Wow. Time sure does get away. I have neglected any updates here.
Despite not posting material here, I have still been a little active. Family gaming time has not been as often as I would like. Summer movies have been on the agenda lately instead of gaming... anything to get out of our hot little house for a while (no A/C = cranky family, but we save a lot on bills). Still, I have been writing material here and there for the BFRPG game. I have put together updates for the Quasi-Class Supplement, adding Sages and Bards to the BFRPG game. I have moved the sub-classes (non-quasi classes) into another supplement called, "Additional Fighting Sub-Classes" (detailing a Gladiator/Duelist, Alt-Ranger, Knight, and Thug (thief subclass this time).
Also, I have been playing in a Play-by-Post game hosted on the BFRPG forums. It has been my first time to participate in gaming this way, and I have to say that it still is very fun... albeit it moves along so slowly. Each day I look forward to what the others have done/said.
Cheers!
Tuesday, July 26, 2011
Wednesday, May 25, 2011
While I haven't posted about it, we have managed to play a few times through the last several months. Sometimes with guests, sometimes just with my kids, and tonight... I actually got my non-gaming wife to participate.
She started off in a very un-interested attitude, which actually started to get me really frustrated. My kids characters decided to make a trip through town (actually the Keep of the "Keep on the Borderlands", which did not help her get into play mode. After several frustrating minutes trying to get a little role-play interaction with my 6 year old son buying a set of platemail for his faun fighter, I rushed the group out to the caves of chaos... I knew I had to make some things happen for my 'first time playing' wife.
Anyhow, they head into the B Orc Cave and I have a little bit of fun creeping them out with the wall of skulls, especially when they only briefly notice that one of the heads is suddenly missing (the orc guard who has his head through the wall ducks out to notify guards). This is when my wife starts to actually take notice of the game... and the combat begins. I get the feeling that my wife actually had a good time at this point...
We had to wrap things up then, but I had fun and I don't think I will have nearly as much trouble getting my wife to play again next week on our 'game night Wednesday'.
Basic Fantasy Rules for simple game play... another introduced to gaming.
She started off in a very un-interested attitude, which actually started to get me really frustrated. My kids characters decided to make a trip through town (actually the Keep of the "Keep on the Borderlands", which did not help her get into play mode. After several frustrating minutes trying to get a little role-play interaction with my 6 year old son buying a set of platemail for his faun fighter, I rushed the group out to the caves of chaos... I knew I had to make some things happen for my 'first time playing' wife.
Anyhow, they head into the B Orc Cave and I have a little bit of fun creeping them out with the wall of skulls, especially when they only briefly notice that one of the heads is suddenly missing (the orc guard who has his head through the wall ducks out to notify guards). This is when my wife starts to actually take notice of the game... and the combat begins. I get the feeling that my wife actually had a good time at this point...
We had to wrap things up then, but I had fun and I don't think I will have nearly as much trouble getting my wife to play again next week on our 'game night Wednesday'.
Basic Fantasy Rules for simple game play... another introduced to gaming.
Friday, October 15, 2010
Fall Break Gaming
My children were out from school this week, and I also got to watch over my godchildren during this time to allow their parents to work without getting extra babysitting. So, we put together a little game.
Our little party consisted of my children's two characters (Faun Fighter named Russel played by 6year old boy, and Phaerim MU named Jessica played by 7year old girl). Adding to that were the new recruits, another Phaerim but this time as a Druid played by 8year old girl, and a Bisren Ranger played by a 10year old boy. All characters were still 1st level. I utilized supplements to help round out the party (in the skill sense) because the newcomers wanted essentially the same sorts of characters that were already in play. Using a Druid, explaining that they were sort of nature oriented spell casters worked great for a little girl to want to play. The older child was very excited about being big and tough as a Bisren (races taken from the supplement called "New Races" which by the way was written by me).
There was a little hesitancy to get the game going, and character creation was a tad slow. I kept having to say "almost ready". It helped later when I was explaining that the game involved all these aspects of play... making characters, organizing, and simply just sitting around the table to enjoy each other's company and talk about this sort of stuff. Basically explaining that this is a social game... not just about the rolling of the dice. Of course, the excitement level jumped when we did a little combat.
The combat began as the two warrior types entered a spooky dungeon chamber filled with bones. The two heard noises as the skeletons, which were in pieces around the room began to shift and assemble themselves into the proper form. The two warriors dealt with them quickly. The spell casting girls came in later after the fight was basically over. The next chamber had additional skeletons to deal with, including one that was an amalgamation of several skeletons. Combat was a little more harrowing as Russel went down (I use a death's door -10hp = death mechanic - kids here after all). Anyhow, the kids used their resources well without much prompting, moving in to save characters who were wounded and being cognizant that each had particular strengths (and overall weakness for the MU of the group).
After passing through a teleporting archway (effectively committing the characters to the further exploration of the dungeon), the group comes upon a ghost-like being. Instead of assaulting the already battered group directly, the apparition instead summoned rats and bats (giant varieties) to attack. It took just a little prompting, but the druid of the group quickly realized that she had an ability to utilize here (Animal Affinity, like clerical turning). She was unsuccessful in her die roll, but it was clear that they were processing stuff about their characters and what each could do well. A sleep spell by the MU took out the bulk of the rats/bats and the group dispatched them. The ghostly apparition passed down into the floor to disappear (their first BBEG, big bad evil guy), which will set them up for a recurring appearance.
That wrapped up our time, and we had appointments to deal with, but I am pretty sure that little game sucked in a couple more players. The kids just chatted away about the game and their characters... and they did not want to go home, asking to come back Friday for more (which was not on the parent's agenda).
