February 27th, 2016
Time for a couple new spells for the Wegswyrld; did you learn the ones that were in our first Cast & Blast post?!? Below you will find one for the Mage and one for the Sage (we gotta keep the party balanced, right). We go heavy on the flavor text here, so the “spell descriptions” contain lots of little breadcrumbs to allow your mind to meander deeper into the Old Skool setting.
Detect Ill Will (Mystic)
The spell allows the sage to discover if a target possesses evil intentions and/or the nature of its baleful demeanor. The target may be a person/creature from any of the known realms (Magic or Mystic) or an item charged with a malevolent purpose. The intentions of a mundane creature, with no interest in the affairs of mortals, will send off a mostly neutral vibe. For example, a venomous spider is just doing what it does naturally and (probably) has no truly evil intent. Even a spider enchanted to an unusually large size via spellcraft is not evil-minded per se (despite its magically oversized physical proportions). This is not true if that same spider is under a warlock’s Dark Bidding spell. Such, too, is the case with Ethereal Guardian Spiders, malicious creatures from the magic realm, who take delight in preserving and torturing their victims. Lastly, if a Mage casts an Oblivion Portal on her study door with the evil intent to whisk away the first person who dares to knock and disturb her, neither the door nor the spell are the evil-doers here. The mage within, however, will wildly radiate some ill will.
Target: Self
Type: Special Effect
Range: 2 x SPS squares
Use: Normal.
Upkeep: SPS innings is max duration.
Trotting Torches (Magic)
The spell conjures a quartet of magic torches, which hover in the air around a specified target (within 12 SQR). These are wisps of ethereal light that have been pulled forth from the Etherlands. These can be clustered to appear as a single bonfire or as a group of adventurers marching along (trotting at a rate of up to 8 SQR per inning). Oft times, they are simply conjured for chamber illumination (each light illuminates two squares in all directions, a cumulative effect if clustered). At the spante, and if within a 12 SQR range, the mage can control where each moves and how high/low they float. Optionally, the mage can send the lights off in any direction up to 48 SQR away. A torch beyond a 12 SQR range cannot be recalled or controlled. A torch beyond a 48 SQR range fades completely in four innings (as they all will if the spell is not maintained); their light is not instantly extinguished.
Target: Other
Type: Special Effect
Range: 12 square control. 48 square upkeep.
Use: Normal
Upkeep: 1 spoint per spante (regardless of number of torches remaining). Light lingers for 4 innings beyond upkeep.
See More »
February 26th, 2016
Here’s what our trio of Pittsburgh 68 shufflers chatted about
after this week’s episode of The Walking Dead (the one with the creepy magician guy).
Remember, Dead Don’t Walk…
See More »
February 23rd, 2016
Gary Con VIII is just around the corner! If you are attending and looking for some dungeon fun to fit into your schedule, have I got a deal for you… Most of my WEGS Old Skool games are full, but I can still fit a couple of Hirelings and Henchmen into each session. H&H are entry level heroes there to assist the party (i.e. you run into the room first and suffer the consequences). All you need to do is hack and slash in style. Does this sounds like your kind of fun?
“But… I don’t know this WEGS system at all!”
No worries! Here’s how easy it is to be a sell-sword and hired bowstring in WEGS:
You start with a heroic-looking mini and five poker chips. This makes you a Level 5 Hero. Everything about you is “5” or “55”. You have 55 Hit Points. You have 55% Armour Class. You have a 55% chance to hit something with your sword or arrow. When you hit, you do 5 x d6 damage. You move 5 Squares per action.
And you won’t even need a character sheet (but if you survive the adventure, I’ll give you one as a graduation present).
“That’s pretty darn easy, so far.”
You will also get three skill cards and you can use only 1 every attack:
+20% to hit (used to increase your chance to hit to 75%)
+ 4 Strength (used to increase your damage to 9 x d6)
-20% AC (used to decrease foe’s AC roll)
You strategically choose the best attack form for each strike.
As noted, I can fit a couple of folks into each game in this capacity. There is also *some* wiggle room to fit you in as a spellslinger, too (if you arrive early). If this sounds like your kind of fun, come find the WEGS games (just look for the table with a shiny holy grail filled with poker chips). Our full list of events and room locations can be found on the Gary Con site (here) or on our blog link below.
See More »
February 21st, 2016
The Walking Dead 2016 season begins!
That means it’s time for some tabletop chatter
with everybody’s favorite trio of Pittsburgh 68 playing zombies!
Remember, Dead Don’t Walk…
See More »
February 20th, 2016
Gary Con VIII is just a dice throw away (March 3-6, 2016)! We’re more than ready to unfurl the old battlemat, set out the minis, and roll those wacky-shaped dice!
Here’s our at-a-glance WEGS Old Skool Fantasy event menu. All sessions are introductions to WEGS, our Wickedly Errant Game System. It is a system inspired by the earliest days of Dungeons & Dragons. Rules will be taught, so don’t be afraid to jump into the fray with us.
Table numbers listed below for quick reference (but go by what is listed on the official Gary Con website). Site will also show if tix are available.
THURSDAY – March 3 – Classic Caves of Chaos
2pm B2: Keep on the Borderlands (WOSF); 3.5 hours. Table: EG3-207
8pm B2: Keep on the Borderlands (WOSF); 3.5 hours. Table: EG1-207
FRIDAY – March 4 – Against the Giants!
10am G1: Storming The Steading (WOSF); 3.5 hours. Table: EG3-211
2pm G2: Rifting The Jarl; 3.5 hours. Table: EG3-211
8pm G3: Playing With Hellfire; 3.5 hours. Table: EG1-204
Saturday – March 5 – Dungeons
10am Dingbitt’s Dunge O Doom; 3.5 hours. Table: EG1-205
2pm Dingbitt’s Dunge O Doom; 3.5 hours. Table: EG1-203
The Sat Nite Special: Sci Fi Double Feature
8pm Shuffling Horror: Pittsburgh 68; 2 hours. Table: LIN-105
10pm Shuffling Horror: Roswell 51; 2 hours. Table: LIN-105
Sunday – March 6 – Dragons
12pm How Many Heroes Does It Take To Slay A Dragon? (III)
2 hours. Table: EG3-213
See More »
February 11th, 2016
This morning the Dice Hog hastily threw on his winter cap and ran out to find his dices (it’s been a week since he threw them out into the snow on Dice Hog Day). No snow was found on the dice, or anywhere near them (they must harness some type of weird solar energy).
As per the rules (found here), no snow on the dice means that they are ready to be read. This year’s results were 3 and 6. Multiplied together gives us 18 more days of winter ahead here at our top secret NJ gaming facility.
Winter ends on Feb 28.
You heard it right from the Dice Hog’s mouth!
See More »