In this bestiary post, we’ll look at the arcane masters of the universe: the Mages. Filled with mysterious knowledge that no man should know, these magical scholars can be powerful allies and dangerous enemies. They can bend the universe to their whim, and reshape reality as they see fit.
Perk: Prestigidation: The GM can spend one of his Sigils for the scene so that the Mage can alter and shape reality in one small, but meaningful, way.
Quirk: Fel-Magic: Whenever the Mage fails a Mental Check to cast a spell or use a supernatural power, he becomes corrupted by the dark powers. This includes a Mental Wound as well as a permanent aesthetic change equal in severity to the Mental Wound suffered.
In terms of equipment, the Mage doesn’t wear any armour as he trusts his arcane arts to protect him (and some Mages feel that armour gets in the way of using their magical abilities). For weapons, he carries with him his trusty Staff (a two-handed Medium Melee Weapon, -10 to hit, +20 damage) as well as his Magic Wand (a Medium Ranged Weapon with Medium Damage, +20 damage). The Wand requires no ammunition as it is the Mage’s raw willpower which is flung at the enemy.
And there you have it, the Mage is all his magical majesty. Next time on the bestiary we will look at an NPC you will be able to find exploring the wilderness.
We’re starting a new blog series today: the Sigil Bestiary! In each blog post, we’ll show you one (or two if we’re feeling fancy) enemies/opponents/monsters that you can encounter and overcome in the Sigil System. All in all there are a 100 entries in the Sigil Bestiary, and once this blog series is done, we’ll compile them all into a mod for the Sigil System and release it as a snazzy-looking pdf.
Each opponent in the Bestiary will come with four Skills, one Perk, one Quirk, a set number of Wounds and then some Equipment. The four Skills condense the twenty regular Sigil System Skills into something easier to manage for the GM, especially when dealing with many NPCs. Each Bestiary Skill can be thought of as a Skill Group, and anytime you’d roll for a Skill within that group, you just roll the Bestiary Skill instead. Here’s how the Bestiary Skills and Sigil System Skills match up:
Opponents in the Bestiary also don’t have Hit Locations unless the GM wants to make combat deadlier and more formidable for the players. Unless stated otherwise, treat each opponent as just having one Hit Location for their entire body.
The brutish Orcs
So with that out of the way, the first opponent to show off to you is the Orc, that quintessential RPG enemy. Orcs are the antithesis of all that is good about humanity. They are brutish, savage creature that love nothing more than death and destruction. The only things they manage to create is misery and fear, and so it is up to eliminate the hordes of Orcs from the face of the world.
Perk: Cannibal: The Orc can eat the flesh of another sentient creature to heal a Wound of equal or lesser severity as the amount of flesh consumed.
Quirk: Rage: In combat, the Orc must use his whole turn to attack the closest enemy or to move towards the closest enemy, unless the GM spends a Sigil each turn.
In terms of equipment, Orcs come with scavenged, ill-fitting, and ill-maintained armour granting them an armour value of only 5. For weapons, Orcs come in three varieties. You can have him wielding only a two-handed Heavy Melee Weapon (-30 to hit, but +15 damage); a one-handed Medium Melee Weapon (-20 to hit, +10 damage) and a shield worth 15 armour; or a Medium Ranged Weapon with Medium damage (+10) and a light Melee Weapon (-10 to hit, +5 damage).
And there you have it, the Orc is all his murderous and evil glory. In the next blog post we’ll show something a little calmer, and not fit merely for a combat encounter.
This time we’re talking about NPCs and how to give them some flavour.
Friends & Strangers
This post will be all about how to add some randomisation to NPCs in order to keep them unique and surprising to you as the player (while simultaneously being the GM). Remember that you don’t have to randomise each and every NPC you come into contact with; the tables below are only tools to help you if you get stuck with coming up with an NPC’s traits or personality or if you want to add in a bit of uncertainty to the social encounter to keep you on your toes. You are, after all, the storyteller and should use these tools so they best fit the story.
Attitudes & Goals
Not every NPC you meet will be your best friend, willing to divulge every secret they have and opt to join you in any quest you want, and nor should they. Most NPCs, like most people in life, will be entirely neutral and apathetic to your existence, and some others may not particularly like you. The NPC’s Attitude towards you will set the tone for the rest of your interaction with them, and this little table helps to set that Attitude.
