Homebrew Spotlight: Lizardfolk

Lizardfolk

Medium Humanoid (amphibious, humanoid, reptilian) (14 RP)

Racial Traits

  • Specialized: +2 Dex, +2 Con, -2 Cha (1 RP)
  • Humanoid (reptilian): Lizardfolk are humanoids with the reptilian and amphibious subtypes. (0 RP)
  • Medium: As medium-size creatures, lizardfolk have no special bonuses or penalties due to their size.
  • Normal speed: Lizardfolk have a base speed of 30 ft. (0 RP)
    • Swim: Lizardfolk have a Swim speed of 30 feet and gain the +8 racial bonus on Swim checks that a swim speed normally grants. (2 RP)
  • Lowlight Vision: Lizardfolk have low-light vision allowing them to see twice as far as humans in conditions of dim light. (1 RP)
  • Well-Balanced: Lizardfolk receive a +2 racial bonus on Acrobatics. (2 RP)
  • Natural Armor: Lizardfolk have a +2 natural bonus to Armour Class: Lizardfolk benefit from thick protective scales. (4 RP)
  • Hold Breath: A Lizardfolk can hold their breath for a number of rounds equal to 4 times their Constitution score. After this time, a lizardfolk character must make a Fortitude check (DC 10) every round in order to continue holding her breath. Each round, the DC increases by 1. (1 RP)
  • Natural Weapons: Lizardfolk possess sharp claws and teeth and are able to deal 1d4 points of damage with an unarmed strike. They are always considered armed.
    • Bite: 1d4 damage [primary] (1 RP)
    • Claws: 2 claw attacks, 1d4 damage [secondary] (2 RP)
  • Stability: Lizardfolk gain a +4 racial bonus to their CMD when resisting bull rush or trip attempts while standing on the ground. (1 RP)
  • Xenophobic Languages: Bonus Languages: Lizardfolk with high Intelligence can choose bonus languages from the following: Aquan, Common, Nagan, or Elven. (-1 RP)

Alternate Racial Feats

 The following feats are available to a lizardfolk character who meets the prerequisites.

  •  Powerful Tail: A few lizardfolk have broad, strong tails that are more suited for water travel than the typical lizardfolk tail. Those with this trait have a swim speed of 40 ft and gain a +2 racial bonus on Swim checks (for a total of +10). Replaces Well-balanced.
  • Hardened Scales: Lizardfolk gain Improved natural armor. This replaces claw attack.
  • Monstrous Strength: Lizardfolk gain a +2 racial bonus to their Strength This replaces swim speed.
  • Rending Claws: If a Lizardfolk hits with two claw attacks in 1 round, the attack deals additional damage equal to 1d4 + 1-1/2 their Str Replaces bite attack.
  • Slapping Tail: The lizardfolk have a tail they can use to make attacks of opportunity with a reach of 5 feet. The tail is a natural attack that deals 1d8 points of damage plus the lizardfolks’ Strength modifier. This replaces the replaces natural armor and gains 1 RP.
  • Tripping Tail: Lizardfolk can hit with their slapping tails, so they can choose to make a trip attack as a free action that does not provoke attacks of opportunity. Replaces hold breath and stability.

Lizardfolk are usually 6 to 7 feet tall with green, gray, or brown scales. They weigh between 200 and 250 pounds. Lizardfolk have long, dangerous claws and thick, powerful tails that are used for balance, about 3 to 4 feet in length. Although a few tribes are small at 3-5 feet tall, weighing 80-150 pounds with tails that are about 1 to 2 feet long.

Few mammals are befriended by lizardfolk. However, they place great store in friendships and alliances, among their own kind and with other races.  Although they may be frequently hostile to humanoids, lizardfolk are not without honor. They have long memories, remembering both the good and ill done to them.  They treat others as others treat them. If a human is fair and honorable, even if he is an enemy, lizardfolk treat him with the same respect. If an outsider manages to befriend a lizardfolk, the bond will last until the trust is betrayed.

