Friday, 21 April 2017

Edd's Pub - Fantasy Adventures now on Sale!


Whether you play Warrior Heroes - Legends, 2 Hour Dungeon Crawl or any of our other Fantasy titles, you can play it with Edd's Pub. Heck, you can even use it with Large Than Life - Director's Cut our Pulp set of rules.

You can play Edd's Pub with our other games, but it's also a stand-alone game that's great for players of all experience. 

Edd's Pub is the jumping off point to the "Other Side" a world within our fantasy world of Talomir. Check it out here.




Saturday, 15 April 2017

Deadly Dreams now on sale - Happy Easter!

Deadly Dreams now on sale!
Happy Easter everyone and Sweet Dreams!

5150 Spaceships on Kickstarter!



I cut a deal with Travis that will allow me to use his very cool new spaceships in the 5150 Universe. I'll be doing a Bat Rep soon using them as he was kind enough to give me some. That means the ships can be produced quickly! Check it out and grab some before the Kickstarter finishes and prices go up to normal!

Kickstarter

Step-by Step Edds Pub - Part Five - Fizzbo's First Fight

Now that the PEF was resolved as Wererats I roll them up. The Wererats List tells me the maximum AC of the Wererats - AC 4 and their Alignment - Black Moon. 
I roll 1/2d6 and add it to "2". This gives me the Rep of the Leader.
Next I roll 1d6 versus the Rep of the Leader to see what are the Reps of each Grunt, either 1 point less, or 2 points less - but never lower than 3. 
I roll for the AC, their Class.
Here's both parties.

Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS






Wererats
Class
Rep
AC
Align
Amlick
Caster
5
2
BM
Basil
Healer
4
2
BM
Catick
Missile
4
2
BM
Delk
Missile
4
4
BM
Esrazzz
Melee
4
2
BM






And now the Interaction begins.




I played Fizzbo as a Grunt to show how the mechanics work. I was a bit surprised how the fight played out. If Fizzbo was a Star he'd have used Star Power, etc. and it may have ended differently. Right now, the Wererats have looted 4 Coins and take the two Out of the Fight Grunts - Maconne and Fawn prisoner. Squat ran off. If I resolve a Grunt Dwarf on a PEF I can always use Squat. 

More to come - Watch for Part Six.

Friday, 14 April 2017

Step-by-Step Edd's Pub - Part Four - Adventures on the Other Side



Fizzbo's Band has crossed over. Looking at the map we see that they have landed in the Woods, the only way to come and go between Talomir and the Other Side. They have to resolve 3 + 1/2d6 Possible Enemy Forces (PEFs). They will do this when they arrive for the first time and every time they choose to Stay Put in an area. 

Each of the four areas has their own Who Are They Tables to see what you have run into. When you leave an area you roll to see how many PEFs in that area must be resolved before you reach the new area. As this represents traveling to the new area you use the Who Are They table for the area you are leaving. Let's see what happens to Fizzbo.

I roll 1d6 and score a 2 - Fizzbo must resolve 5 PEFs in the Woods.  I roll 2d6 on the PEF Resolution Table versus the Rep of 4 to see what happens and pass 1d6. "Something's out there". The first PEF is resolved, but future PEFs must be resolved using 3d6. I roll again and score the same result! That's 2 PEFs resolved.

I roll a 3rd time and pass 2d6 with a 4 and 3. This means Fizzbo has met a group with 5 figures in it. The total of your 2d6 score on the Resolution Table tells you the number of NPCs you've met.

I now roll on the Woods Who Are They Table to see what I've met. Wererats!
************************************
Just to be clear, you roll dice a few times each Encounter because you are building the Story. Before each Encounter you don't know what you will meet and how many of them there are! This makes the games much more exciting and insures that they will never play the same.
*************************************

So what now?  Part Five





Wednesday, 12 April 2017

Tuesday, 11 April 2017

Step-by-Step Edds' Pub Part Three - Recruiting and Crossing over to the Other Side

In Part Two we explained what Edd's Pub is about - a jump off point to another world. Want to go by yourself? You can do that as you could recruit NPCs over there. These could be those that crossed over before and can go back and forth, They could be those that lost their Coin and can't get back. Or they can be NPCs from the Other Side, with no desire to leave.

But let's assume you want to start a Star and recruit your first Band to cross over.That's easy. You can automatically recruit 4 Grunts.  

They must be from your own Race and are assumed to have the same Alignment as you do. After the first Band of recruits you will be able to recruit NPCs from other Races and possibly, other Alignements. That's where Edd's Pub comes in  handy as there are four different Races at the Pub.

There are easy rules to generate the stats for your recruits...Rep, Class and Armor Class. Their Rep will always be lower than your Rep and their Class will determine their Armor Class. 

Here's Fizzbo's Band of Recruits that he brought to Edd's Pub.


Type
Class
Rep
AC
Align
Fizzbo
Caster
5
2
RS
Fawn
 Missile
4
2
RS
Squat
Missile
3
4
RS
Percy
Melee
4
4
RS
Maconne
Melee
4
4
RS




 

Each gets a Coin and down the hall they go to the Other Side. First stop is the Woods. Here's the Band entering the Woods.
Figures from Rebel Minis.

Part Four