Suffer the Witch

A group of Vikings cast ashore find a village stripped of its warriors. The chieftain speaks of a witch, once a wise woman of the village, now bitter and flushed with hatred. The village suffers under her curse, and he has lost many men in attempting to free it. He cannot risk any more.

And these adventurers, lately come from the sea, lost and in need of aid? Can they save the village of Kalved?

Suffer the Witch, an adventure for the Viking RPG Kiss My Axe: Thirteen Warriors and an Angel of Death, was created for Gen Con 2011. It is a challenge for 4 – 6 starting characters. Pre-generated characters are included, but the adventure can be run with any newly generated Kiss My Axe character. While the adventure does not require the use of Kiss My Axe, the narrative characters and some situations are based on that system and would require modification to use with another system.

You can find Suffer the Witch here.

Kiss My Axe Pre-Gens

Those of you at Gen Con had a chance to check these characters out and maybe even score “the Quick and Dirty Gen Con Edition” of Kiss My Axe: Thirteen Warriors and an Angel of Death. Those of you not at Gen Con, can check out these character as a kind of window into Kiss My Axe. Sections of the game are being retooled, but also work on preparing “Crossing the Millers,” the Gen Con one-shot for Sword Noir: A Role-playing Game of Hardboiled Sword & Sorcery, is on-going, and once that is out, I can turn full time to Kiss My Axe.

So, for your edification and education, here are the pre-gens from “Suffer the Witch.” The characters have been altered due to intended changes in how Pivots work.

The Captain
Concept: Warband Captain, Good                Fighting: Good
Faculty: Fierce Diplomacy, (Wit, Good)       Style: Sword & Shield, Good
Seafaring: Good                                            Protection: Fine Hauberk, Good
Phy: Good; Wit: Good; Cha: Good
See to the Heart of It (Wit, Good)
Pivot: Glory lies with Loyalty: A man true to followers and leader is a man who will be respected and trusted. Luck is gained when the character remains faithful or maintains a trust or promise even in the face of immense reward to do otherwise, or after a particularly disastrous defeat.

The Navigator
Concept: Pilot of the Waves, Good               Fighting: Good
Faculty: Navigation, (Wit, Good)                  Style: Play it Smart, Good
Seafaring: Great                                             Protection: Shield & Armour, Good
Phy: Average; Wit: Great; Cha: Basic
Tales on the Wind (Wit, Good); See the Weakness (Wit, Good)
Pivot: Skill bests Brawn: When raw strength meets raw skill, it is skill that prevails. Luck is gained when a character uses cunning or strategy to achieve success against a superior, noteworthy, or particularly nasty opponent.

The Bard
Concept: Skald, Good                                   Fighting: Good
Faculty: Honeyed Words, (Cha, Good)         Style: Grace of Steel, Good
Seafaring: Good                                            Protection: Like a Ghost, Good
Phy: Average; Wit: Good; Cha: Great
Play Upon Your Heart (Cha, Good); See the Weakness (Wit, Good)
Pivot: I will Do what I Must: Sometimes, one must act in a manner that opposes all that is said to be right in order to achieve victory. Luck is gained when a character acts in a fashion against and element of the Viking Ethos in order to achieve a victory that is significant for others, and is generally in keeping with the general spirit of the Viking Ethos (for example—murdering a war-leader or champion in order to gain a victory in an upcoming battle).

The Berserker
Concept: Warrior, Good                                Fighting: Great
Faculty: Intimidation, (Phy, Good)               Style: Raw Fury, Good
Seafaring: Good                                            Protection: Invincibility, Great
Phy: Great; Wit: Average; Cha: Average
Pivot: Glory through Battle: The place where one gains reputation and honour is in combat. Luck is gained when the character engages in combat even though there are other, easier options available. The combat itself should be at a significant or particularly dramatic, and the combat should be against overwhelming odds or a clearly superior opponent.

The Archer
Concept: Hunter, Good                                 Fighting: Great
Faculty: Tracking, (Wit, Good)                      Style: the Bow, Good
Seafaring: Good                                            Protection: Avoidance, Good
Phy: Good; Wit: Average; Cha: Average
In the Wild (Wit, Good); Through the Heart (Phy, Good)
Pivot: Protection in the Shadows: While all others strive for their names to be known, there is comfort in disappearing into the darkness, to being neither known nor admired. Luck is gained when a character avoids gaining glory or reputation for a noteworthy act or victory that is in keeping with the Viking ethos.