Most tribes live in swamps, but about a third of the population lives in underwater air-filled caves. In isolated areas they survive by fishing, gathering, and scavenging, while those that live near other humanoids make raids for food and supplies. A threatened or starving tribe will go to incredible lengths to ensure its continued existence.

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Homebrew Spotlight: Lepi

Lepi

Medium Humanoid (lepi, animalfolk) (12 RP)

Racial Traits

  • +2 Dexterity, -2 Intelligent or Wisdom (0 RP)
  • Humanoid: Lepi are humanoid with the Lepi subtype. (0 RP)
  • Medium Size: Lepi are medium so have no bonuses or penalties due to their size. (0 RP)
  • Standard Speed: Lepi have a base speed of 30 feet (0 RP)
  • Lowlight Vision: Lepi can see twice as far as a race with normal vision in conditions of dim light. (1 RP)
  • Keen Senses: A Lepi’s skittish heritage grants them Alertness as a racial feat (+4 Perception). (2 RP)
  • Expert Leaper: When making jump checks, Lepi are always considered to have a running start. Also, when they deliberately fall, a DC 15 Acrobatics check allows them to ignore the first 20 feet fallen, instead of the first 10 feet. (2 RP)
  • Feet of Fury (Ex): The large, powerful feet of a Lepi make effective weapons. All Lepi automatically receive the martial artist (unarmed attacks, 1d6) and weapon finesse (kick) feats and a +4 racial bonus to Jump checks. (3 RP)
  • Healthy: Lepi gain a +4 bonus on Fortitude saves against disease and poison, including magical diseases. (2 RP)
  • Fleet Footed: Lepi receive Run as a bonus feat and a +2 racial bonus on initiative checks. (2 RP)
  • Language: Lepin and Common. Bonus Languages: Elven, Gnome and Sylvan.(0 RP)

 

Alternate Racial Traits

  • Burrow: Lepi gain a burrow speed of 20 feet. Replaces expert leaper.
  • Sociable: When Lepi attempt to change a creature’s attitude with a Diplomacy check and fail by 5 or more, they can try to influence the creature a second time even if 24 hours have not passed. Replaces lowlight vision.
  • Swarming: The warren is life, Lepi are used to living and fighting communally with other members of their race. Up to two members of this race can share the same square at the same time. If two members of this race that are occupying the same square attack the same foe, they are considered to be flanking that foe as if they were in two opposite squares.Replaces fleet footed.
  • Beguiling Liar: Lepi gain a +4 racial bonus on Bluff checks to convince an opponent that what they are saying is true when they tell a lie. Replaces fleet footed or healthy.
  • Plains Runner: Lepi love to run, so gain a +4 to Constitution checks during a forced march. Replaces healthy.

 

Lepi are a race of humanoid Hare that live in underground warrens on Animus Island. They have a smaller cousin called the Lepus. They both evolved underground, but the Lepi left their warrens to begin a hunter-gatherer existence.  Lepi were once high-strung herbivores with a, “hair-trigger” fight or flight instinct that favored flight. They developed sensitive ears and sharp eyes to more easily escape predators.

Whether it was from lack of food, population pressure or predatory pressure, no one knows. They are now omnivores and excel in the martial arts. Because of their muscular legs similar to a kangaroo, they are great leapers and use them in their natural kick attacks.

A Lepi’s fur comes mostly in shades of gray and brown, but other colors are known. They are very prolific and have few enemies. Favored classes include: fighter, ranger and rogue. Rarely do they follow the magic arts, although it is possible if one can sit still long enough to learn.

BASIC INFORMATION

Anatomy & Morphology

Lepi are medium-sized hare-like humanoids (animalfolk).

Genetics and Reproduction

Lepi are very prolific and tend to have large families. Females are fertile a few times a year, litter size can range from 2-6 kits, with 3 as the average. They prefer other Lepi partners but are compatible with many other humanoid races. These unions only yield one or two offspring, that are usually sterile.

