January 25th, 2014
Time for this week’s Trove Roll! We did these once a week in January to get this series started; we will post every other week in the coming months. Don’t want to give away too many trove items!
“After defeating a band of Bug Dwarfs guarding a sacred grotto of their dark mantis lord, the party explores the room. Five crudely carved idols of various bugs stand along the shadowy crevices of the back wall. One holds a gnarled stick in its mouth. It surely looks like something to be investigated! After much debate as to who should do this, the party’s Sage struts forward and bravely grabs it. She turns back to the others with a “that’s how I roll” gleam in her eyes. Suddenly, the jaws of the bug snap shut and a giant stone slab begins to seal the room’s only entrance. A trap has been sprung!”
So, what is that gnarly stick?!? Why it’s a…
Staff of…
A randomly selected Mystic spell
The Kreator shuffles the Sage spell deck and draws a random card. The spell is: Fervor.
Cost: 2 spoints per use
Charges per day (d3+1)
The staff bypasses the need for casting (i.e. Sense Mystic). A successful GRACE test is required for each use. The spell functions at Level 4. Once all charges are spent and none remain in the staff, d3 charges renew at dawn and, as long as the staff remains unused, will continue to do so until the staff is fully charged. The staff cannot hold more than 4 charges.
As Fervor is the spell, this staff drains spoints – and from a 12 SQR distance! The spell functions as a normal Level 4 spell: it drains (SPS+4) spoints per use, and the total number of spoints drained is also the percent mark that the caster gains d6 Insanity Points. The target can attempt to counter the attack with a Resist Mystic skill test (as noted in the WEGS Old Skool rulebook).
“Behold the Staff of Fervor!” shouts the Sage
(with a slightly insane gleam in her eyes).
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January 18th, 2014
This year we’re hard at work on a new and exciting WEGS Old Skool rulebook. It’s long overdue and we are jamming it full of all the stuff we’ve compiled over the last six years of our convention games. It will also include a ton of topics our fans have been asking for advice on and the Dingbitt’s Dunge O Doom ruleset. It will be one mighty tome! More on all this will be leaked out in the next few months…
What we can tell you RIGHT now is that a chapter is
dedicated to trove items for your Old Skool adventures. From potions to skrowls to enchanted swords and magic rings, all sorts of goodies await!
Each trove item has a chance to be truly unique. Just like Arkreation (character creation), trove involves rolling dice to determine the quantity found and the quality of an item. A series of simple reference tables guide the player through the creation process.
As WEGS fans would expect, much hinges on the luck of the dice roll. Not all trove items are going to be grand and glorious relics of power, but, if the dice align, some pretty cool trove items will be found! A hero can get stuck with some pretty nasty cursed items, too…
To help us playtest all this out (and to give our fans a little sneak peek at what we have in the works), we’ll be doing Random Trove Roll postings on our blog. Here’s this week’s Trove Roll!
Random Trove Roll
Sheaths: (Minor Trove) A sheath is a covering to carry and secure a weapon in place. These sheaths imbue their weapons with four enchanted charges, each causing INI (RR1s) elemental wounds. Before the INI roll, a spoint may be paid to allow RR2s.
(Roll a d6 to determine the type of the sheath)
1-2 Baldric of Ice
3-4 Scabbard of Fire
5-6 Quiver of Zing (4 poison arrows)
D6 charges renew each dawn. The max charges for the sheath/weapon are four per day.
I rolled a “3” – the Scabbard of Fire is all mine!
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January 3rd, 2014
The results are in for the final two games of the Pittsburgh 68 Zombie World Series! Our year-long, sixty-eight game series came to its chilling conclusion on New Year’s Eve. The Survivors fought the Zombies all the way to the bitter end.
After Game 66, the Zombies had shambled ahead by a single game lead. In order to survive the series, the Survivors had to secure back-to-back wins. Game 67 and Game 68 started simultaneously in two different states: one in Ohio and one in New Jersey. Located exactly halfway between these two games, Pittsburgh had Zombies closing in on both sides; an epic last stand for survival was about to begin!
The Ohio game pitted the Zombie Master against six players (each had two Survivors for their hand). In New Jersey, the Zombie Master faced four players (each with three Survivors for their hand). In both games all twelve Survivors were in play. The Zombies were going to have to work hard to claw their way to victory.
The Ohio game ended with four survivors still standing: Little Brother, Sorority Girl, Sheriff, and Waitress. Eight survivors didn’t make it to the final reel! The New Jersey game ended with six survivors still standing: Little Brother, Waitress, Bartender, Farmer, Nurse, Housewife. All in all, twenty-four starting Survivors were whittled down to ten by the zombies.
Both session were pretty lethal but, alas, no zombie victory was in the cards!
The final series score was Survivors 36 and Zombies 35. It is amazing that the series finished with such a “skin-of-their-teeth” endgame. It should be noted that the Survivors did gain a three point bonus during the Mid Season Shuffle (May 2013). Without this edge, they would not have survived!
The Pittsburgh 68 Zombie World Series started in Oct 2012 and took a little over a year to play out. Thirteen individual Zombie Masters participated in the series and reported the results of their games back to the GameWick Games Zombie HQ. Many series games were featured at game conventions in 2013, too: Gen Con, Origins Game Fair, Pax East, Dreamation, Dexcon, and the World Boardgaming Championships.
Big thanks to all our Zombie Masters and all the players who joined in as Survivors!
Slow moving zombies (still) rule!
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