AND... after I got home later, right after dropping off our two guests, I find a box from Lulu containing my 2 coil-bound copies of BFRPG rules!! I wish I could have had them available for the kids to browse through, but I think it will help next time around. If I have another session of gaming and find the excitement level continues, then I think I know what Xmas gifts will be this time around.
Our little party consisted of my children's two characters (Faun Fighter named Russel played by 6year old boy, and Phaerim MU named Jessica played by 7year old girl). Adding to that were the new recruits, another Phaerim but this time as a Druid played by 8year old girl, and a Bisren Ranger played by a 10year old boy. All characters were still 1st level. I utilized supplements to help round out the party (in the skill sense) because the newcomers wanted essentially the same sorts of characters that were already in play. Using a Druid, explaining that they were sort of nature oriented spell casters worked great for a little girl to want to play. The older child was very excited about being big and tough as a Bisren (races taken from the supplement called "New Races" which by the way was written by me).
There was a little hesitancy to get the game going, and character creation was a tad slow. I kept having to say "almost ready". It helped later when I was explaining that the game involved all these aspects of play... making characters, organizing, and simply just sitting around the table to enjoy each other's company and talk about this sort of stuff. Basically explaining that this is a social game... not just about the rolling of the dice. Of course, the excitement level jumped when we did a little combat.
The combat began as the two warrior types entered a spooky dungeon chamber filled with bones. The two heard noises as the skeletons, which were in pieces around the room began to shift and assemble themselves into the proper form. The two warriors dealt with them quickly. The spell casting girls came in later after the fight was basically over. The next chamber had additional skeletons to deal with, including one that was an amalgamation of several skeletons. Combat was a little more harrowing as Russel went down (I use a death's door -10hp = death mechanic - kids here after all). Anyhow, the kids used their resources well without much prompting, moving in to save characters who were wounded and being cognizant that each had particular strengths (and overall weakness for the MU of the group).
After passing through a teleporting archway (effectively committing the characters to the further exploration of the dungeon), the group comes upon a ghost-like being. Instead of assaulting the already battered group directly, the apparition instead summoned rats and bats (giant varieties) to attack. It took just a little prompting, but the druid of the group quickly realized that she had an ability to utilize here (Animal Affinity, like clerical turning). She was unsuccessful in her die roll, but it was clear that they were processing stuff about their characters and what each could do well. A sleep spell by the MU took out the bulk of the rats/bats and the group dispatched them. The ghostly apparition passed down into the floor to disappear (their first BBEG, big bad evil guy), which will set them up for a recurring appearance.
That wrapped up our time, and we had appointments to deal with, but I am pretty sure that little game sucked in a couple more players. The kids just chatted away about the game and their characters... and they did not want to go home, asking to come back Friday for more (which was not on the parent's agenda).
AND... after I got home later, right after dropping off our two guests, I find a box from Lulu containing my 2 coil-bound copies of BFRPG rules!! I wish I could have had them available for the kids to browse through, but I think it will help next time around. If I have another session of gaming and find the excitement level continues, then I think I know what Xmas gifts will be this time around.
Thursday, August 19, 2010
School Begins Again
School has begun once again, and once again we must figure out when some short sessions will be possible. M daughter is now in second grade, and she reads avidly. She really likes a series of books called Rainbow Magic by Daisy Meadows. This summer she has already read portions of "The Hobbit" and another book called something like "City of Ember" which was also a movie some time ago.
My son begun Kindergarten today, and because the school he attends has an accelerated curriculum, I fully expect him to be reading moderately well by year's end. I really believe this will make gaming this coming year much more enjoyable for all, because the rules will begin to be something they can learn on their own instead of having to be explained by me in each instance.
Anyhow, busy last few weeks otherwise as we squeezed in a visit to Las Vegas to meet with grandparents and aunts and uncles. The kids did so well on drive to and from vacation (15 hours each way), and we had a lot of fun. I even got a chance to see Penn & Teller at the Rio... my first Vegas Show.
My son begun Kindergarten today, and because the school he attends has an accelerated curriculum, I fully expect him to be reading moderately well by year's end. I really believe this will make gaming this coming year much more enjoyable for all, because the rules will begin to be something they can learn on their own instead of having to be explained by me in each instance.
Anyhow, busy last few weeks otherwise as we squeezed in a visit to Las Vegas to meet with grandparents and aunts and uncles. The kids did so well on drive to and from vacation (15 hours each way), and we had a lot of fun. I even got a chance to see Penn & Teller at the Rio... my first Vegas Show.
Wednesday, June 23, 2010
Afternoon Adventure
My children and I played a little while this afternoon. Our intrepid duo made their way to a known dungeon in the nearby woods. Climbing down into the darkness, they had to decide whether to rely on the Faun's natural darkvision (30ft) or light torch. In the end they did the torch. After entering the first chamber (which I described as very scary with dripping water, spider webs, crawling bugs, and such), the pair come across their first really scary monster... a ghoul.
Anyhow, it was difficult describing the concept of undead... but they understood Zombies, so I said they were a lot like that. I made scary hiss noises and displayed my hands like claws. There were bad rolls all around, so combat lasted several rounds. On their own accord, they thought to use oil, but the bad rolls kept them from getting the ghoul lit... I applaud their thinking nonetheless. During the fight, I had to remind my daughter of her flight ability to keep out of reach... I am guessing the idea of 3rd dimension might be a little difficult for a child of 7.
Anyhow, we had fun, laughed a lot, and felt the thrill of winning against something rather tough for 1st level characters.