And no matter who you meet, they will have some goal they are trying to achieve. It doesn’t have to be life dream or worldly aspiration, but in most cases will just be the thing they are currently wanting or in need of. What they want will affect how they treat you, so a change in their current goal will change everything about your social interaction with them.
Acquire more wealth
Basic needs (hunger, thirst, sleep)
Fame and recognition
Fill a spiritual hole
Protect/care for someone
Respect and appreciation
Rest and relaxation
Right a wrong
Running from something
Send a message
Start/continue a project
Take what others have
The NPCs’ current goals are intentionally vague so that they can fit with most circumstances and so that you can flavour them that best fits the narrative.
Personality & Emotions
If you are in a bind and can’t think of what personality an NPC should have, or have to get a lot of NPCs in short order, we have a couple of d100 tables that can help.
The first table will show you what the NPCs current emotional state is. Are they happy, sad, angry, etc? What emotion they have will dictate how they respond to your character, and may make it easier or harder to work with them.
The second table is for their personality. Are they the whimsical sort, or more of a grim figure; blunt and boisterous, or sophisticated and solemn. This table will add a lot of flavour to the NPCs you encounter and give them that unique surprise that comes from player a regular RPG.
That’s it for this blog post about playing the Sigil System as a singleplayer-RPG. Take all these tools together with the 2 Golden Rules from the last post, and you will have everything you need to play any social encounter you can think of.
I would like to introduce a game that I have talked about in the past. Grim Gears. For quite a while, I have been interested in a movement called OSR, or Old School Renaissance. Though, for the longest time I did not get a chance to try out that style of play with my group. However, eventually we tried a game called Lamentations of the Flame Princess. From this point, my view on RPGs shifted. We began to play more and more of OSR style, and I developed my own system for it.
I have also been working on a setting of mine. A dark fantasy clock-punk world where airships and cosmic abominations are the norm, and witch hunting is a favorite past time. This world is called Himinil, and I have been struggling for a home for it. At first, I was going to make it a setting for Gates. But, that did not feel right. Gates is an action oriented, hero-simulator. Himinil is not about heros. What it is about is the struggle between faith and magic, law and freedom, and survival. It took a while, but I finally connected the two. Make Himinil into an OSR game.
I had a homebrew system that I was playing, which evolved into a game called Stone and Spear. It was about playing as cavemen starting civilisation. Moving passed that game, it turned into M.O.S.S. A generic RPG that was a bit too generic for its own good. Now, finally, I have solidified the idea into Grim Gears. So, let’s talk about what it is.
Grim gears is a game about surviving the witch hunts while gaining as much treasure as possible. You are soldiers, mages, cultists, or even witches that have nothing else to do except to hunt for treasure and loot monsters. Here is a rundown of the mechanics, rules, and tidbits.
Sandbox play. Grim Gears is meant to be played as a sandbox, with rules for generating hex-maps, sailing through the skies, and generating encounters and challenges.
Class based game. Each character chooses from Fighter, Rogue, Cleric, Magic-user, Elf, Dwarf, and Witch. Clerics, magic-users, and witches each have different mechanics for magic.
Fighters are simple. They are tough and fight well.
Rogues have a selection of talents that they can use to make themselves more skilled.
Clerics are more like cultists of dead religions. They are hunted for being heretics and using foul magic. Their prayer system gives them freedom to cast magic as they see fit, but each cast risks their gods wrath. They do not like to be bothered.
Magic-users have a new magic system. Each spell has four levels, and when a mage casts a spell they may choose what level they cast it at. Though, this is limited by level.
Elves are short fae. Child sized, and magical. They are like a combination of fighter, rogue, and magic-user.
Dwarves are tough and crafty. They are clock makers and warriors. Though, their numbers are low.
Witches are fun, but dangerous. Their magic system, Wyrd magic, is a soft-magic system. Where almost any magic can be performed, but failing to cast it can have deadly consequences.
Roll under. Stats are low, and it is difficult to succeed at even simple die rolls (unless you are a rogue). This is on purpose. I want players to avoid solutions where they have to roll dice at every opportunity. Why try to jump a pit when you can solve the solution with a clever use of tools or spells?