The Warlock
Concept: Weather Witch, Good                    Fighting: Good
Faculty: the Unseen (Cha, Good)                  Style:
Seafaring: Good                                            Protection:
Phy: Average; Wit: Good; Cha: Good
Worker of Wonders, galthr (Great), ehwaz [sending], mannaz [area of effect], othala [air]; the Lame (Basic)
Pivot: I Stand Outside: This character is not part of the society as a whole. The character may be a sorcerer, woman, or foreigner who sails with the Vikings. Luck is gained when the character acts in a manner contrary to societal norms. The action should not simply be contrary, but should challenge Viking society while meeting some element of the character’s concept and the Viking Ethos. The outcome of the action should be successful and noteworthy.

True20 Special Operations Pre-Gens

For Games on Demand at Gen Con 2011, I was prepared to run four different games. Two were  my own (Sword Noir: A Role-Playing Game of Hardboiled Sword & Sorcery and Kiss My Axe: Thirteen Warriors and an Angel of Death) and two were not. The two that were not was Old School Hack and True20. For Old School Hack, I was actually going to use Jenn Wong’s Quest for the Golden Panda playset for Fiasco to generate an improvised game. For True20, I had a quick hack of the Khorforjan Gambit prepared.

I’ve already shared the pre-generated characters used for Sword Noir. Here are the pre-gens for the proposed True20 Spec Ops game, which was never played.

The Boss, Army Captain
Expert 3/Warrior 3
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +1, Int +2, Wis +1, Cha +2
Skills: Acrobatics +2/-1, Bluff (4), Climb +1/-2, Escape Artist +2/-1, Diplomacy (9), Intimidate (9), Jump +1/-2, Knowledge [civics] (4), Knowledge [current events] (4), Knowledge [tactics] (9), Language [Arabic, English, Pashto], Notice (9) +2, Search (6), Sense Motive (6) +2, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9), Swim +0/-3
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Connected, Far Shot, Firearms Training, Master Plan, Point Blank Shot, Precise Shot, Talented (Notice, Sense Motive)
Combat: Attack +6 (+5 base, +1 Dex), Defence Dodge/Parry +6/+5 (+5 base, +1 Dex), Initiative +1
Saving Throws: Toughness +4 (+1 Con, +3 armour), Fortitude +3 (+2 base, +1 Con), Reflex +3 (+2 base, +1 Dex), Will +5 (+4 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3/SG1 marksman rifle, 6 G3 magazines; Leupold electro-optical scope for G3; Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom (portable satellite radio); tactical radio.

Urban Kit: Norinco P226 autoloader pistol (12/24/48, 2d6, 17, AP1, SA); 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom (portable satellite radio); tactical radio.

Weapon Att           Range    Crit         Dam        Ammo     Special
G3           +7           150         20           +6           30           Autofire
P226       +7           45           20           +4           13

The Intelligence Officer, Navy Sub-Lieutenant
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +0, Con +0, Int +2, Wis +3, Cha +2
Skills: Acrobatics +0/-3, Bluff (9) +11, Climb +0/-3, Computers (4) +6, Diplomacy (9) +11, Disable Device (4) +6, Disguise (4) +6, Escape Artist +0/-3, Gather Information (9) +11, Intimidate (4) +6, Jump +0/-3, Knowledge (current events) (5) +7, Knowledge (streetwise) (4) +6, Languages (2) (English, Dari, Pashto, Tajik, Turkmen) +4, Notice (9) +12, Sense Motive (9) +12, Sleight of Hand +0/-3, Stealth (9) +9/+6, Swim +0/-3
Feats: Armour Training, Attack Focus (pistol), Defensive Roll, Eidetic Memory, Far Shot, Firearms Training, Lucky, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +4 (+4 base), Defence Dodge/Parry +4/+4 (+4 base), Initiative +0
Savings Throws: Toughness +3 (+3 armour), Fortitude +3 (+2 base, +1 Cha), Reflex +3 (+2 base, +1 Cha), Will +9 (+5 base, +3 Wis, +1 Cha)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio.