Anyhow, it was difficult describing the concept of undead... but they understood Zombies, so I said they were a lot like that. I made scary hiss noises and displayed my hands like claws. There were bad rolls all around, so combat lasted several rounds. On their own accord, they thought to use oil, but the bad rolls kept them from getting the ghoul lit... I applaud their thinking nonetheless. During the fight, I had to remind my daughter of her flight ability to keep out of reach... I am guessing the idea of 3rd dimension might be a little difficult for a child of 7.
Anyhow, we had fun, laughed a lot, and felt the thrill of winning against something rather tough for 1st level characters.
Friday, May 28, 2010
Schools Out, part 2
Our little adventurers resume their investigation:
Traveling further down the path, they come across a dog fighting with a large black bird. They could have helped either side, subsequently acquiring the assistance of the creature that they helped... they helped the dog. My daughter named the dog, "Brownie".
After that battle (with my daughter's MU taking 2 points of damage), they came across a young gypsy girl at her campsite. The youth sold the adventurers a lesser healing potion (1d4+1 healed per dosage). They rested at the campsite (for a little healing) and headed out again.
They had to cross a wide stream. My daughter needed a little guidance to remember that she could do short flights (a Phaerim ability), but once she realized, she quickly flew across with rope that Russel the Fighter carried. Russel could then safely swim across with the dog.
After solving that problem, the two found the location named by their town elder. A sickly dryad was there. She exclaimed that something was hurting her roots, and directed them to a small door and passage leading underground below the dryad's tree. Heading underground, the pair find a small group of giant rats that were gnawing on the dryad's roots. This was happening in the chamber where a magic ring was hidden among thousands of other rings. The battle was difficult, Brownie the dog fell after a few hits; then Jessica the Phaerim fell unconscious too. Russel finally finished off the giant rats, but he was left with a problem... he had only one healing dosage, but 2 wounded to consider. I wondered what he would do (being a 5 year old)... and he decided that he should help his friend before considering the animal. So, Brownie the dog lived a short life. My kids were a little bit sad, but understood that it was only a game and that these sort of things would occur sometimes.
Jessica the phaerim (fairy) cast her detect magic spell (that was her choice from very early on) and quickly found the correct ring among all the others. They headed back to their village where they were rewarded for their bravery. Jessica received a magic hair brush of color, that can change the color of hair brushed with command words (German words for various colors - so she will have to do some research). Russel got a magic water bottle that refills each time the stopper is replaced... minor stuff, but fun.
Very good first adventure... exploring the rules, how things like combat work, what dice to use for various things, and where to look on character sheets for bits of information. What we need to work on is remembering our abilities... and I must work on where to locate different rules within the BFRPG book itself. We go slow, often making my daughter read the rules as we come across stuff to look up.
Cheers... I am looking forward to another thrilling adventure.
Traveling further down the path, they come across a dog fighting with a large black bird. They could have helped either side, subsequently acquiring the assistance of the creature that they helped... they helped the dog. My daughter named the dog, "Brownie".
After that battle (with my daughter's MU taking 2 points of damage), they came across a young gypsy girl at her campsite. The youth sold the adventurers a lesser healing potion (1d4+1 healed per dosage). They rested at the campsite (for a little healing) and headed out again.
They had to cross a wide stream. My daughter needed a little guidance to remember that she could do short flights (a Phaerim ability), but once she realized, she quickly flew across with rope that Russel the Fighter carried. Russel could then safely swim across with the dog.
After solving that problem, the two found the location named by their town elder. A sickly dryad was there. She exclaimed that something was hurting her roots, and directed them to a small door and passage leading underground below the dryad's tree. Heading underground, the pair find a small group of giant rats that were gnawing on the dryad's roots. This was happening in the chamber where a magic ring was hidden among thousands of other rings. The battle was difficult, Brownie the dog fell after a few hits; then Jessica the Phaerim fell unconscious too. Russel finally finished off the giant rats, but he was left with a problem... he had only one healing dosage, but 2 wounded to consider. I wondered what he would do (being a 5 year old)... and he decided that he should help his friend before considering the animal. So, Brownie the dog lived a short life. My kids were a little bit sad, but understood that it was only a game and that these sort of things would occur sometimes.
Jessica the phaerim (fairy) cast her detect magic spell (that was her choice from very early on) and quickly found the correct ring among all the others. They headed back to their village where they were rewarded for their bravery. Jessica received a magic hair brush of color, that can change the color of hair brushed with command words (German words for various colors - so she will have to do some research). Russel got a magic water bottle that refills each time the stopper is replaced... minor stuff, but fun.
Very good first adventure... exploring the rules, how things like combat work, what dice to use for various things, and where to look on character sheets for bits of information. What we need to work on is remembering our abilities... and I must work on where to locate different rules within the BFRPG book itself. We go slow, often making my daughter read the rules as we come across stuff to look up.
Cheers... I am looking forward to another thrilling adventure.
News - Dark Dungeons
http://darkdungeonsblog.wordpress.com/
Head over to the Dark Dungeons website to download your copy of the Rules Compendium (BECMI) clone game, Dark Dungeons. There are also links to Lulu where print copies can be acquired.
The edition is a detailed re-working of the Dungeon & Dragons rules as presented in the various box sets from the eighties (Basic, Expert, Companion, Masters, Immortals). Best part, its free. Even the print edition is presented without any profit or commission for the author. Cheers on that.
I will still utilize my favorite Basic Fantasy Role Playing Game rules, but given the similarities, I will probably use much material from this tome as well. Nice stuff!!!
Head over to the Dark Dungeons website to download your copy of the Rules Compendium (BECMI) clone game, Dark Dungeons. There are also links to Lulu where print copies can be acquired.
The edition is a detailed re-working of the Dungeon & Dragons rules as presented in the various box sets from the eighties (Basic, Expert, Companion, Masters, Immortals). Best part, its free. Even the print edition is presented without any profit or commission for the author. Cheers on that.