Modularity. The game has several optional rules that can be pieced on or removed from the game. This allows a GM to make the game into what they want it to be. It also gives me plenty of room for future content.
Witch hunts. Rules for the public viewing the characters as a danger, mobs, and witch hunters make it difficult for characters to use magic in public.
Monster Generation. Instead of a long list of possible monsters, Grim Gears takes a generative approach. Rules for generating monsters, dragons, Ghouls (orcs and goblins), Rippers (clockwork abominations), Lycanthropes, Fae, cults, and witch hunters. This means a game can be played with no prep, but it does require a lot of dice rolls.
Merchant based equipment. Instead of a list of items, Grim Gears applies its generative approach to its equipment instead. A list of merchants is provided, with rules for populating their shops with objects, and rules for those objects.
Alchemy. Alchemy rules allow players to seek out ingredients and craft their own potions with a fun mini-game. These potions are interesting, rather than generic. Instead of an invisibility potion, it’s a potion that turns you into smoke, for example.
Like I mentioned before, Himinil takes a large roll in Grim Gears. Though, any dark fantasy setting can be played in it. The following is a rundown of the setting.
Veritism. The faith of veritism has taken over the world completely. They worship an entity called The Truth, but it provides no clerics. They are deeply suspicious of magic, and send witch hunters and inquisitors to seek out practitioners of it, and destroy them.
Clockwork. The world is run by clockwork. Airships, clockwork devices, and clockwork weapons are used.
The Great War. 20 years ago or so, the Great War ended. Essentially a world war which boosted all sides technology, and has created a new peace.
A crumbling world. Each of the 13 nations of Himinil are on the brink of destruction. Civil war, unrest, conflict, and other issues give players the potential to save the world. It is up to the players to save who they wish to.
The 15 realms are…
Bitter Winds and Vadath
One of the three largest realms. It is mostly land, a large continent. It is a realm of giant monsters, cold survival, and a dichotomy of progression and tradition.
Noble Clouds and Krithia
The second largest realm and the one presented in this book. A continent where it rains often. It is a land aesthetically similar to renaissance period England. It has themes of nobility versus peasantry, witch hunts, and the church.
Windy Wilds and Mokso
The third major realm of Himinil. It is a wide continent of plains. This realm has anarchists, trains, and civilisation.
The unmappable sky is a realm filled with many islands with secret ways to find. It is a realm of treasure hunting, temple running, and magical maps.
This realm is ruled by a witch of crows. It is a place of freaks, carnivals, and birds.
A realm of pirates, deadly storms, and dangerous port towns.
The Sky Below
The home of the dwarves and a realm with much more going on inside the islands, than on-top.
A realm of fire and ash. A realm of deadly firestorms and blazing monsters.
A realm of magic and home of the elves. It is a realm most similar to the default medieval fantasy setting.
A realm of sand and heat. A dessert place with ancient tombs and mummy warlocks.
Sky of Silver Clouds
The home of the talons of the sea and a realm about honor, duty, and illusion.
A jungle realm with the highest density of islands. A place of hidden peoples, forgotten cities, and island exploration.
A dark realm of Gothic horror and grim people.
A sky far above the rest. Rumored to exist, but often not believed in. It is the home of the dragons.
The final Rest
A realm with no islands and the highest chance to witness a Nerre rising from the sea.
Here is a snapshot of the game in progress. It should be everything you need to play it, except for the casting classes. The full version will have art by Kent Willmeth, all of the tools I mentioned before, and a full list of spells.
The Sigil System 1.4 is now available for download!
The major addition to 1.4 is the Downtime rules, which you can find starting on page 37.
Downtime is that space in-between adventures where you can slow down, take a breather, and get to work on some things you’ve had in mind. It’s also a grand way to advance time in the game, and also to park one character for a bit, while you take another one out for an adventure.
Downtime comes in 3 parts: Work, Live, and Play.
Work is self-explanatory in that you need to be making some money so you can spend it in the rest of Downtime. Each type of job in Downtime has some Skills associated with it, and you need to beat a Skill Check to get into the job, so your current Skill Levels will in part determine what sort of job you can get. You can, of course, choose not to have a job and then you’ll have extra time to spend doing what you want (but it does come at a cost though).