Weapon Att         Range    Crit         Dam       Ammo   Special
AKM      +4           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

The Medic, Air Force Warrant Officer
Expert 4/Warrior 2
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +1, Dex +2, Con +0, Int +3, Wis +1, Cha +0
Skills: Acrobatics +2/-1, Bluff (4) +4, Climb +1/-2, Computers (4) +7, Concentration (7) +8, Craft [pharmaceutical] (9) +12, Escape Artist +2/-1, Diplomacy (7) +7, Jump +1/-2, Knowledge [behavioural sciences] (7) +10, Knowledge [life sciences] (9) +14, Language [Arabic, English, Farsi, Pashto, Urdu] (1), Medicine (9) +17, Notice (9) +10, Sense Motive (9) +10, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (7) +8, Swim +1/-2
Feats: Armour Training, Attack Focus (firearms), Attack Specialization (firearms), Firearms Training, Improvised Tools, Jack-of-All-Trades, Prone Fighting, Skill Focus (Medicine), Sneak Attack, Talented (Knowledge [life sciences], Medicine)
Combat: Attack +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+6 (+5 base, +2 Dex/+1 Str), Initiative +2
Saving Throws: Toughness +3 (+0 Con, +3 armour), Fortitude +2 (+2 base), Reflex +3 (+1 base, +2 Dex), Will +2 (+1 base, +1 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; 5 chem-lights; compass; flashlight; maps, local; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); field medical kit; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: 5 chem-lights; compass; flashlight; maps, local; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); field medical kit; tactical radio.

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +8           50           20           +5           30           Autofire
P226       +8           30           20           +4           13

The Engineer, Army Warrant Officer
Expert 6
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +1, Con +0, Int +3, Wis +2, Cha +1
Skills: Acrobatics +1/-2, Climb +0/-3, Computers (9) +12, Craft (electronic) (9) +12, Craft (mechanical) (9) +12, Craft (structural) (9) +12, Disable Device (9) +12, Escape Artist +1/-2, Jump +0/-3, Knowledge (physical sciences) (9) +12, Knowledge (technology) (9) +12, Language (Arabic, English, Farsi, Tajik, Urdu) (1) +4, Notice (9) +11, Search (9) +12, Sleight of Hand (8) +9/+6, Stealth (9) +10/+7, Swim +0/-3
Feats: Armour Training, Attack Focus (assault rifle), Defensive Attack, Demolitions, Evasion, Far Shot, Firearms Training, Improvised Tools, Point Blank Shot, Precise Shot
Combat: +5 (+4 base, +1 Dex), Defence Dodge/Parry +5/+4 (+4 base, +1 Dex/+0 Str), Initiative +1
Savings Throws Toughness +3 (+3 armour), Fortitude +5 (+5 base), Reflex +3 (+2 base, +1 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: AKM assault rifle (night vision sight, illuminator), 6 AKM magazines; Norinco P226 autoloader pistol; 2 P226 magazines; removable silencer for P226; combat knife; undercover vest; 5 pounds C4 w/detonators; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/ satcom; tactical radio; military grade laptop

Urban Kit: Norinco P226 autoloader pistol (in concealed carry rig); 2 P226 magazines; removable silencer for P226; combat knife; undercover vest;
in rucksack: 5 pounds C4 w/detonators; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio; military grade laptop

Weapon Att         Range    Crit         Dam        Ammo     Special
AKM      +6           75           20           +5           30           Autofire
P226       +5           45           20           +4           13

Demolitions Feat: When using any Skill to complete a task related to Demolitions, including the placing, arming, removal, or disarming of explosives, the character gains a +2 bonus

The Sniper, Army Warrant Officer
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +1, Dex +3, Con +1, Int +0, Wis +2, Cha +0
Skills: Acrobatics +3/+0, Climb +1/-2, Concentration (9) +11, Escape Artist +3/+0, Jump +1/-2, Languages (4) (Arabic, English, French, Pashto, Tajik) +4, Notice (9) +11, Sleight of Hand +3/+0, Stealth (9) +12/+9, Survival (5) +7, Swim +1/-2
Feats: Armour Training, Attack Focus (rifle), Attack Specialization (rifle), Far Shot, Firearms Training, Greater Attack Focus (rifle), Improved Precise Shot, Point Blank Shot, Precise Shot, Sneak Attack
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+7 (+6 base, +3 Dex/+1 Str), Initiative +3
Savings Throws Toughness +4 (+3 armour, +1 Con), Fortitude +6 (+5 base, +1 Con), Reflex +5 (+2 base, +3 Dex), Will +4 (+2 base, +2 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Izhmash SVDS sniper rifle; 6 SVDS magazines; Leupold electro-optical scope for SVDS; removable silencer for SVDS; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); satcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SVDS     +11         325         19-20/+4+7           20
P226       +9           45           20           +4           13