I will still utilize my favorite Basic Fantasy Role Playing Game rules, but given the similarities, I will probably use much material from this tome as well. Nice stuff!!!
Schools Out - A little role-play this morning
I took a little time this morning to go over some character creation with my two eldest children. My daughter (7) is really on top of the role-play aspect of the game; not so sure my son (5) understands the separation yet. After choosing characters (Jessica the Phaerim MU and Russel the Faun Fighter), we did a little scenario.
While wandering about their forest village, the pair come across a goblin. The goblin seems OK and offers them a discount to purchase a silver dagger. Jessica and Russel pool their funds to purchase the dagger which neither could purchase by themselves. The goblin departs. The pair hears the town bells going off (calling all to a town meeting), and they head to the community meeting place. The Elven matriarch notifies the inhabitants of the disappearance of two individuals that she sent on an errand to retrieve a magical ring from a sacred place in the forest. Of course our intrepid pair volunteer to investigate. They are given a small map with directions.
Upon heading out of the village, the pair is surprised (by roll) and have to deal with arrows flying in their direction. That pesky goblin 'merchant' is trying to ambush them to steal back the silver dagger in order to resell it again in another village. Lucky bad rolls by the goblin keep him missing (both characters having decent dexterity/AC). Our fairy girl hides in the trees for cover, and Russel the faun starts shooting back with his light crossbow. A few misses, then a strong hit... the goblin is down, gives a last minute monologue about his intent to re-sell the dagger, then passes. My children too it in stride; I guess seeing enough parts of Lord of the Ring makes it OK for Goblins. They retrieve their original funds and make a little silver as well.
The game will resume later after some errands and piano practice.
While wandering about their forest village, the pair come across a goblin. The goblin seems OK and offers them a discount to purchase a silver dagger. Jessica and Russel pool their funds to purchase the dagger which neither could purchase by themselves. The goblin departs. The pair hears the town bells going off (calling all to a town meeting), and they head to the community meeting place. The Elven matriarch notifies the inhabitants of the disappearance of two individuals that she sent on an errand to retrieve a magical ring from a sacred place in the forest. Of course our intrepid pair volunteer to investigate. They are given a small map with directions.
Upon heading out of the village, the pair is surprised (by roll) and have to deal with arrows flying in their direction. That pesky goblin 'merchant' is trying to ambush them to steal back the silver dagger in order to resell it again in another village. Lucky bad rolls by the goblin keep him missing (both characters having decent dexterity/AC). Our fairy girl hides in the trees for cover, and Russel the faun starts shooting back with his light crossbow. A few misses, then a strong hit... the goblin is down, gives a last minute monologue about his intent to re-sell the dagger, then passes. My children too it in stride; I guess seeing enough parts of Lord of the Ring makes it OK for Goblins. They retrieve their original funds and make a little silver as well.
The game will resume later after some errands and piano practice.
Wednesday, March 10, 2010
Work Issues - continued
While my time for playing has diminished with the disappearance of my weekends, I have still been developing the odd bits here and there.
Look for the second release of the Grave Master class in the near future. Mr. Gonnerman (BFRPG originator) seems to be hard at work developing the next release of the Ye Olde Dungeoneer's Almanack... I sent him updated and more complete classes to include. I always hated the abbreviated versions found in the supplements, so I have been slowly re-writing the classes so that they can stand alone without cross referencing constantly. I submitted the update for the Druid, the Illusionist, and I intend to rewrite the Assassin, Jester, Ranger (although I prefer my version anyhow), Paladin, Barbarian. I also humbly submitted my Knight class (a version of the Cavalier) as a good addition to that tome.
Feel free to prod Chris to keep his motivation to do the projects going.
Look for the second release of the Grave Master class in the near future. Mr. Gonnerman (BFRPG originator) seems to be hard at work developing the next release of the Ye Olde Dungeoneer's Almanack... I sent him updated and more complete classes to include. I always hated the abbreviated versions found in the supplements, so I have been slowly re-writing the classes so that they can stand alone without cross referencing constantly. I submitted the update for the Druid, the Illusionist, and I intend to rewrite the Assassin, Jester, Ranger (although I prefer my version anyhow), Paladin, Barbarian. I also humbly submitted my Knight class (a version of the Cavalier) as a good addition to that tome.
Feel free to prod Chris to keep his motivation to do the projects going.
Tuesday, March 9, 2010
Work Issues
I have been working hard at my new job... weekends 16hrs Saturday, then again 16hrs Sunday. Nice to get full time benefits in 2 days of work, but it blows out my weekends completely.
Now I am just finishing updating my resume, and beginning to search anew for work to fill the weekdays. Tough finding work these days, even in health care. Hopefully my new licenses and having some real experience to note on applications and resume will speed the process up. If only this nearby Hospital would open up a few positions so I could get my foot in the door with them... as I could walk to work there or at least ride a bicycle instead to save on car expenses.
Anyhow, game still suffers until finances are under better control. Gotta pay the mortgage and eat first.
Now I am just finishing updating my resume, and beginning to search anew for work to fill the weekdays. Tough finding work these days, even in health care. Hopefully my new licenses and having some real experience to note on applications and resume will speed the process up. If only this nearby Hospital would open up a few positions so I could get my foot in the door with them... as I could walk to work there or at least ride a bicycle instead to save on car expenses.
Anyhow, game still suffers until finances are under better control. Gotta pay the mortgage and eat first.