Growth Rate & Stages

Lepi kits are born with their eyes open and can run around on all fours within a day of birth. They tend to be uncoordinated and clumsy for the first month or so, but learn fast. They grow quickly, and eat prodigious amounts to fuel this growth. Often 1-3 feet in the first year. They become an adult between ages 2-4, leaving home to train with the Fianna soon after.

Ecology and Habitats

Any temperate, but prefer mountainous and hilly areas, some like plains or desert as well.

Dietary needs and habits

Lepi are vegetarians, with prodigious appetites. They prefer a diet of root vegetables, tubers and greens; with a sprinkling of nuts and fruit. A rare few eat fish or insects.

ADDITIONAL INFORMATION

Social Structure

They have a very structured society. Whether it be from the military or guilds depends on the location and time period.

Uses, Products & Exploitation

They are commonly hired as mercenaries, or craftsman.

Facial characteristics

They have long, narrow faces with tall ears and bushy cheek hair.

Geographic Origin and Distribution

Any temperate, but most live on Animus Island or Sylvania (location).

Average Intelligence

Lepi are of average intelligence.

Perception and Sensory capabilities

Lowlight vision, and keen senses (+2 racial bonus to Perception).

CIVILIZATION AND CULTURE

Naming traditions

Lepi commonly have 3-6 names. The first name is usually a nickname, others are from relatives and the last is their surname.

Some examples are:

  • Male: adarin kordyne, algador swiftback, ballaw de quincewold, jodd, kersey, longeyes, lorquin woodsorrel.
  • Female: maudie, peasblossom, pennybright, petunia, daphne duckfontain dillworthy, dewfleck, ecrea.

Major organizations

The Fianna clans are similar to a militia, that is beholden to their clan chief. They roam their territory protecting the clan from roving hordes and enemies of any kind.

Beauty Ideals

A Lepi’s ears, tail and coloring are important to females as well as some males.

Gender Ideals

One of the few examples of differences in the sexes, is that females are trained more in ranged weapons than melee. In everything else, there is no difference.

Courtship Ideals

Females are often picky when choosing a male to give permission to court her. Courtly manners and battle prowess are important qualities in prospective mates.

Relationship Ideals

Honor and strength of character are important characteristics.

Average technological level

Lepi are a developing culture in the Iron Age.

Major language groups and dialects

Their main language is Lepin. Elven, Sylvan and Common are also spoken.

Common Etiquette rules

Lepi are a friendly and boisterous people. They hold honor in high esteem.

Common Dress code

Many Lepi, even ones that have retired from the Fianna, wear military uniforms or something similar.

Culture and cultural heritage

They have a militaristic society similar to the Irish. All Lepi have some form of martial training and most hold a place in one or another of the Fianna clans.

All Lepi are given basic military training, no matter what job they will fill later in life. After this training, they are required to fulfill 2-5 years of service. This is usually by patrolling with one of the Fianna clans that keep the peace along the borders.

Common Customs, traditions and rituals

Lepi follow the seasons and find any reason to have a feast. For this reason even a change in the season is the reason for a party.

Common Taboos

Making friends with vermin.

History

They are one example of Atlantean forced evolution that gained few side effects in the process. Lepi were bred for slave labor and cannon fodder. This is also why they were among the first to rebel against their masters.

Historical figures

Stonefist, an ancient Badger Lord, who traveled to Animus Island and led Lepi warriors in a battle against a vermin horde.

Interspecies relations and assumptions

Lepi are friendly with most good aligned races. Their closest allies are Elves, Tree Gnomes and Fey; as well as other animalfolk.