Live is where you choose your level of lifestyle for Downtime. How comfortable do you want to live versus how much can you afford. Your chosen level of lifestyle will affect the flavour of all the activities you choose to do during Downtime, and can be a benefit or hindrance in many of them.
Speaking of activities, Play is where you get to choose what you want to do for the Downtime. You can go out and socialise, start a crafting project, do some research, train your skills, rest and recuperate and many more.
Everything you do during downtime will have some sort of reward, be it money, information, or Skill Levels. So your character won’t just be sitting idle when away from an adventure.
If you don’t already have your hands on the Sigil System, you can grab it HERE from DrivethruRPG or HEREfrom itch.io.
In our last Entropy Preview, we showed you the cryptic and foreboding Zord. This time, we show you the scientific and secretive Gazoid
Among the stars travel a race of soldiers without a cause. The Gazoid is the remnant of a once scientifically great species which fell from glory at the end of the Shroud War. They are the survivor who fled from their world as it broke apart into a black-hole and swallowed something from another world. With a strong tradition set on military practice and training, the remaining Gazoids perpetuate their legacy by being extremely good mercenaries and guards across space.
Once part of a species of great scientific genius and very social entity, they lost all their root as their world disappeared with their greatest mind with it. Now only soldiers and tough, hardened troops, they split up to find their way. With only the people who shunned the way of lives of their civilians, they are now in a position of great turmoil. Either they repopulate and form a new culture similar to the glorious, now dead “Zoid”, or they disappear slowly as they mingle with other species and lose their heritage and fade away.
The Gazoids’ most practised hobby is combat. Since the event of the Shroud war, regular civilians and ordinary activities for amusement or to pass the time has disappeared, leaving only the battle-able people that managed to exit the system before the great collapse of their world. Young and old people died, and only adult soldiers exist anymore, pushing the race to reproduce urgently to replenish their numbers or disappear.
This change in population made all typical parent to be fighters who raised their children to be also like them, directly or involuntary, therefore seeing kids with guns in the Gazoid culture is universal and also well seen by other Gazoids. The young practice very early to become the next great mercenary of their family after their parents. Usually, when a child is born, the father or the mother chooses to stay with them a while to be sure they are fit, serving as instructors and military trainer, bonding in the process as well. Meanwhile, the other member of the family is hunting down bounties or working as hired help to feed his or her family.
The Gazoids are ashamed of their past, leaving so many lives and so much history to be engulfed by the black hole that saved the Cosmic Exchange. It is common to see people cheering or interested in the Gazoid by this fact alone, but they rarely talk about it. But sometimes, more detached Gazoids use this historical fact in bars or social gathering to get attention or even to coerce other species. Selling their service is common, and this allows them to be seen anywhere in the galaxy, serving as bodyguards, entourage, or adventurers. Money is their most prized possession, but glory is a very close second. Therefore they always strike to be in better shape and better at what they do, reflecting on their physique. Always trained, always healthy, it is almost impossible to see an unfit or very thin Gazoid, their job is never done.
Gazoid’s military is quite simple, given their combat focus. The most “ranked” Gazoids are the one with the biggest ship, the most kills and the largest pile of riches and trophies. For now, the “throne” of “general” of the Gazoid has Gatavok, a wild and diehard Gazoid that keep completing the most difficult and most dangerous expeditions around the galaxy, upgrading the shuttle he used to flee his homeworld into a real gigantic cruiser that serves him as a home. The only real power this Gazoid had over the rest is the respect and admiration he gets from them, but if a crisis strikes and Gatavok ask for backup, any fit Gazoid around will run to his aid, to be part of the legend’s allies and worthy battles he might get into.
Therefore yes, the military is very vague in the Gazoids, leaving most species clueless to their structure since none exist. If a fight starts around a Gazoid current place, they will try to find compensation and the chance to help for a price as they are all the time on the search for income and action. They are seen as opportunists and cheesy action anti-heroes by most Humans who try to deal with them the less possible, but their service is the best, and they know it.