Wednesday, February 3, 2010
Official - Supplement
The races I designed for my campaign (for my children) have become an official supplement for Basic Fantasy Role-Playing Game. The 'official' download (if one can call such clone material official) can be located here:
PDF: http://basicfantasy.org/download.cgi/BF-New-Races-Supplement-r1.pdf
OpenOffice: http://basicfantasy.org/download.cgi/BF-New-Races-Supplement-r1.odt
In addition, a class supplement I was working on is also available. It contains an alternate Ranger, a Knight class, and a new take on some others via what I called Quasi-classes (archer, barbaric, and holy). The quasi classes are something of an add-on to the standard classes, allowing one to create things such as Archer-Fighters, Barbaric-Fighters, Holy-Fighters, as well as more unique Barbaric-Magic Users, Holy-Clerics, Archer-Thief, and more.
PDF: http://basicfantasy.org/download.cgi/BF-Quasi-Classes-Supplement-r1.pdf
Open Office: http://basicfantasy.org/download.cgi/BF-Quasi-Classes-Supplement-r1.odt
There are other fine offerings that have recently made appearances on the BFRPG site. Go to http://www.basicfantasy.org/downloads.html
PDF: http://basicfantasy.org/download.cgi/BF-New-Races-Supplement-r1.pdf
OpenOffice: http://basicfantasy.org/download.cgi/BF-New-Races-Supplement-r1.odt
In addition, a class supplement I was working on is also available. It contains an alternate Ranger, a Knight class, and a new take on some others via what I called Quasi-classes (archer, barbaric, and holy). The quasi classes are something of an add-on to the standard classes, allowing one to create things such as Archer-Fighters, Barbaric-Fighters, Holy-Fighters, as well as more unique Barbaric-Magic Users, Holy-Clerics, Archer-Thief, and more.
PDF: http://basicfantasy.org/download.cgi/BF-Quasi-Classes-Supplement-r1.pdf
Open Office: http://basicfantasy.org/download.cgi/BF-Quasi-Classes-Supplement-r1.odt
There are other fine offerings that have recently made appearances on the BFRPG site. Go to http://www.basicfantasy.org/downloads.html
Tuesday, December 22, 2009
Wednesday, November 18, 2009
Caneins
Caneins are a race that appear prominently in our campaign. The inspiration for Caneins come from our beloved pet boxer, Darla, who passed away this past year. She was very important to me (and my children) and I wanted some little way to remember her even as time passes.
Image below done by a Dragonsfoot friend "Steveman".
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Caneins
Description: A legend exists that there was a wizard who loved his dogs. This mage kept dogs as pets, trained them to guard his estate, and even used them in magical experiments to enhance their ability to serve. They were gifted with greater intelligence and a more humanoid stature. It is unknown whether the legend is entirely true or not, but it is generally assumed to be the genesis of the Caneins.
Caneins are a race of dog-like humanoids, known for their extreme sense of loyalty whether to liege, friend, or family. There is a great deal of physical variance among the individual Caneins, with some short and stocky, others leanly muscled, and variations in the colorations of their coats. However, all Caneins share a similar facial structure similar to the various bulldog or boxer type dog breeds, having jowls and squat features. Caneins vary in their height, but are rarely larger than the average human. Caneins often form almost knight-like codes and attitudes, often serving a patron in exactly that capacity.
Restrictions: Caneins can be any class, although they seldom become Thieves. Even when a Canein Thief is found, he typically uses the skills of that profession in more honorable ways than the typical rogue. A Canein must have a minimum Constitution of 9, and are limited to a maximum Intelligence of 17.

Special Abilities: Caneins have a keen sense of smell, able to identify individuals by their scent alone. This power olfactory sense allows the Canein to determine the presence of concealed or invisible creatures, and any penalties associated with combating such foes is halved for the Caneins. For instance, a Canein suffers only a -2 penalty when attacking an invisible pixie. All Caneins can track as Ranger of equivalent level, and an actual Canein Ranger (if the class is allowed by the GM) gets a bonus of +20% on Tracking rolls.
Caneins have +2 on any reaction rolls involving other canine creatures. However, Caneins do not like vile beasts such as werewolves, hellhounds, and the like, despite any similarities.
Saving Throws: Caneins save at +2 vs. Death Ray or Poison as well as vs. Paralysis and Petrification effects
Image below done by a Dragonsfoot friend "Steveman".
----
Caneins
Description: A legend exists that there was a wizard who loved his dogs. This mage kept dogs as pets, trained them to guard his estate, and even used them in magical experiments to enhance their ability to serve. They were gifted with greater intelligence and a more humanoid stature. It is unknown whether the legend is entirely true or not, but it is generally assumed to be the genesis of the Caneins.
Caneins are a race of dog-like humanoids, known for their extreme sense of loyalty whether to liege, friend, or family. There is a great deal of physical variance among the individual Caneins, with some short and stocky, others leanly muscled, and variations in the colorations of their coats. However, all Caneins share a similar facial structure similar to the various bulldog or boxer type dog breeds, having jowls and squat features. Caneins vary in their height, but are rarely larger than the average human. Caneins often form almost knight-like codes and attitudes, often serving a patron in exactly that capacity.
Restrictions: Caneins can be any class, although they seldom become Thieves. Even when a Canein Thief is found, he typically uses the skills of that profession in more honorable ways than the typical rogue. A Canein must have a minimum Constitution of 9, and are limited to a maximum Intelligence of 17.
Special Abilities: Caneins have a keen sense of smell, able to identify individuals by their scent alone. This power olfactory sense allows the Canein to determine the presence of concealed or invisible creatures, and any penalties associated with combating such foes is halved for the Caneins. For instance, a Canein suffers only a -2 penalty when attacking an invisible pixie. All Caneins can track as Ranger of equivalent level, and an actual Canein Ranger (if the class is allowed by the GM) gets a bonus of +20% on Tracking rolls.