 

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Genetic Ancestor(s) Hare
Scientific Name Homo Leporidae Lepus
Origin/Ancestry Mountain Hare, Plains Hare
Lifespan 20-30 years
Average height 5′ 5″
Average weight 140
Average physique Lepi have a lean but muscular body. They are fast, flexible and great jumpers.
Body tint, coloring and marking

 

Lepi have a large variation of possible colors to its fur. Some of them are: tan, dull yellow, pale brown, or sandy-grey with brownish or reddish stripes. Some additions can be tan, brown, orange or grey. The head has often has a pale, bare, grayish or orange (or brown, tan) patch of skin around the eye and extending forwards to near the muzzle and backwards to the base of the long ears, which have black tips. The underparts and flanks are usually white or light tan. The top of the tail is usually a dark color.

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Homebrew Spotlight: Lycan

Lycan

 Medium monstrous humanoid (shapechanger, lycan, natural) (14 RP)

Racial Traits

  • +2 to two physical and -2 to one mental ability score. Lycan are sociable and agile, but often lack common sense.  Canines are the most common Lycan, this and alternate choices are in the table below in the clan section; other varieties can be taken with the DMs permission, even water-base creatures. (1 RP)
  • Type: Lycan are animalistic monstrous humanoids with the shapechanger and lycan subtypes. (3 RP)
    • Darkvision: Lycan have darkvision 60 feet, allowing them to see in complete darkness. (1 RP)
  • Size: Lycan are Medium creatures and have no bonuses or penalties due to their size. (0 RP)
  • Base Speed: Lycan have a base speed of 30 feet. (0 RP)
  • Lycanthropic Empathy: In any form, Lycan can communicate and empathize with animals related to their animal form. They can use Diplomacy to alter such an animal’s attitude, and when so doing gain a +4 racial bonus on the check. (2 RP)
  • Beast Senses: Lycan receive a +2 racial bonus to Perception checks. (2 RP)
  • Beast Form: All lycan may shift to a single beast form chosen at character creation, that of their base animal. The statistics, natural attacks, size and abilities of the beastform are drawn from those listed for the base animal on the druid’s animal companion list, and advance at the listed level and listed manner that it does, but they do not gain any other level-based advancements as an animal companion might. Any animal on the animal companion list that begins within one size category of the lycans may be chosen.

When transformed, they use the ability scores of the base character or the base animal, whichever ability score is higher. Hit points and saving throws remain those of the base character as modified by the Beast Form’s Constitution, with any extra hit points granted by the change in forms being treated as temporary hit points. Equipment melds with the new form between humanoid and beast form. The shift in forms is a standard action which does not provoke attacks of opportunity, but a lycan can shift to its alternate form as a move-equivalent action which does not provoke attacks of opportunity by making a DC 15 Con check. Lycans may remain transformed for a number of hours per day equal to their Con modifier + character level (minimum 1). This duration does not need to be consecutive, but must be spent in 1 hour increments. (Each change rounds up to the nearest hour. If they change after 10 minutes, that consumes one hour of their time limit; if they changed after an hour and a half, that consumes two hours, and so on. Lycan don’t suffer from the compulsion to transform into beast form when the moon is visible. A slain Lycan reverts to its humanoid form, although it remains dead. (4 RP)