Weapons NCO, Army Sergeant
Warrior 6
Core Ability: Determination
Speed: 30 ft. Reputation +1
Str +2, Dex +3, Con +2, Int +0, Wis +0, Cha +0
Skills: Acrobatics +3/+0, Climb (5) +7/+4, Escape Artist +3/+0, Intimidate (9) +9, Jump +2/-1, Languages (4) (English, German, Hindi, Russian, Tajik) +4, Notice (5) +5, Sleight of Hand +3/+0, Stealth (9) +12/+9, Swim (4) +5/+2
Feats: Armour Training, Attack Focus (machinegun), Attack Specialization (machinegun), Far Shot, Firearms Training, Greater Attack Focus (machinegun), Improved Initiative, Point Blank Shot, Precise Shot, Quick Draw
Combat: +9 (+6 base, +3 Dex), Defence Dodge/Parry +9/+8 (+6 base, +3 Dex/+2 Str), Initiative +7
Savings Throws Toughness +5 (+3 armour, +2 Con), Fortitude +7 (+5 base, +2 Con), Reflex +5 (+2 base, +3 Dex), Will +2 (+2 base, +0 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: Norinco Type 81 SAW; 4 Type 81 drum magazines; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); sitcom; tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
SAW       +11         325         20           +6           75
P226       +9           45           20           +4           13

The Scout, Army Sergeant
Expert 2/ Warrior 4
Core Ability: Expertise
Speed: 30 ft. Reputation +2
Str +0, Dex +2, Con +2, Int +2, Wis +3, Cha +0
Skills: Acrobatics (5) +7/+4, Climb (5) +5/+2, Drive (5) +7, Escape Artist +2/-1, Jump (3) +3/+0, Languages (2) (English, Dari, Farsi, Pashto, Tajik) +4, Notice (9) +12, Ride (4) +6, Search (9) +11, Sleight of Hand +2/-1, Stealth (9) +11/+8, Survival (9) +12, Swim (5) +5/+2
Feats: Armour Training, Far Shot, Firearms Training, Point Blank Shot, Precise Shot, Sneak Attack, Track, Trackless, Trailblazer, Uncanny Dodge
Combat: +7 (+5 base, +2 Dex), Defence Dodge/Parry +7/+5 (+5 base, +2 Dex/+0 Str), Initiative +2
Savings Throws: Toughness +5 (+3 armour, +2 Con), Fortitude +4 (+2 base, +2 Con), Reflex +4 (+2 base, +2 Dex), Will +8 (+5 base, +3 Wis)
Background: SpecOps (bonus: Armour Training /favoured: Attack Specialization (firearms), Sneak Attack)

Possessions: HK G3 battle rifle; 6 G3 magazines; ACOG (night-vision capable) for G3; Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest; binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; load-bearing vest; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); rope (synthetic, 75 ft); AN/PRC-117F squad radio w/satcom; tactical radio.

Urban Kit: Norinco P226 autoloader pistol; 4 P226 magazines; removable silencer for P226; combat knife; undercover vest
in rucksack: binoculars, electro-optical; chem-lights (5); compass; flashlight; map, area; multi-purpose tool; night vision goggles; PLGR (precision, lightweight GPS receiver); tactical radio

Weapon Att         Range    Crit         Dam        Ammo     Special
G3           +7            112           20           +6           20           Autofire
P226       +7           45            20           +4           13

For those interested in Sword Noir, it can be found here.

The Khorforjan Gambit can be found here.

You can check out Old School Hack here.

The Quest for the Golden Panda can be found here

Fiasco can be found here.

True20 can be found here.

And just to cover my legal butt. Haven’t done one of these in a while, but here’s the OGL. Using True20 Adventure Roleplaying: Revised Edition really added to the section 15. Holy crap!

OPEN GAME LICENSE Version 1.0a

The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.

1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.

10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.

11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13. Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15. COPYRIGHT NOTICE

Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.

Modern System Reference Document Copyright 2002-2003, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.

