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Jim Morris
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We've been running the playtest 2nd ed. rules (which is rad - thanks +Jason Lutes) on Roll20, so I figured hey, why not share this character sheet with all the other Freebooters out there!

When your dwarf adventurer says, "We're going to ride my shield down the mountain." What would you say in return?

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GenCon 50. Games Played:
Torchbearer: 5
DCC: 2
The Sprawl: 1
Rogue Trader: 1
I Love the Corp: 1

That's 40+ hours of awesome memories right there!

Thank you +Ary Ramsey​, +Todd J​, +Richard Sardinas​, +Joshua Whittle​, +Catharine Robinweiler​, +Thor Olavsrud​, +Hamish Cameron​, +Vincent Baker​, and all the other players, designers, GMs who made this feast of imagination possible! xoxoxoxo
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When you get paid in full, but also get setup or ambushed. Have you done this? What did it look like?

I need help understanding Console Cowboy, the move on the hacker playbook. The trigger looks identical to the trigger for Login, the general matrix move. Am I reading that right? Do hackers essentially roll twice any time they login? More questions assuming the answer is yes... Thanks in advance!

What if, instead of stats, playbooks had moves rewarding [stat]-like behavior for +[n] forward.

Is act under fire, defy danger, and all if its incarnations a crutch? On one hand, it's super handy to have a default move. On the other hand, every time I've just said yes instead, and pushed the fiction toward a different move, I feel like things developed in a more satisfying way.

I'm curious. Has anyone played in a game where the operators blow the mission? How often does this happen in your game? How did it go?

Umber Hulk
Also known as “hook beast” or “hulker”, it is a large, bipedal, insectoid aberration with an ape-like build. Their ironlike claws allow them to burrow through solid stone in search of prey. They have no neck to speak of, but the head features a powerful maw with rows of triangular teeth and 8-inch mandibles capable of biting through hide and bone. Most peculiar of all are the four round eyes, spaced evenly across the umber hulk’s forehead.

They are intelligent, solitary hunters, and prefer to ambush their prey, digging to a point adjacent to a main corridor, laying in wait and peeking through a crack they’ve made, then springing out upon startled victims.

Might 5
Nature 6: burrowing, waiting, rending

Kill: 9
Attack: +2D, burst through wall (first action only); +1D, claws; -1D +1s, mandibles

Drive Off: 3
Attack: +2D, burst through wall (first action only); +1D, claws; -1D +1s mandibles

Flee: 6
Attack: +2D, burst through wall (first action only); +1D, claws; -1D +1s, mandibles
Maneuver: +1D, tunneling
Feint: +2D, burst through wall

Trick: 13
Attack: +1D, preternatural instincts
Defend: +1D, latent psionic

Instinct: Always attack from hiding.
Special: A character looking upon the umber hulk must succeed in a Will vs. Nature (6) test. Success means the character was able to look away in time. Recommended failure result: twist. The character is driven mad, see the special condition: Confused.

As the Angry condition, plus roll 2d6 each turn (or each round in a conflict) and either (2-5) the character acts normally, (6-8) they do nothing but mutter senselessly, or (9-12) they will attack their allies. Anything that allows recovery from Angry also recovers Confused.

Purple Worm
The purple worm is akin to an enormous and bizarre earthworm. It is a deep purple color, with a pale yellow underbelly. One end terminates in a barb-toothed mouth, the size of an ox; at the other end is a deadly stinger. Although they will consume any living creature, the rotting corpses of large beasts and vast swarms of vermin are favored meals. They also consume vast amounts of dirt and minerals as they burrow. The gut of a purple worm could easily contain anything able to resist its digestive juices: gemstones, metal gauntlets, magic swords, etc.

Few things are both hardy and desperate enough to prey on the purple worm. Umber hulks and hungry packs of trolls are about the only creatures foolish enough to try it.

Might 6
Nature 7: burrowing, scavenging, swallowing whole
Instinct: Consume anything that might be food.

Kill: 11
Attack: +1s, Ravenous Maw
Defend: +1D, Tail Stinger
Maneuver: +1D, Flexible Poses

Flee: 7
Attack: +1s Ravenous Maw
Maneuver: +2D, Tunneler

Drive Off: 15
Attack: +1s, Ravenous Maw
Defend: +1D, Tail Stinger
Maneuver: +1D, Flexible Poses

Trick: 4
Attack: -1D +1s, Almost Mindless

Armor: Body wall capable of burrowing through solid rock (counts as chain).

Special: It is not uncommon to hear of an entire group of adventurers vanishing down the ravenous maw of a purple worm, screaming as they disappear one by one. Anyone knocked out of a fight by this weapon cannot be brought back into the fight. The only way to rescue an adventurer that has been swallowed whole is to kill the worm and cut open its gut.
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