Dec 2011
Size in Colonial Gothic
12/29/2011 01:10 Filed in: Colonial Gothic
With the release of Flames of Freedom: The Philadelphia Affair, a new monster trait has made an appearance, Size. What is it? Glad you asked.
The creature is larger than most. Size has a scale starting at 1, and progressing up to 12. As a creature gets larger, there is an effect on the creature such that they become stronger and heartier, but slower. In addition, if a creature reaches extremely large sizes, it becomes slower in thought as well, thus suffering Reason reductions. The following table shows the effect of Size.
Cost: 5 for each Size.

Size
The creature is larger than most. Size has a scale starting at 1, and progressing up to 12. As a creature gets larger, there is an effect on the creature such that they become stronger and heartier, but slower. In addition, if a creature reaches extremely large sizes, it becomes slower in thought as well, thus suffering Reason reductions. The following table shows the effect of Size.
Cost: 5 for each Size.

Comments
Busy. Busy. Busy.
12/28/2011 10:33 Filed in: News
With the holidays, and life, I’ve been busy. Not so busy that I have not been working on various Rogue Games items.
You should notice one of them right now, the first test transmission for Rogue Transmission is up. You can download it over here.
When I have not been doing that – you do not know how many takes it took me for that small transmission – I’ve been layout out the print version of Colonial Gothic: The Templars. It will be going to the printer next week.
If that is not enough, I have been writing both Shadow, Sword & Spell: Companion and the next part of Flames of Freedom, Shadows Upon The Hudson. I hope to have some things to share for Companion next week.
If that was not enough to keep me busy, I moved to a new web host this week, and briefly the Rogue Games website was down. That is now done, and hopefully, the site is stable.
You should notice one of them right now, the first test transmission for Rogue Transmission is up. You can download it over here.
When I have not been doing that – you do not know how many takes it took me for that small transmission – I’ve been layout out the print version of Colonial Gothic: The Templars. It will be going to the printer next week.
If that is not enough, I have been writing both Shadow, Sword & Spell: Companion and the next part of Flames of Freedom, Shadows Upon The Hudson. I hope to have some things to share for Companion next week.
If that was not enough to keep me busy, I moved to a new web host this week, and briefly the Rogue Games website was down. That is now done, and hopefully, the site is stable.
New bundle options for Flames of Freedom: The Philadelphia Affair
12/19/2011 06:47 Filed in: News
After a long wait, the Kindle and ePub version of Flames of Freedom: The Philadelphia Affair are done and ready for sale.
New bundle options for Flames of Freedom: The Philadelphia Affair has been uploaded. Now you can get the book, and your choice of PDF, ePub or Kindle. In addition, ePub and Kindle versions are ready for purchase as well. Visit the Online Store now.
New bundle options for Flames of Freedom: The Philadelphia Affair has been uploaded. Now you can get the book, and your choice of PDF, ePub or Kindle. In addition, ePub and Kindle versions are ready for purchase as well. Visit the Online Store now.
Bloodlines
12/12/2011 12:34 Filed in: SS&S
Work on Shadow, Sword & Spell: Companion is moving along.
Major sections have been written (by hand as is always the case), and some sections have been noted out. Sections that are still waiting to be written, have been put to the side while I finish up reading and research.
This is going to be a book, that has everything I ever wanted to say about fantasy. There are a lot of options, as well as new items waiting to be added to the existing game.
One option I have really grown to like, is an idea I almost left off the book’s outline. That option is bloodlines.
Bloodlines deal with characters being descendants of historical figures, heroes, or even the gods. What the concept allows is for Gamemasters and players to create characters who have a certain spark to them that sets them apart from others. Bloodlines have four types – diluted, minor, major and true – and depending on what type of bloodline your character has, they either have one power or a few they are able to call upon. bloodlines are a way for you to create a character like Hercules, in that you want a character who is the result of a coupling between a god and mortal woman.
The rules for bloodlines call for you to pick, or have your Gamemaster assign to you one of the types. Depending on the type, you have access to either one or three powers (diluted have access to no powers, but still have something that makes them stand out amongst others). Powers vary from such things as uncanny luck, or being skilled in a certain skill. In addition, certain powers are only available to certain bloodlines, and it is by doing this, that the various types bloodlines are separated from each other.
Besides the rules for these bloodlines, rules for how the bloodline is passed down to another character are provided. With this, groups who want to play a more historical campaign of having their characters be descendants of other characters is possible.
It is the generational play which is found throughout the book. Rules for family and family status are provided, and when you combine them with bloodlines, you could play a game where descendants come into and out of play.
Bloodlines. Just one of the many things that will be found in this book.
Major sections have been written (by hand as is always the case), and some sections have been noted out. Sections that are still waiting to be written, have been put to the side while I finish up reading and research.
This is going to be a book, that has everything I ever wanted to say about fantasy. There are a lot of options, as well as new items waiting to be added to the existing game.
One option I have really grown to like, is an idea I almost left off the book’s outline. That option is bloodlines.
Bloodlines deal with characters being descendants of historical figures, heroes, or even the gods. What the concept allows is for Gamemasters and players to create characters who have a certain spark to them that sets them apart from others. Bloodlines have four types – diluted, minor, major and true – and depending on what type of bloodline your character has, they either have one power or a few they are able to call upon. bloodlines are a way for you to create a character like Hercules, in that you want a character who is the result of a coupling between a god and mortal woman.
The rules for bloodlines call for you to pick, or have your Gamemaster assign to you one of the types. Depending on the type, you have access to either one or three powers (diluted have access to no powers, but still have something that makes them stand out amongst others). Powers vary from such things as uncanny luck, or being skilled in a certain skill. In addition, certain powers are only available to certain bloodlines, and it is by doing this, that the various types bloodlines are separated from each other.
Besides the rules for these bloodlines, rules for how the bloodline is passed down to another character are provided. With this, groups who want to play a more historical campaign of having their characters be descendants of other characters is possible.
It is the generational play which is found throughout the book. Rules for family and family status are provided, and when you combine them with bloodlines, you could play a game where descendants come into and out of play.
Bloodlines. Just one of the many things that will be found in this book.