Advanced Player’s Manual, © 2005, Green Ronin Publishing: Author Skip Williams.
Advanced Player’s Guide, © 2004, White Wolf Publishing, Inc.
Algernon Files, © 2004, Blackwyrm Games; Authors Aaron Sullivan and Dave Mattingly.
Armies of the Abyss, © 2002, Green Ronin Publishing; Authors Erik Mona and Chris Pramas.
The Avatar’s Handbook, © 2003, Green Ronin Publishing; Authors Jesse Decker and Chris Tomasson.
Bastards & Bloodlines, © 2003, Green Ronin Publishing, Author Owen K.C. Stephens
Blue Rose, © 2005, Green Ronin Publishing; Authors Jeremy Crawford, Dawn Elliot, Steve Kenson, and John Snead.
Blue Rose Companion, © 2005, Green Ronin Publishing; Editor Jeremy Crawford.
The Book of Fiends, © 2003, Green Ronin Publishing; Authors Aaron Loeb, Erik Mona, Chris Pramas, and Robert J. Schwalb.
Book of the Righteous, © 2002, Aaron Loeb.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Conan The Roleplaying Game, © 2003 Conan Properties International LCC; Authorized Publisher Mongoose Publishing Ltd; Author Ian Sturrock.
CORE Explanatory Notice, © 2003, Benjamin R. Durbin
Creatures of Freeport, © 2004, Green Ronin Publishing, LLC; Authors Graeme Davis and Keith Baker.
Crime and Punishment, © 2003, Author Keith Baker
Crooks!, © 2003, Green Ronin Publishing; Authors Sean Glenn, Kyle Hunter, and Erik Mona.
Cry Havoc, © 2003, Skip Williams. All rights reserved.
Challenging Challenge Ratings: Immortal’s Handbook, © 2003, Craig Cochrane.
Darwin’s World 2nd Edition, © 2003, RPG Objects; Authors Dominic Covey and Chris Davis.
Design Parameters: Immortal’s Handbook, © 2003, Craig Cochrane.
Fading Suns d20 ©2001 Holistic Design, Inc.
Galactic Races, © 2001, Fantasy Flight Games.
Gimmick’s Guide to Gadgets, © 2005, Green Ronin Publishing; Author Mike Mearls.
Grim Tales, © 2004, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Cyberware game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Firearms game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Horror game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Spellcasting game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Grim Tales, Vehicle game mechanics; © 2003, Benjamin R. Durbin, published by Bad Axe Games, LCC.
Hot Pursuit, © 2005, Corey Reid, published by Adamant Entertainment, Inc.
Immortals Handbook, © 2003, Craig Cochrane.
Legions of Hell, © 2001, Green Ronin Publishing; Author Chris Pramas.
A Magical Medieval Society: Western Europe, © 2003, Expeditious Retreat Press; Authors Suzi Yee and Joseph Browning.
The Mastermind’s Manual, © 2006, Green Ronin Publishing; Author Steve Kenson.
Modern Player’s Companion, © 2003, The Game Mechanics, Inc; Author: Stan!
Monster’s Handbook, © 2002, Fantasy Flight Publishing, Inc.
Monte Cook Presents: Iron Heroes, © 2005, Monte J. Cook. All rights reserved.
Monte Cook’s: Arcana Unearthed, © 2003, Monte J. Cook. All rights reserved.
Mutants & Masterminds, © 2002, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds, Second Edition, © 2005, Green Ronin Publishing; Author Steve Kenson.
Mutants & Masterminds Annual #1, © 2004, Green Ronin Publishing, LLC; Editor Erik Mona.
Mythic Heroes, © 2005, Benjamin R. Durbin, published by Bad Axe Games, LLC.
OGL Horror, © 2003, Mongoose Publishing Limited.
Possessors: Children of the Outer Gods, © 2003, Philip Reed and Christopher Shy, www.philipjreed.com and www.studioronin.com.
The Psychic’s Handbook, © 2004, Green Ronin Publishing; Author Steve Kenson.
The Quintessential Fighter, © 2001 Mongoose Publishing
Relics and Rituals: Excalibur,© 2004, White Wolf Publishing, Inc.
Rokugan, © 2001 AEG
Sea of Blood ©2001 Mongoose Publishing
The Seven Saxons, by Benjamin R. Durbin and Ryan Smalley, © 2005, Bad Axe Games, LLC.
Silver Age Sentinels d20, © 2002, Guardians of Order, Inc.; Authors Stephen Kenson, Mark C. Mackinnon, Jeff Mackintosh, Jesse Scoble.
Skull & Bones ©2003, Green Ronin, Green Ronin Publishing, Authors Ian Sturrock, T.S. Luikart, and Gareth-Michael Skarka.
Spycraft © 2002, Alderac Entertainment Group.
Spycraft Espionage Handbook, © 2002, Alderac Entertainment Group, Inc.; Authors Patrick Kapera and Kevin Wilson.
Spycraft Faceman/Snoop Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Alexander Flagg, Clayton A. Oliver.
Spycraft Fixer/Pointman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Scott Gearin.
Spycraft Mastermind Guide, © 2004, Alderac Entertainment Group, Inc.; Steve Crow, Alexander Flagg, B. D. Flory, Clayton A. Oliver.
Spycraft Modern Arms Guide, © 2002, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Tim D’Allard, Rob Drake, Michael Fish, Scott Gearin, Owen Hershey, Patrick Kapera, Michael Petrovich, Jim Wardrip, Stephen Wilcoxon.
Spycraft Soldier/Wheelman Class Guide, © 2003, Alderac Entertainment Group, Inc.; Authors Chad Brunner, Shawn Carman, B. D. Flory, Scott Gearin, Patrick Kapera.
Spycraft U.S. Militaries Guide, © 2004, Alderac Entertainment Group, Inc.; Authors Dave McAlister, Clayton A. Oliver, Patrick Kapera.
Spycraft, © 2005, Alderac Entertainment Group.
Swords of Our Fathers, © 2003, The Game Mechanics
Tales of the Caliphate Nights, © 2006, Paradigm Concepts, Inc., Author Aaron Infante-Levy
Tome of Horrors, © 2002, Necromancer Games., Inc.; Author Scott Greene, based on original material by Gary Gygax.
True20 Adventure Roleplaying, © 2005, Green Ronin Publishing; Author Steve Kenson.
True20 Bestiary, © 2006, Green Ronin Publishing; Author Matthew E. Kaiser.
The Unholy Warrior’s Handbook, © 2003, Green Ronin Publishing; Author Robert J. Schwalb.
Ultramodern Firearms, © 2002, Green Ronin Publishing; Author Charles McManus Ryan.
Unearthed Arcana, © 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.
Wrath & Rage, © 2002, Green Ronin Publishing, Author Jim Bishop
True20 Adventure Roleplaying: Revised Edition, © 2007, Green Ronin Publishing;, LLC Author Steve Kenson.