Last time on the Entropy Preview, we showed you the enigmatic and mysterious Zord. This time it’s the artificial Vector
Vector, the only synthetic race part of the Cosmic Exchange, in fact, the founder of it. The Vector created the organization to make appointments and connections easier on neutral ground and judged by an entirely disinterested party, the Vector themselves. From an unknown origin, they dragged their race into a utopian society formed by helping each other and working towards a common goal.
However, not all Vector are born in the Power system and sometimes lack the link their brethren has with each other, developing a personal opinion and tastes for everything.
Every species in the galaxy are not sure what to make of the Vector, but the Vector race is aware of the distrust and doubt they are judged with every day. This stigma doesn’t trouble them much; however, as they keep their patient attitude practically all the time.
Being nearly immortal and timeless, they lack the same focus than the usual Human, but they try to work on projects all the time to keep themselves occupied, so an adventurous Vector is a pretty standard sight, even with their unstable relationship with the exterior.
Vectors usually keep to themselves when not involved in politics, but their culture is somewhat known around the galaxy. Since they represent the most neutral point of view in the Exchange, they try to appear as polite and hospitable as possible, but they mainly wish to be left alone to build and work on themselves to achieve their mysterious purposes.
They collaborate to build themselves the future they aspire for, landing on worlds usually impossible to settle and start to gather resources for their large machine on their homeworld and creating more advanced vectors, resembling more and more to their ideal unit. Many species see this as an attempt to surpass all other races and start a massive war on organics, creating killing machines or Vectors able to outsmart any resistance amongst them.
Vectors seem to elude any retort to such accusations and ignore criticism, leading to threats and violent actions. The Vectors only wish to perfect themselves. Not all Vectors are pure, however, and some are even made by wicked deeds and methods, creating wild, unpredictable specimens. Humans and Zelars worked in secret on such experiment and had weird results, from Vector who think they are knights up to the egomaniacs and even nasty and naughty mechs. These studies make the natural Vector very outspoken and hateful towards organics, but it usually fades away in little calm angst against such personalities.
Vector seems to work together correctly, as they believe in one thing, their advancement as a species, but their involvement in galactic politics is omnipresent. They host the Cosmic Exchange meeting and preside any argument or debate the best they can, splitting power and advice amongst the residents of the galaxy. Seen as impartial judges and prone for justice, they are not opposed to their position yet.
Their most ancient Vector is always present to all meetings and seems to glare at all the politicians present at the hearings, never saying anything on its own, only replying as it makes final judgments and decisions, towering everybody in the room with its massive hulking body with many arms and hands, holding different devices and broadcasting instruments. Scary at first but kind, this Vector as no name or official title, people names it themselves with wild, colorful names as “Judge”, “Justice”, “Balance”.
The Vector has an entirely neutral look to all the races in the galaxy, even if the species hate them dearly. Could this be as simple as understanding or on the opposite, indifference?
In our last Entropy Preview, we showed you the mammal-reptilian hybrids: the Cyrex. This time, we show you the cryptic and foreboding Zord
The Zord is an empire that influences all the Cosmic Exchange with their presence. They are originated from their now dead red planet: Koz, in the currently almost empty system of Jede. Zords are quite cryptic, creepy, and towering individuals that work in almost perfect unison against the forces of the Anomaly. Led by the legendary “ZORD” from which they took the names they use, they patrol space in massive ships of very angular shapes equipped with heavy weaponry.
Zords are seen as very violent and hard to talk to, and most people would prefer them to be as far away from them as possible. Loyalty, faith, and brawn are the most shown qualities amongst the Zord, who train all their life in squads or on the field to hone their talents to kill anything that could stand in their way. Nobody knows the real weight that burden every Zord, for when all hell breaks loose, they will stand tall and give their lives to protect the rest of the galaxy, even if they would kill anyone of them to achieve it.
Zord culture is somewhat remote from the eyes of the other species since they only look like crusaders with a crazy cause as a reason to fight or being mean. This freezing demeanor could be the cause of why they are frown upon or avoided. Even the fear of being accused falsely of Lunacy usage or ritualism is present in stations around the galaxy when Zords are spotted, people hide and wish for them to go away with only the officials addressing them in person with their best spokesman to slow or stop the Zords from overreacting.