Animal Type Ability Adjustment
Felis +2 Str, +2 Dex, -2 Int
Lupin +2 Dex, +2 Con, -2 Wis
Porcin +2 Str, +2 Con, -2 Wis
Primin +2 Str, +2 Con, -2 Cha
Ursus +2 Str, +2 Con, -2 Int
  • Clan Traits: Lycan have certain racial traits depending on the clan they belong to: (2 RP)
    • Felis (any large cat species):
      • Cat’s Luck: Once per day, when a felis makes a Reflex saving throw, they can roll the saving throw twice and take the better result. The felis must decide to use this ability before attempting the saving throw.
      • Sprinter: Felis gain a +10 ft racial bonus to their speed when using the charge, run or withdraw actions.
    • Lupin (any canine species):
      • Fast: Lupin gain a +10 ft racial bonus to movement
      • Skill Training: Survival and Knowledge (nature) are always considered class skills for lupin.
    • Porcin (any pig or boar species):
      • Relentless: Porcin gain a +2 bonus on combat maneuver checks made to bull rush or overrun opponents. This bonus applies while both the porcin and its opponent are standing on the ground.
      • Tusks: Porcin have tusks that grow from their lower jaw, giving them a gore natural attack that deals 1d3 damage.
    • Primin (any primate species):
      • Treetopper: Primin have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants. They do not lose their Dexterity bonus to AC when making Climb or Acrobatics checks while in a tree.
      • Brachiation: Primin can move through the upper canopies of jungles and forests with the same ease they move along the ground. They use their Base Speed to move through any heavily forested area without touching the ground by leaping and swinging from tree to tree. Primin can also use this among the rafters of a building, or even stalactites on a cavern ceiling.
    • Ursus (any bear species):
      • Fearless: Ursus gain a +2 racial bonus on all saving throws against fear effects,
      • Relentless: Ursus gain a +2 bonus on combat maneuver checks made to bull rush or overrun an opponent. This bonus only applies while both an Ursus and its opponent are standing on the ground.
  • Creature of the Wild: Lycan receive a +2 racial bonus to Survival. (2 RP)
  • Natural Hunter: Lycan receive a +2 racial bonus on Stealth checks. (2 RP)
  • Vulnerability to Wolfsbane: Lycan are especially vulnerable to the poison Wolfsbane, and suffer a -2 on their saves against it, and a -1 saving throws against spells that utilize it as an additional material component. (-2 RP)
  • Vulnerability to Silver: Lycan are especially vulnerable to silver. They never apply DR to silver attacks, no matter the source of the DR, and take an additional 1/6 points of damage from any silver source. (-2 RP)
  • Xenophobic:  Lycan prefer to keep to themselves because of their superiority complex.
  • Languages: Lycan and Atlantean. Bonus: Aquan, common, mystran, and goblin. (-1 RP)

Alternate Racial Traits

  • Chaos Frenzy: Like barbarians, the Lycan rage, but this rage has somehow altered to reflect their more bestial natures. They are able to chaos frenzy twice daily just like a barbarian of equivalent level. While frenzied, their bodies physically change, gaining a +2 natural armor bonus due to a denser musculature and thickened hide. In addition, they receive +4 to Str, +4 to Con and +5 to Will saves. They also gain darkvision 120 feet, the scent ability, wolf-like (or clan type) fangs, and sharp black claws. Replaces natural hunter racial trait and one clan trait of choice.
  • Scent: Some lycan favor a keen sense of smell over sensitive sight. Lycan with this racial trait gain the scent This racial trait replaces the darkvision racial trait.
  • Swift as Shadows: Lycan reduce the penalty for using Stealth while moving at full speed by 5, and reduce the Stealth check penalty for sniping by 10. Replaces creature of the wild racial trait.
  • Moon-touched Damage Resistance: Lycan gain DR 5/silver. Replaces vulnerability to silver plus gains 1 RP.

Alternate Clan Traits

  • Desert: These lycan tend to favor a sandy-brown coloration ranging from almost white to light beige. Some have a slight reddish tint. All lycan cans of this environment realize the need for finding food and water is essential. Replace their Clan Racial Traits with this:
    • Desert Survivor: Desert lycan gain a +2 racial bonus on Survival checks.
  • Mountains: These lycan tend to favor a grey coloration ranging from a pale slate to charcoal. They realize the need for ambush can outweigh the need for speed. Replace their Clan Racial Traits with this:
    • Silent Hunter: Mountain Lycan reduce the penalty for using Stealth while moving by 5 and can make Stealth checks while running at a -20 penalty (this number includes the penalty reduction from this trait).
  • Swamp: These lycan tend to favor a darker coloration ranging from a grey-black to a deep mahogany. Lycan of all clans native to this terrain replace their Clan Racial traits with the following:
    • Camouflage: Within forested or marsh terrain, Swamp lycan gain a +4 racial bonus on Stealth checks.
    • Plagueborn: Swamp lycan gain a +2 racial bonus on saving throws against disease, ingested poisons, and becoming nauseated or sickened.
  • Terrain Stride: Fast lycan can choose this trait. The lycan can choose a ranger favored terrain type. They can move through natural difficult terrain at their normal speed while within the chosen terrain. Magically altered terrain affects them normally.