Raid on Ashkashem Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Qalashar Device Copyright 2004 Sword’s Edge Publishing; Author Fraser Ronald
The Khorforjan Gambit Copyright 2005 Sword’s Edge Publishing; Author Fraser Ronald

DESIGNATION OF PRODUCT IDENTITY: As per section 1(e) of the Open Game License, version 1.0a, the following are designated as Product Identity: SEP; SEP Spec Ops; the Qalashar Device; Raid on Ashkashem; the Khorforjan Gambit.

DESIGNATION OF OPEN CONTENT: As per section 1(d) of the Open Game License, version 1.0a, the following are designated as Open Content: everything

Gen Con 2011: First Thoughts

So, got back from Gen Con at about 03:00 this morning after a long, long drive. Thoughts are still percolating through my skull and I’m still on a bit of a Gen Con high, but here are some immediate take-aways.

1. I suck at selling my own stuff. Early on, I recognized this and simply switched to giving stuff away. I still have copies of Kiss My Axe: the Quick and Dirty Gen Con Edition available if you have a podcast, blog, some kind of pulpit, so let me know if you want a review copy. I will no longer take product to cons to sell. If I take product, it will be to provide review copies. I actually knew this would be a problem, but hoped I could overcome it.

2. Even when you think a game is done, it is not done. I came to a realization that the stuff that puts most Kiss My Axe games over the edge in terms of pure awesome fun isn’t exactly in the rules. It’s there, it’s tied to the Style Quality, but it’s not explicit throughout. I need to pump its visibility up. This means Kiss My Axe will be delayed, but will have 25% more pure awesome upon release.

3. Timing for Con games is crucial. The Kiss My Axe one-shot hit the two hour mark once. The other two times it was run, it wasn’t allowed to get to the two hour mark (Games on Demand slot started late and table was required) or ran over two hours. I knew there was no way the Sword Noir one-shot would fit in two hours, but it certainly worked at four hours, even with the amazing crew getting very complex and sneaky with how they approached the problem. With a pick-up game, time isn’t as essential as it is in an actual con slot, and I had expected the Kiss My Axe one-shot to actually run just shy of four hours. Because every group is so different, game timing is very tough, but essential.

4. Sand skiffs, hornet riding mutant desert raiders, and skywhales? You’re doing Old School Hack right! There’s a lot of fun inherent in the OSH rules, but watching author (Enny-award winning) Kirin Robinson run an OSH game takes it to another level. He’s there, drawing out the combat zone that is abstract, but provides the visual cues for running a good combat, including differing arenas.

I’m sure as I think more on what happened and formulate hypotheses as to why, I’ll have more to share.

Now if you have not yet, go buy Sword Noir here.

And go download the Enny-award winning Old School Hack here.

