cup of tea before you dive in. :) Characters: Belina the (mutant) printer [Jackson] Barbarus the aspiring chicken farmer [Also Jackson] Roxanne the wrecker [JT] Cecilly the acrobat [Alex] The session started with some upkeep / long-term plans. Cecilly is rounding up acrobats, jugglers, and other performers in a scheme to establish a sort of street performers' union backed by the protection of the Stone Cats. She found a few acquaintances willing to join if the Stone Cats established their reputation a little more solidly (Roxanne: "So we're a clown gang now?"). Work was also done to take control of the Belltower, former hangout of the Blind Vipers and crossroads of two inter-building bridges, where Cecilly hopes to establish a sort of soft toll checkpoint. The resident old bell-keeper resignedly sighed and
My players requested an animal trainer profession. One thing led to another, and I wound up making a table for dog breeds available in the marketplace. I'm planning on using James Young's mechanics for animal training ( link ) with a couple tweaks, since they seem super cool and please my programmer heart. Fair warning, I haven't playtested this yet so my approach could be way off base, but I wanted to post before I wandered off and forgot. Also, I am no expert on dogs, so my apologies if any of the below info is off. Dog base instincts: Obey 1 Chase 2 Protect/bark 2 Survive 3 Play 2 Personality : +1 random instinct Dog breed : roll 3d6 for more typical adventurer pups, or d20 for any. Whatever entry you roll, the adjacent two are also available for purchase here. x is the quality rating. Gets +x to the instinct listed for that breed (including non-standard instincts). For reference, in my system 5-6 is the starting grit and move for humans. Max trained move is 9
Are you interested in chickens? Are your players interested in chickens? If not, this post holds nothing for you. If, like me, you have players that inexplicably gravitate towards farming in your sandbox games, you may find this post useful. Last session the party began setting up a rooftop chicken coop as part of their gang territory, to turn a profit and keep the gang fed. They plan on periodically expanding the flock, so I threw together some breeds to make the buying more interesting. Except I went overboard on this minor aspect of the game, as usual. :P I used half index cards and sketched the 20 breeds for reasons. Chickens have two stats, LAYING and MEAT. LAYING indicates how many copper a day you earn off their eggs. MEAT indicates how many silver a week they make (cash in on Sundays). It's all a bit abstracted in an odd way, but since sessions average 1-2 in-game days, I had to step up the timeline to make it worth it. I'm only making two breeds available for pu
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