Caneins have +2 on any reaction rolls involving other canine creatures. However, Caneins do not like vile beasts such as werewolves, hellhounds, and the like, despite any similarities.
Saving Throws: Caneins save at +2 vs. Death Ray or Poison as well as vs. Paralysis and Petrification effects
Thursday, October 15, 2009
Sunday, August 30, 2009
Printed BFRPG
Rather than spend cash on a lulu print, I printed off a copy of the BFRPG rules to give to my daughter. I printed it as 2 pages per piece of paper, more to save paper/toner than anything. If she takes well to it, and treats it nicely, then I will go ahead with a lulu job... probably multiple copies to get discounted shipping. In fact, extras to hand out for Christmas is a plan of mine. All depends on how gaming goes. Perhaps even my wife, who has little interest in gaming, might even get in on the family time; we shall see.
Sunday, August 23, 2009
Race Supplement part 2
So that I continue to post up useful material, here is a couple more races that will show themselves in the campaign.
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Kappa
Description: Inhabiting river and lake regions, Kappa are a race of reptilian humanoids bearing some semblance to turtles. They are normally content to remain within their own societies, but on occasion a more adventurous individual can be found. They are protected by thick scaly skin as well as a shell-like growth that covers their backside. Kappa are seldom taller than 5 feet or so.
Restrictions: Kappa may become members of any class. A Kappa must have a minimum Constitution score of 11, and are limited to a maximum Dexterity score of 17.
Normal armors will not fit the physique of a Kappa and they normally use only shields to enhance their defenses. Specially constructed armors can be acquired costing substantially more than listed prices and requiring extra time to build.
Special Abilities: Kappa's thick skin grants them a base Armor Class of 13 (equivalent to leather armor), and a Kappa's back is especially tough with an AC of 17 (equivalent to plate mail only for rear attacks). Use these figures unless armor worn grants better AC, which in that case use the normal AC value granted by the armor. A shield will be effective normally in either case.
Kappa swim no better than other humanoid races, but they can hold their breath twice as long. In addition, their underwater vision is also twice as good as normal.
Saving Throws: Kappa saves are at +2 vs. Poison
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Bisren
Description: The Bisren are a race descended from the great Minotaurs of legend. Normally peaceful, Bisren enjoy nature and keep a semi-nomadic lifestyle in regions that the other races call wild. When threatened, Bisren can become quite dangerous, much like their warrior ancestors. Bisren are impressively muscled and generally average 7 feet tall, with some individuals reaching almost 8 feet in height.
Restrictions: Bisren prefer professions associated with their nature oriented lifestyles and may become Fighters or Clerics (often choosing Ranger or Druid if those optional classes are available). While it is rare to find a Bisren Thief, they are not barred from the class (although they do suffer several penalties to roguish abilities). A Bisren character must have minimum Strength and Constitution scores of 11. Not particularly bright or dexterous, Bisren are limited to 17 in Dexterity and Intelligence. Bisren may wear human sized armor, albeit often adjusted slightly to account for their size. Their cloven-hoof feet may not wear typical footwear, unless specially produced for Bisren. Specially constructed helmets are likewise needed to fit their horned heads.
Special Abilities: Bisren roll hit dice one size larger than normal; a d4 would become a d6, a d6 to d8, etc. Bisren are never truly unarmed, as they can gore for 1d6 damage with their horns. Bisren often charge into battle with a gore attack (+2 to hit with double damage, following all normal charging rules) and then switch to weaponry for remainder of fight. They must choose whether to attack with weapons or to gore; they cannot do both in a round. Bisren get an additional +1 bonus on feats of strength such as opening doors due to their great size.
Thief Ability Adjustments: Roguish Bisren have a -10% penalty to Open Locks, Removing Traps, and Picking Pockets. Stealth checks (Moving Silently and Hiding) for Bisren are made normally, although in non-wilderness areas such as indoors, underground (dungeons), or in urban areas, they suffer a -20% penalty to their chance to succeed. Outdoor traps, such as hunting snares or dead-falls do not have the above penalty and instead are made at +10% bonus.
Saving Throws: Bisren gain no special bonuses to their saving throw rolls.
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Kappa
Description: Inhabiting river and lake regions, Kappa are a race of reptilian humanoids bearing some semblance to turtles. They are normally content to remain within their own societies, but on occasion a more adventurous individual can be found. They are protected by thick scaly skin as well as a shell-like growth that covers their backside. Kappa are seldom taller than 5 feet or so.
Restrictions: Kappa may become members of any class. A Kappa must have a minimum Constitution score of 11, and are limited to a maximum Dexterity score of 17.
Normal armors will not fit the physique of a Kappa and they normally use only shields to enhance their defenses. Specially constructed armors can be acquired costing substantially more than listed prices and requiring extra time to build.
Special Abilities: Kappa's thick skin grants them a base Armor Class of 13 (equivalent to leather armor), and a Kappa's back is especially tough with an AC of 17 (equivalent to plate mail only for rear attacks). Use these figures unless armor worn grants better AC, which in that case use the normal AC value granted by the armor. A shield will be effective normally in either case.
Kappa swim no better than other humanoid races, but they can hold their breath twice as long. In addition, their underwater vision is also twice as good as normal.
Saving Throws: Kappa saves are at +2 vs. Poison
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Bisren
Description: The Bisren are a race descended from the great Minotaurs of legend. Normally peaceful, Bisren enjoy nature and keep a semi-nomadic lifestyle in regions that the other races call wild. When threatened, Bisren can become quite dangerous, much like their warrior ancestors. Bisren are impressively muscled and generally average 7 feet tall, with some individuals reaching almost 8 feet in height.