Only Zords knows what their people do in their stations for leisure time and diversion. From a few witnesses and meetings, Shlaugs discovered that what they mostly do of their time is: training, outside of their armor musculation, and disciplinary exercises but a few times some of them were seen playing a strange game that they could not observe for too long. Therefore, maybe they do have pass times activities, or this could be merely strategic simulations.
Lively Zords are sometimes encountered, but they are very hard to sympathize with. However, when trust is gain with a Zord, they share war stories and tactics advice with other people, since they travel a lot, they are full of wild and impressive tales of the unknown. Storytelling is the strong suit of Zords who wish to express themselves with other species that dare to approach them. Zords most precious thing in life is their limitless faith in their leader. They carry banners and kill in his name with high energy on the battlefields. They work for him and bring his words because the enigmatic “ZORD” never leaves his mothership in the Jebe system, in orbit around Koz. The interior of the station is decorated like a church and is full of depictions of Zords in action, chasing down monsters and “heretics” in the glory of their master.
Gates has had its first major update for its beta version, so here’s James with what’s changed:
Gates has been a fun ride so far. Its gone through many updates behind the scenes, even being rewritten several times. All of those updates and rewrites served to polish the game into the best form it could be in. Though, I have a long way to go. This first update for the public beta progresses some of the game, but actually removes some as well. The following is a short update on the changes:
Lots of little rewrites and grammar changes. I have a lot of work to do to turn my writing into something presentable, but over time it will become a professional work.
Descriptions of talents are simplified. This is a preventative measure for me. Essentially, I am making them simple now so I can experiment with different description types and styles. When I find one I like, I will be slowly fine tuning all of the descriptions.
Reordered the book. Some of the rules are introduced at awkward times, so I simply moved them to where they are relevant.
Monsters! I added several enemy examples. These enemies are for mundane to heroic tier. I will add some more powerful examples latter as well.
Colossi rules have been expanded. Giving proper rules for climbing and battling them.
My personal favorite monster is the ninja. Particularly because of its ninja swarm ability. Essentially, if the ninja is in a large group of other ninja, then it is severely weakened. This gives that reverse ninjitsu feel that cinematic movies have. And what else is cooler than fighting hordes of ninja?
Try out Gates now by clicking on the logo above or just CLICK HERE.
If you want to chat with James and the other devs of Stormforge West about the games they’re making, come join our Discord server.
In our last Entropy Preview, we showed you the mystic and enigmatic Etsyon, at once so familiar but yet so alien. In this post we present giant talking snakes, otherwise known as the Cyrex.
The Cyrex is a race of reptile-mammal hybrids wandering space pirates, coming from a damp and hot jungle world where horrible predators live, and the law of the strongest is in effect.
The Cyrex is undoubtedly the most active predators in the Cosmic Exchange. Since they were discovered, thousands of people were killed, used as food or enslaved into breeding cults by the Cyrex in a strange effort to mix their traits with the most species in space. They are a physical culture who value appearance, strength, and talent into their friends, allies, and enemies.
Not all Cyrex are space pirates, but they always keep their primal predator spark when in civilisation and relationships, as well as their incredible hunger for meat, making them undying carnivores who can swoop and attack at any moment when craving their prizes, flesh or a good conversation alike.
Since they joined the Cosmic Exchange, in the effort of calming the hostilities and reform the species into a more modernised whole, they managed to buy back their reputation a little, but slavery and debauchery cults still are present everywhere making them one of the most polarised species in space.
Cyrex military is significantly focused on the ruthless attributes of their race. They hunt, kill, and feed on others they overcame. Their diet lets them eat what they kill and allow them to explore for an unlimited amount of time until they run out of target or they fulfil their mission. Sent out into the unexplored area of the galaxy to raid and explore for their warlord, they seek artefacts and technology they steal and take from the dead hands of the creatures that live there and with these technologies they upgrade their own.
The most apparent theft was made against the Zelar when the Cyrex managed to capture scientists and Arc weapons, enslaving and using the scientists until they were completely drained of energy and life. They built gear and ships able to help them in their endeavours. Stolen technology makes the bulk of their offensive power, and their artistic raw crafting skills led to the development of the Shredders, used by a majority of close-quarter fighters all around the galaxy.