Games On Demand

For those not in the know, at Gen Con 2011, I’ll be a GM with Games On Demand at the Crowne Plaza in the “Pennsylvania Station C” ballroom on Thursday and Saturday mornings from 10:00 to 14:00. My main purpose to to run “Crossing the Millers” for Sword Noir and “Suffer the Witch” for Kiss My Axe. I will also have Old School Hack for improv gaming (meaning nothing prepared, but ready to run it) and I will have a military special operations adventure set in Khorforjan to run with True20. Come and see me if you want to game.

You can read about Games on Demand on Facebook.

You can buy Sword Noir: a Role-playing Game of Hardboiled Sword & Sorcery here.

You can see the pre-generated characters for “Crossing the Millers” here.

You can get Old School Hack here.

You can buy the Khorforjan Gambit, an adventure for d20 Modern, here.

Kiss My Axe: the Quick And Dirty Gen Con Edition

Copies of Kiss My Axe: Thirteen Warriors and an Angel of Death will be available at Gen Con, but these will be the Quick and Dirty Gen Con Edition. The big difference between the QDGCE and what will come later is the layout. Those of you who have purchased SEP products from the Khorforjan Gambit onward will have noticed the professional layout and graphic design. That’s due to Rob Wakefield. Now, he takes time to do his job, and I was in an incredible rush to get something ready for Gen Con. As such, I banged out a very basic layout and a cover that was the best I could do, but which ain’t winning any awards.

The game, though, is to the professional standards I hope SEP has exhibited in the past.

Just to give you an idea of what happens when Rob isn’t around to hold my hand, behold, the QDGCE cover!

Sword Noir and Kiss My Axe . . . On Demand!

Just in case you aren’t keeping up with my Gen Con 2011 schedule, I plan to be at Games On Demand, which one can find at the Crowne Plaza Hotel, Pennsylvania Station C (which is a ballroom set aside for Gen Con gaming). Look for me on Thursday August 4 at 10:00 to 14:00 and Saturday August 6 at 10:00 to 14:00. I’ll have one-shots for both Sword Noir and Kiss My Axe. If I get a couple of people, I’ll be running a game, but I max out at 6.

Call me humble or call me a realist, but I have a sense I’ll be lucky to get two people interested in a game.

My Gen Con schedule is here.

You can find Sword Noir: a Role-playing Game of Hardboiled Sword & Sorcery here.

Kiss My Axe: Thirteen Warriors and an Angel of Death will be debuting at Gen Con with print copies of the “Quick and Dirty Gen Con” edition.

Fraser’s 2011 Gen Con Schedule

This post is going to be my little Gen Con scheduler . .  .or something. Basically, this will let you know where I’m doing whatever I am doing. I’m hoping to showcase Kiss My Axe: Thirteen Warriors and an Angel of Death and Sword Noir, meaning I’m hoping to run some games. If you see an opening and want to game, let me know.

I’ll be updating this page as plans are made. I hope I’ll see you there.

Wednesday
Arriving.

Thursday
1000 – 1400 Games on Demand, Crowne Plaza : Pennsylvania Station C
1500 – 1900 Sword Noir One-Shot “Crossing the Millers” at Embassy Suites
1930 – 2330 Social Event

Friday
1430 – 1630 Interviews
1700 – 2100 Sword Noir One-Shot “Crossing the Millers” at Embassy Suites

Saturday
1000 – 1400 Games on Demand, Crowne Plaza : Pennsylvania Station C
1500 – 1900 Playing Old School Hack
2000 – 2300 Media Meet & Greet at Union Station Basement

Sunday
Heading home.

SEP at Gen Con 2011

Indianapolis, I will be in you. Be warned!

Yup, going to Gen Con. This, in and of itself, is not news. I did want to highlight some information about the trip.

I’m going as a representative of the Accidental Survivors Podcast, meaning that SEP will not have a booth and that I’ll be looking to talk to other industry professionals.

I will, however, be carrying with me physical copies of Sword Noir and the very first ever copies of Kiss My Axe: Thirteen Warriors and an Angel of Death. This will be the “Quick and Dirty Gen Con edition,” lacking professional layout, but mechanically the same as that which will come later.

Along with copies of Sword Noir and Kiss My Axe, I’ll have one-shot adventures for each which I will be happy to run.

Since I’m not going to have a booth, you’ll need to give me a shout before the con to set up a place and time to meet if you want to play in a one-shot. I’m also very open to just sitting down and running a game if you run into me.