Restrictions: Bisren prefer professions associated with their nature oriented lifestyles and may become Fighters or Clerics (often choosing Ranger or Druid if those optional classes are available). While it is rare to find a Bisren Thief, they are not barred from the class (although they do suffer several penalties to roguish abilities). A Bisren character must have minimum Strength and Constitution scores of 11. Not particularly bright or dexterous, Bisren are limited to 17 in Dexterity and Intelligence. Bisren may wear human sized armor, albeit often adjusted slightly to account for their size. Their cloven-hoof feet may not wear typical footwear, unless specially produced for Bisren. Specially constructed helmets are likewise needed to fit their horned heads.
Special Abilities: Bisren roll hit dice one size larger than normal; a d4 would become a d6, a d6 to d8, etc. Bisren are never truly unarmed, as they can gore for 1d6 damage with their horns. Bisren often charge into battle with a gore attack (+2 to hit with double damage, following all normal charging rules) and then switch to weaponry for remainder of fight. They must choose whether to attack with weapons or to gore; they cannot do both in a round. Bisren get an additional +1 bonus on feats of strength such as opening doors due to their great size.
Thief Ability Adjustments: Roguish Bisren have a -10% penalty to Open Locks, Removing Traps, and Picking Pockets. Stealth checks (Moving Silently and Hiding) for Bisren are made normally, although in non-wilderness areas such as indoors, underground (dungeons), or in urban areas, they suffer a -20% penalty to their chance to succeed. Outdoor traps, such as hunting snares or dead-falls do not have the above penalty and instead are made at +10% bonus.
Saving Throws: Bisren gain no special bonuses to their saving throw rolls.
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Busy Week
This has been a week of activity. On top of a class that I am taking in the evenings, we received word that my eldest daughter had been accepted into a charter school. This prompted another round of school supply shopping, uniform fitting and purchases, and rushing about to figure out driving to/from school for pickup. That said, I did not get our game started this weekend like I planned to.... so this weekend perhaps I can get things started.
Tuesday, August 11, 2009
Race Supplement
Spent the morning cobbling together the new races that I intend to use into a concise document to send to Solomoriah (Chris Gonnerman, author of BFRPG). So now it might appear as an official supplement for the game.
Another individual was writing a document to transform essentially all the humanoid monsters (from the core rules and existing monster supplement) into playable races, but I will probably not use it as presented in that thread (at Dragonsfoot). Race Overload - especially when presented to my young ones. I may put my own spin on various races, but I will do it 'as needed' and with my specific campaign in mind. I will post them here when possible.
Another individual was writing a document to transform essentially all the humanoid monsters (from the core rules and existing monster supplement) into playable races, but I will probably not use it as presented in that thread (at Dragonsfoot). Race Overload - especially when presented to my young ones. I may put my own spin on various races, but I will do it 'as needed' and with my specific campaign in mind. I will post them here when possible.
Monday, August 10, 2009
Incentive for Play
One thing that might seem odd or different, is that I am going to try to use rpg games as rewards for good behaviors and achievement.
I will be tying not only the actual play session to good behavior, but also leveling and in-game rewards. Get a good report card, no bad notes from teachers, doing chores, etc. will all be hand in hand with gaming. Optional races, new classes, etc. will only be options that show when certain benchmarks are hit. I will not allow leveling to occur unless chores are done timely... etc.
While I think that gaming will be a fun reward, I don't necessarily want it to become the total focal point of their lives. My daughter plays piano, but she must continue practice in order to have the opportunity for more gaming. Likewise, my son will be taking martial arts in the near future. His success there will play a part in his gaming.
The idea is to keep some balance in their lives and to keep the game in perspective as another leisure pursuit. I am not sure they will understand my rationale yet, but perhaps over time.
I will be tying not only the actual play session to good behavior, but also leveling and in-game rewards. Get a good report card, no bad notes from teachers, doing chores, etc. will all be hand in hand with gaming. Optional races, new classes, etc. will only be options that show when certain benchmarks are hit. I will not allow leveling to occur unless chores are done timely... etc.
While I think that gaming will be a fun reward, I don't necessarily want it to become the total focal point of their lives. My daughter plays piano, but she must continue practice in order to have the opportunity for more gaming. Likewise, my son will be taking martial arts in the near future. His success there will play a part in his gaming.
The idea is to keep some balance in their lives and to keep the game in perspective as another leisure pursuit. I am not sure they will understand my rationale yet, but perhaps over time.
Races
Since this is going to begin as one on one pretending with my daughter, I am going to present her with just a few options for races. I want her to explore around a magical land, prolific with fairies, unicorns, and mostly good type creatures. Since I want her to be able to interact easily, her initial options will be Human (little girl), Elf, Phaerim, Faun, and maybe Halfling. Phaerims and Fauns will be detailed in the upcoming Monster Supplement (as monster entries) on the BFRPG site, but I will detail them here in a Race Entry format.
Other future racial options will include the normal array of races, but also a few more that I think might interest my son. They include Kappa, Caneins, Bisren, and options from existing supplements (half-elves, half-orcs, half-ogres, etc). I will share these later.
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Phaerim
Description: The beautiful Phaerim are related to fey such as booka, pixies or similar faeries. Phaerim appear to be smaller than normal elf-like folk, except that they have a pair of wings resembling those of dragonflies or sometimes butterflies. For unknown reasons, there are at least twice as many Phaerim females as there are males. Phaerim stand no taller than the average halfling (3 feet) but have a more slight build, seldom being heavier than 40 pounds.
Restrictions: Phaerim can be any class but generally gravitate to magical classes. If allowed by the GM, Phaerim will be more likely to pursue classes associated with nature than the standard fare. Thus Rangers and Druids are more common than Fighters and Clerics.
