The WEGS Fray

BOSS RPG | Basic Old Skool System

Are you ready for the BOSS? We are in full-throttle play test mode with our new Basic Old Skool System. For our WEGS Old Skool…

GameWick News

Big News! The New GameWick Games Shop is Live!

And here to celebrate with us is the talented Mr. H.P. Lovecraft who stars as The Night Clerk in Shuffling Horror: Innsmouth 32! (The Innsmouth…

Shuffling Horrors!

Big News! The New GameWick Games Shop is Live!

And here to celebrate with us is the talented Mr. H.P. Lovecraft who stars as The Night Clerk in Shuffling Horror: Innsmouth 32! (The Innsmouth…

WEGS Old Skool-Shield Use

March 5th, 2019

We’re dropping some down-n-dirty basic shield rules into our WEGS Old Skool Fantasy games at Gary Con this year – and it’s about time! Of course, there are some rules and limitations to go along with the upgrade (and these are all playtest rules). Read on, you shield-carrying dungeon dwellers!

(Oh yeah, here’s the full GameWick at Gary Con events list.)

Shield (Odd Skill, 77%, 1 spoint)PIC-SQR-DICEY-SHIELDRULES
The shield is a warrior skill; so, warriors automatically have this as part of their base skill set. It is an Odd Skill, with a 77% success rate and costs a spoint (spell point) each use. The shield is activated in lieu of the character’s INVULNERABILITY roll (a really good thing to use, if your invulnerability has been gimped by an opponent). If successful, the shield stops ALL damage. If it fails, the character takes HALF damage.

Shield Limitations
A shield takes one attack action to ready; when active, only single-handed melee weapons can be used. The shield is only beneficial versus melee attacks that the character is aware of (not back attacks) and may also be used versus short range hurled weapons or ballistic attacks.

Wear and Tear
A shield suffers wear and tear. Each full hit it takes is tracked by the player (basically, the shield is suffering the damage that the character isn’t). When a shield has taken a total of 200 wounds, each and every hit after that is the percent chance the shield is rendered useless. It must be mended or fixed. Alt Idea: Every 200 hits reduces the shield one level in effectiveness: Level 4, 77%. Level 3, 55%. Level 2, 33%, Level 1, 11%. If reduced to level zero it is useless!

Good Shots, Bad Shots, and the Wicked
For any shield defense roll, if a Wicked Success and Good Shot is rolled, the shield does not take any damage. However, a Wicked Failure causes double damage to the shield and knocks it into a non-ready state. A bad shot failure (rolling an 80 or 90) causes the character to suffer FULL wounds (instead of the normal HALF for failure).

Currently in the works… the WEGS BOSS Rules.

BAN-WOSF-2019

BOSS –  Our Basic Old Skool System

See More »

WEGS Old Skool-Basic Spellcasting

March 3rd, 2019

For those of you joining us at Gary Con for WEGS Old Skool Fantasy game and who love playing spellcasters, below is a quick run-down of how spellcasting works in WEGS (Wickedly Errant Game System). Even at intro level, spellcasters wield a lot of power. There’s no starting number of spells or limits on how many spells they can cast a day, but there is, of course, a catch. Read on, dear wizards and acolytes!

(Oh yeah, here’s the full GameWick at Gary Con events list.)

Magic User or ClericPic-CastBlast-Series-600
Spellcasting classes are either a Mage (magic user) or Sage (cleric). Each archetype has ten basic spells to use, however, we will have our draft BOSS spellbook with us (which has over 30 spells per class now). If you want a sneak peek at these spells, shoot us an email (wick@gamewick.com) and we’ll send you a link. If you are in our BEYOND THUNDERDOOM event, you will want to check this out before the game!

Spell Power (Spoints)
All characters have a pool of spell points (spoints). These are used to cast spells. Unlike other systems, you can cast as many spells as you want, as many times as you want – AS LONG AS YOU HAVE THE SPOINTS TO PAY FOR IT. Once you are out of spoints, you can no longer summon magic or call upon the spirits to help you out.

Cast & Blast
Like aim + fire for ballistic attacks, spellcasting takes two turns. The first turn you must summon the spell energy (CAST) and the next you unleash the spell (BLAST). Each phase you must succeed a success roll. Casting has a 77% of success (roll d%). Blasting is based on the spellcaster’s stat score (also a d% roll). Both phases cost spoints, too: 1 spoint to cast and 4 spoints to blast. So, every spell inevitably costs 5 spoints.

Spell Duration
Spells typically do not have a set duration; a spellcaster owes 1 spoint per turn to keep it going. If you want to keep that wall of fire burning, just pay that spoint. If you don’t have any spoints left, down comes that wall of fire.

Currently in the works… the WEGS BOSS Rules.

BAN-WOSF-2019

BOSS –  Our Basic Old Skool System

See More »