Lycan society is like the Spartans of Greece. They often train their young side by side with the Mu from the Isle of Mystra. Lycan were raised to believe that they are superior to all other races except the Atlanteans. This was artificially instilled in them by their masters and creators of old, the Atlanteans. They grudgingly treat the Mu as near equals, because they were made to fight in the same army in the past (another Atlantean rule). As a result, they either keep to themselves or become conquerors of nearby societies.

No Lycan alive remembers what they were before the Atlanteans forced the change on them. They can appear to be of almost any race or a combination of them. Most look human, but others like elves or halflings. In normal day to day life, they stay in their humanoid form, but in times of danger or training they transform.

A rare few are born as a normal appearing animal that can either shift to human or more commonly their lycan form, but rarely both. The True Alpha is born in their Lycan form and only shift to his human form after a few years of life. Most are born human and shift to their Lycan form at the onset of puberty or adulthood.

All Goblins are hunted for sport and training, they are spread throughout this land.

Other clan types are possible, such as bird, bat, lizard, etc. I will be adding more in the future.

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RPG-a-Day: Favorite RPG I Never Get To Play

My favorite RPG that I never get to play is BESM: I have a copy of Big Ears, Small Mouse that I’ve played twice. It is a supplement to BESM, but uses animal and insect PCs and NPCs. I was a grasshopper mouse barbarian and my son was a dragonfly rogue, my husband ran it in a Redwall-like world. It was a fun game.

He had problems playing a fun furry character game (where everything was animals or insects). He’s more into Humanoids and Monsters like D&D. He couldn’t wrap his head around cute animal characters.

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RPGaDay: Favorite Tie-In Novel/Game

Mousefolk

 

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First Looks Relics a Game of Angels RPG Kickstater

Relics by Tin Star games made its way onto my radar by way of Twitter recently. A fellow blogger and friend of mine pointed this project out to me when they had commented that they were still looking for another review or two leading up to their project launch on Kickstarter.

After learning in short back and forth with the developer that they were designing an RPG that was drawing inspiration from sources like:

  • Prophecy
  • Dogma
  • Wings of Desire

They had drawn further inspiration from Steve Jackson In Nomine I was eager to want to give this RPG a look. Now I will say that I was not able to give this product a full deep dive that others before me might have. I only had the product for a few days and I wanted to get a thoughts review out before or at the Kickstarter Launch for both the Developer and Backers. So lets get down to it.

First Impressions

This right off the rip is a very complete product. In years past with Kickstarter products often reviewers and backers would be told that the writer or developer has a solid outline and rule-set. This product is an example that these days are past. Weighing in at 275 pages of art free content in its current state. I imagine that this project will push well into the 300 page mark depending on if the Kickstarter will add content or not.

Relics is packed to the gills with depth. There is so much content to draw inspiration from that it is shocking that Tin Star was able to jam this much information in just 275 pages.

At the point where I thought i had have seen all that Relics had to offer me I was further surprised. At the back of the book is you are presented with a set of several ENTIRELY different set of setting ideas to run as settings for the Relics as further inspiration. I absolutely love this! Tin Star knowingly created a product that is deep and rich and then thrusts it into the owners hands and says.. MAKE IT YOUR OWN!

The Setting

Relics takes place in a world where you play Angles that have fallen to earth after god barred anyone from passing again through the gates of heaven. Now a mad race for immensely powerful relics has ensued and you are far from the only ones that are in search of these celestially powered items. This is a world where myth and legends real, but the real story behind their power was told by humans. Who could not possibly understand what it was that they were really witness too.