Warlords of all clans do not see eye to eye, and all fight for the praise of the most powerful active one around. It is not rare to see warlords of inferior clans trying to attract and marry the most influential Cyrex warlord to merge their clans or merely kill them to steal it. Sometimes, female rulers offer themselves to the strongest to bear their children as a token of peace and raise it until it becomes strong enough to take their father’s place. The same thing can happen with the role reversed if the strongest is a female in search of an heir.
We are always working to make the Sigil System better and better. Perfection can never be attained, but we will damn well get close to it. And as of today, the Sigil System is one step closer to that point than it was yesterday.
Introducing the Sigil Story Journal!
The Story Journal is a quick and easy way to capture the essence of each game session, so you can come back to it later to remember and revisit what happened. There’s sections for each part of the session’s events, so you can just go through the template, fill out all the bits and Bob’s your uncle.
Each session gets its own page, so the longer your campaign goes on for, the more of a book you’ll have by the end of it. And the best part is that you can come back to any point in time in the campaign to see exactly what happened where, when, and to whom.
Getting a new player on board an existing campaign has never been as easy. You just give them the journal and they’ll be right up to speed with what’s going on.
The Sigil Story Journal is part of the files you get when you download the Sigil System, so CLICK HERE to get your hands on the whole Sigil bundle of goodies.
Entropy, the Sci-Fi Cosmic Horror roleplaying game made by one of our Stormsmiths, will soon be in testing and openly joinable on the platform Roll20.net as Charly (its creator) will be testing a WIP version with players wishing to join into the fun and die in space.
To join one of the test games, where a BETA version of the manual will be available from the creator, please head towards the Roll20 site and register for an account. Then use the ”Looking For Group” function of the site and search for the name ”Entropy Beta Testing”.
We will run a premade adventure, made by the creator to test out the functions and system, as well as seeing the general interest of the crowd. While other groups are also running games behind the scenes (testers), we value the support and help any perspective can offer us in the long run!
And you can come chat with the creator and the other Stormforge fans on our Discord server!
We’ve done a fair amount in this update, and given you a more tools to play around with in the game.
First up, we’ve made some pre-made, exemplar characters that shows off how you can make a custom character in Enforcer. Each of the 9 Archetypes now has a custom, named character to show you how it’s done. Each of the example characters have full stats, perks, equipment as well as a short background blurb to give the characters… well character.
Exactly what it says on the tin. We’ve made a short list of Minion stats with perks and equipment, so if you want to grab a Minion quickly, this is for you. In this list we’ve also included 5 mechanical minions as well if you like your Minions to not talk back to you
In order to differentiate the Archetypes some more, we’ve given each Archetype their own unique Perk that only they get. So all Enforcers, for example, now come with the Pre-Prepared Perk that prevents them from being ambushed.
The Perk we gave to the Faithful Archetypes characters was the ability to use the Pray Action. They pray to God and if their faith (and Will Stat) is good enough, the Almighty will answer their prayers. The Pray action is a support/buffing action that only the faithful can use. There are 4 different types of prayers currently, but we want to add in some more, so if you have any ideas, we’d love to hear them.
You need Requisition Points to buy anything, and we’ve given you another way to get it. Other than increasing the amount of REQ you get at the end of a scenario from 1 to 1d10, we’ve also added in the Bounty system, so you can capture rebels, heretics, witches and even demons if you’re brave enough and sell them off to the Empire for a reward.
As always we like to tweak things to make sure they look right, and we’ve made some minor modifications to some equipment (armours particularly), so have a good look to make sure your stats line up with the new stuff.
Next up on the chopping block will be getting stuck into the campaign tools, to turn each individual scenario into a grander tale.
If you haven’t gotten Enforcer yet, you can grab it now by CLICKING HERE!
Enforcer is still in Early Access. This means that everything you need to play Enforcer is here, but it is not 100% finished. The main reason for the Early Access is to get funding for the art. Every dollar you spend on Enforcer is a dollar we give to an artist to make Enforcer look better. While the art is being worked on, we’ll keep polishing up the rules and increasing the lore. Everyone who gets Enforcer in the Early Access stage will get the full digital release for free, and we will also give you the final printed version at cost price.