So you have been warned, Indy. You have been totally warned.

You can find the Accidental Survivors here.

You can purchase Sword Noir here.

You can get other SEP goodness here.

Gen Con Pre-Gens

The Sword Noir one-shot for Gen Con 2011 is tentatively called “Crossing the Millers.” In this adventure, the player characters work for Finney, a crime boss in Everthorn’s East Corners neighbourhood. Finney’s citadel is in a converted waterwheel mill that still runs, and Finney’s gang is sometimes called the Millers.

The PCs are called on by Finney to do him a personal favour. What Finney doesn’t know is that he’s asking the crew to do something that might lead the crew into direct conflict with the boss himself.

For those of you who might still not have purchased Sword Noir: a Role-Playing Game of Hardboiled Sword & Sorcery, it can be found here.

And these are the pre-generated characters that the one-shot will use.

Concept: Fixer, Good
Background: Merchant of Lies, Good
Faculty: You Can Trust Me!, Good (Cha)
Flaw: My Fatal Love, Basic
Phy Av; Agl Av; Wit Gd; Cha Gd; Wil Av
Where it Hurts (Wit, Gt); Connected (Cha, Gd); Charming (Cha, Gd)
Pivot: The Mouth is Mightier. An Advance when the character avoids a physical confrontation that s/he likely could have won and makes an ally—or at least puts another character in her/his debt—by doing so.

Concept: The Muscle, Good
Background: Underworld Bodyguard, Good
Faculty: Bringing the Pain, Great (Phy)
Flaw: Blind Loyalty, Basic
Phy Gt; Agl Av; Wit Av; Cha Av; Wil Gd
Brute Force (Phy, Gd); Taste Steel (Phy, Gt)
Pivot: Only if You Get Through Me. An Advance when the character places her/himself in real peril in order to protect a friend or ally.

Concept: The Witch, Good
Background: Seeker of Mysteries, Good
Faculty: Arcana, Good (Wit)
Flaw: I’m So Much Smarter Than You, Basic
Phy Av; Agl Gd; Wit Av; Cha Av; Wil Gt
Steady Hands (Agl, Gt); Mistress of the Tree, Charm of Seeing (Wil, Gd), Fist of Thunder (Wil, Gd), Voice of the Green (Wil, Gd)
Pivot: Finder of Secrets. An Advance when the character accesses secret knowledge and uses it in such a way as to defeat a superior opponent, not necessarily in battle.

Concept: Sicarius, Great
Background: Bloodsports of the World, Good
Faculty: Fast, Good (Agl)
Flaw: The Direct Approach, Basic
Phy Av; Agl Gt; Wit Gd; Cha Av; Wil Av
Strike Like A Snake (Agl, Gt)
Pivot: There Are Rules. An Advance when the character passes up an advantage over a superior opponent because it would be “unfair” or might not “look good.”
Note: Sicarius was the name given by the Romans to a group of assassins during the first Jewish Revolt in the time of Nero. In this game, it denotes a type of gladiator who uses two knives.

Concept: Burglar, Good
Background: Street Urchin, Good
Faculty: Light Fingers, Good (Agl)
Flaw: Bright shiny objects, Basic
Phy Av; Agl Gt; Wit Av; Cha Av; Wil Av
Like a Spider (Agl, Gt); Perfect Balance (Agl, Gd); Reflexes! (Agl, Gd); Flashing Blade (Agl, Gd)
Pivot: This is Why I Can’t Have Nice Things. An Advance when the character passes up an opportunity to profit or “acquire” a desirable object in order to protect or aid a friend or ally.

Concept: Sword For Hire, Good
Background: Shed Blood In Many Lands, Good
Faculty: Three feet of Steel, Great (Agl)
Flaw: Word of Honour, Basic
Phy Av; Agl Gt; Wit Av; Cha Gd; Wil Av
Infantry (Agl, Gd); Wolf in the Fold (Agl, Gd)
Pivot: I Got This. An Advance when the character enters into dangers combat against superior opponents without assistance when that assistance is available.

Concept: Ghost, Good
Background: Night Artist, Good
Faculty: I Can See It In Your Eyes, Great (Wit)
Flaw: Hunted Man, Basic
Phy Av; Agl Gd; Wit Gd; Cha Av; Wil Av
In The Shadows (Agl, Gt); Up My Sleeve (Agl, Gd); Deadly Strike (Agl, Gd)
Pivot: Did You Expect Me To Fall For That. An Advance when the character avoids serious peril due to the character’s insight into another or others actions, plans or motives.