The tone of the game is a mature one with the understanding that this game takes place in a darker and slightly more gritty world than our own reality. The world is a complicated place the players may have been here for centuries, but they are still strangers in a strange land.
The book also goes into some detail about the following things and how they affect play in the game:

  • The Bible got most of it wrong
  • Strangers in a strange land
  • You can’t go home again
  • Fallen angels filled the world with magical items
  • An arms race has begun
  • Thou shalt steal
  • Angels are a product of all they remember
  • The path is unclear
  • Everyone wants you dead
  • You can’t trust anyone

The System

Relics is a narrative RPG that focuses on the players crafting and developing the story of their world at the table. The game encourages you to do much of this outside of the system itself. When the need arises the system that is used to resolve rules and outcomes is the Fugue System. This system was created by James Wallis and first appeared in his game Alas Vegas. It was released under the Creative Commons license.

The Fugue system has two main parts to it: it uses a tarot deck to generate random outcomes, and it is designed for the personas to begin as amnesiacs, who discover who they are through the play of the game. The personas in Relics do not have amnesia, but still use the concept of memories in the same way: flashback scenes triggered by players provide personas with character abilities they can then to use to impact on their environment.

Myself I have never used this system but I have always been intrigued by the idea of a Tarot card system. Something about it adds flavor that goes beyond just rolling dice. But I can not place much opinion of if it is really the case. So I will leave it at that.

Final Thoughts

I wish I would have had a little more time to dig deeper in this product, There was so much that it offers. But what I am sure of

  • I think this RPG offers a ton of Homebrew opportunity.
  • It has a creative Tarot Card mechanic to propel its narrative.
  • The Product itself offers a exceptionally deep setting to draw inspiration from.
  • My review barely scratches the surface of what this RPG offers.
  • It is already a completed RPG book short of artwork insertion.

Overall, If you have the money to spare this should be a kickstarter you will want to keep your eye on. Especially if you like narrative based games with alternative resolution mechanics and a ton of depth.

RPG-a-Day: Most Intellectual RPG Owned

The Most Intellectual RPG Owned

The most intellectual RPG I own is Chivalry and Sorcery, but I haven’t played it. Everyone else say that its too complicated, similar to Central Casting . It was mostly bought for the tables, and has great city creation rules although it’s very rule-heavy.

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Dog Might Games: Countdown Action Edition Review

Above are my thoughts on Dog Might Games review copy of Countdown Action Edition. I found the game to be to be an excellent party game with a fun theme. One of the best features of Countdown Action Edition as a party game is that no one ever has to sit out till the end of the round. Many of these style games will have a players vote to remove “innocents” in an effort to find the villain or monster. In this game a player “Hostage” that has been released can be secured if the Action Hero thinks that he has made a wrong choice.

The Art

The artwork is wonderful and helps set that action movie vibe.

A Minor Issue I had.

There are only two concerns that I had with the game and both are rather minor.

  • Count Down To Action Edition requires 5 players.
  • There were a small number of cards that I felt broke the sense of theme and mood of the game in play.

Admittedly, the first issue is minor as it is a party game. I only mention it because it impacted the timing of this review. I took it to a local board game night and my own weekly RPG group when I received my copy. Both times I was able to find 4 of us that were willing or eager to play but had issues tracking down a 5th player. I doubt this will happen for most of the time, but it was worth mentioning. Also this comes with the territory of party games.

So really the only issue I would say that I took with the game were a small number of cards that I felt took us out of the moment. There were 5 cards that asked players things like:

  • Who do you think will win the game?
  • what is a card that you passed on?

A similar things along this line. As I say in my video, my suggestion is to just remove them from play if you want deeper RP. Or Keep them in if you are more of a strategy gamer.

Do I recommend it ?

As Far as party games go I highly recommend this one. All of the elements are there to get that thematic RP fun going while playing a wonderfully 80s themed Action movie. You heard it here Dog Might Makes more than just good boxes. Thanks Lumberjacks!