If you want to know more about Enforcer, then come chat with other players and the developers on our Discord server!
Want to know how initiative works in Gates? We’ll here’s James to tell you all about it:
The order of combat is a challenge I have been battling with for a while. Gates is a game built on cinematic combat set pieces. It should be quick and exciting. However, the current initiative system is neither. As it stands, you simply roll 2d6 and add initiative, then you play in that order. This takes some unnecessary time. Writing down the order, determining what that order is and so on. I have finally found a solution to this problem.
This is how it works.
First, determine who has the highest initiative value. Any ties, the players decide who breaks it. That person chooses who acts first. The first person takes their turn as normal. When they have finished their turn, the player chooses who acts next. That is the core idea. Once everyone acts, the last person to act chooses who acts first the next round.
There are a few more mechanics to this simple initiative to keep the game more exciting and unexpected. A player may spend a hero die to force themselves or someone else to be chosen. Furthermore, if a character has taken damage, then that character can take their turn at any point after someone else’s turn, eliminating that person’s choice of who acts.
The artwork side of Gates is coming along. The artist, Howard Levy, is doing an amazing job. Here is one of the many pieces of art that will be used to decorate and guide this beautiful game.
If you want to chat with James and the other devs of Stormforge West about the games they’re making, come join our Discord server.
It’s been a while since our last Sigil Casino post, but we’re back to show off a card game almost as popular in casinos as poker and blackjack: Baccarat.
For the uninitiated, Baccarat has deceptively simple rules. Each player gets dealt two cards and adds up the numbers on the cards. The closest to 9 wins. If you are below 9, you can always ask for a third and final card. If you happen to go over 9 then you just take the second digit of the number (so a 12 becomes a 2). And lastly, face cards count as a 0.
And that’s all there is to it. That’s Baccarat. So let’s put that into Sigil terms.
Each game of Baccarat starts with every player putting down their bets. Then each one rolls 2d10 and add together the numbers (treat all 10s as 0s). Anyone who rolled 8 or over stays on their number, anyone below that can choose to roll one more d10 to add to their total. If you result is over 1, then take the second digit of the number (so a 12 becomes a 2).
If any player got a 9, then they win automatically, otherwise it is the player who got the closest to 9. If there is a draw, then they split the pot. See, simple as that.
Punto Banco is a version of Baccarat played against the casino (called the Banker). The banker deals two hands, one for himself and one for the player, and the player can bet on either one. The main difference between casual Baccarat and Punto Banco is getting that third card/d10.
If either the player or banker gets an 8 or a 9, then the round ends immediately.
If the player got a 6-7, then he stands and doesn’t get a third d10. The player only rolls a third d10 if he gets a 0-5.
If the player only has two cards, then the Banker plays by the same rules as the player (stands on a 6-7, gets a third d10 on a 0-5). However, if the player rolled a third d10, then the banker consults the following options based on what his total is:
If the total is 2 or less, then the banker rolls a third d10, regardless of what the player’s third d10 is.
If the total is 3, then the banker rolls a third d10 unless the player’s third d10 was an 8.
If the total is 4, then the banker rolls a third d10 if the player’s third d10 was 2, 3, 4, 5, 6, 7.
If the total is 5, then the banker rolls a third d10 if the player’s third d10 was 4, 5, 6, or 7.
If the total is 6, then the banker rolls a third d10 if the player’s third d10 was a 6 or 7.
If the total is 7, then the banker stands.
Not as simple, but it is the most famous version of Baccarat played in casinos.
Betting in the Sigil System works by using “points” of your character’s Wealth Skill Level. If you win, you gain a bonus to your Wealth Skill Check equal to the amount of points you’ve won until such a time as your GM decides you have used up all of your winnings (at least for 1 session). Similarly, you won’t lose any levels in your Wealth Skill if you lose a bet, but you will take a penalty to any Wealth Skill Checks equal to the amount of points your lost.
You can bet as many points of Wealth up to your character’s Wealth Skill Level plus any points you have already won. Other characters can “spot” you some money by taking a penalty to their Wealth Skill Checks, and you will gain some “points” to bet with.