Phaerim are required to have a minimum Dexterity of 9. Phaerim are quite captivating, and must also have a minimum Charisma of 11. Due to their very small stature, they may not have a Strength higher than 15. Also size related, Phaerim roll hit dice one size smaller than normal; a d8 would become a d6, a d6 to d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-6=3). Phaerim may not use Large weapons, and must wield Medium weapons with both hands.
Special Abilities: Phaerim normally walk like other races, but their most remarkable ability is limited flight while unencumbered (at double normal movement rates). Phaerim can fly up to 10 rounds, but must remain grounded an equivalent amount of time after any flight. A lightly encumbered Phaerim can fly up to 5 rounds but must rest for twice as many round as those flown (for instance, lightly encumbered flight of 4 rounds requires 8 rounds grounded). Phaerim take half damage from falls due to their reduced weight and wings.
Similar to Halflings, Phaerim are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected outdoors in forested environments. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Phaerim Thief will roll for hiding attempts only once, using either the Thief ability or the Phaerim ability, whichever is better.
Saving Throws: Like Elves, Phaerim save at +1 vs. Paralysis or Petrify and +2 vs. Magic Wands and Spells.
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Faun
Description: Fauns are a fey related race that resemble a sort of strange cross of goat with that of a small human or elf-like being. Standing only about 4 to 5 feet tall, they have human-like torso and head, but the legs and feet of a goat. One can find Fauns with other small features reminisce of goats such as small horns or large ears. Fauns share the Halfling love of simple agrarian life, especially with respect to vineyards, as they prize wine (among other brews) above most things in life. Fauns love frivolity and are often quite adept at musical pursuits.
Restrictions: Fauns may become any class. A Faun will typically follow the tenets of nature deities, and Clerics and Druids can be found equally in their societies (when allowed by GM). A Faun must have a minimum Constitution of 9, and are limited to a maximum Charisma of 15 generally accounted to overly gregarious personalities and lack of inhibitions. Fauns may not wear typical human style footwear.
Special Abilities: Fauns have Darkvision out to 30 feet. Fauns are resistant to charm-like effects from fey beings, getting an additional +4 on relevant saves. This includes charms of dryads, nixies, and similar beings (GM decision when necessary).
Saving Throws: Like Dwarves, Fauns save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
Other future racial options will include the normal array of races, but also a few more that I think might interest my son. They include Kappa, Caneins, Bisren, and options from existing supplements (half-elves, half-orcs, half-ogres, etc). I will share these later.
-----
Phaerim
Description: The beautiful Phaerim are related to fey such as booka, pixies or similar faeries. Phaerim appear to be smaller than normal elf-like folk, except that they have a pair of wings resembling those of dragonflies or sometimes butterflies. For unknown reasons, there are at least twice as many Phaerim females as there are males. Phaerim stand no taller than the average halfling (3 feet) but have a more slight build, seldom being heavier than 40 pounds.
Restrictions: Phaerim can be any class but generally gravitate to magical classes. If allowed by the GM, Phaerim will be more likely to pursue classes associated with nature than the standard fare. Thus Rangers and Druids are more common than Fighters and Clerics.
Phaerim are required to have a minimum Dexterity of 9. Phaerim are quite captivating, and must also have a minimum Charisma of 11. Due to their very small stature, they may not have a Strength higher than 15. Also size related, Phaerim roll hit dice one size smaller than normal; a d8 would become a d6, a d6 to d4, and a d4 would instead be d3 (d6, 1-2=1, 3-4=2, 5-6=3). Phaerim may not use Large weapons, and must wield Medium weapons with both hands.
Special Abilities: Phaerim normally walk like other races, but their most remarkable ability is limited flight while unencumbered (at double normal movement rates). Phaerim can fly up to 10 rounds, but must remain grounded an equivalent amount of time after any flight. A lightly encumbered Phaerim can fly up to 5 rounds but must rest for twice as many round as those flown (for instance, lightly encumbered flight of 4 rounds requires 8 rounds grounded). Phaerim take half damage from falls due to their reduced weight and wings.
Similar to Halflings, Phaerim are able to hide very effectively; so long as they remain still there is only a 10% chance they will be detected outdoors in forested environments. Even indoors, in dungeons or in non-preferred terrain they are able to hide such that there is only a 30% chance of detection. Note that a Phaerim Thief will roll for hiding attempts only once, using either the Thief ability or the Phaerim ability, whichever is better.
Saving Throws: Like Elves, Phaerim save at +1 vs. Paralysis or Petrify and +2 vs. Magic Wands and Spells.
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Faun
Description: Fauns are a fey related race that resemble a sort of strange cross of goat with that of a small human or elf-like being. Standing only about 4 to 5 feet tall, they have human-like torso and head, but the legs and feet of a goat. One can find Fauns with other small features reminisce of goats such as small horns or large ears. Fauns share the Halfling love of simple agrarian life, especially with respect to vineyards, as they prize wine (among other brews) above most things in life. Fauns love frivolity and are often quite adept at musical pursuits.
Restrictions: Fauns may become any class. A Faun will typically follow the tenets of nature deities, and Clerics and Druids can be found equally in their societies (when allowed by GM). A Faun must have a minimum Constitution of 9, and are limited to a maximum Charisma of 15 generally accounted to overly gregarious personalities and lack of inhibitions. Fauns may not wear typical human style footwear.
Special Abilities: Fauns have Darkvision out to 30 feet. Fauns are resistant to charm-like effects from fey beings, getting an additional +4 on relevant saves. This includes charms of dryads, nixies, and similar beings (GM decision when necessary).
Saving Throws: Like Dwarves, Fauns save at +4 vs. Death Ray or Poison, Magic Wands, Paralysis or Petrify, and Spells, and at +3 vs. Dragon Breath.
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