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…

The Twelve Rolls of WEGS-mas

December 26th, 2016
The WEGS Fray, Trove Roll

To coincide with the 12 Days of Christmas, it’s time for the annual rolling of the trove! Over the course of the next twelve days, we randomly determine trove via our magical and yet-to-be-released Table I: Trove Table Generator (d%). As per the D% in its title, percentile dice are rolled to find the treasure that awaits. Let’s roll!

On the first day of WEGS-mas my GM rolled for me…FB-Trove-Roll-77

Scale Armour: Skaly Jacket
+12 Armour

In addition to its amazing armour point value, a bonus roll determined this to be Elfland Scale, made of natural material (non-metal) and thus highly valued by elfs who disdain metal.

On the second day of WEGS-mas, my GM rolled…
Dimvault Bracers
+1 Ranger Strength and Charged Effects

Realm: Magic. In addition to the +1 RS that these bracers grant to any bow attack, they also grant the wearer +12 enchanted invulnerability. Charges are spent in three ways: (1) decrease a ranged target’s invulnerability by 40%; (2) charge an arrow with enchanted damage that causes (2d6 x 4) ethereal wounds; (3) night vision (RS x 4 SQR range) for eight innings; for a spante spoint per inning, the ability to see the Ether Realm can also be attained. SPS Charges per day.

On the third day of WEGS-mas, my GM rolled for me…
Ring of Shielding
8 Charges

Realm: Magic. Each charge reduces a Damage Die roll by d6 points. It can counter standard or enchanted effects. Multiple charges can be activated to shield off the damage of a single attack; if the first charge does not counter the full damage, a second charge can be activated to achieve that effect (as many charges as are needed can be expended). Note: this affects the Damage Die result, not the total damage.

On the fourth day of WEGS-mas, my GM rolled for me…
Heavy Leather Armor,  +7 ARM (armor)

On the fifth day of WEGS-mas, my GM rolled for me…
+3 Shard Sword (Obsidian)

On the sixth day of WEGS-mas, my GM rolled for me…
Potion of Healing: Forest Brew (7 swigs)
Realm: Magic. Each swig heals (d10 x Ranger Strength) wounds.

On the seventh day of WEGS-mas, my GM rolled for me…
Ring of Invuln, +8% INV + charged effect
Realm: Neutral. 8 charges per day. Wearing this ring automatically enhances the character’s invulnerability by +8%; this bonus is not factored for any move penalties. In addition, a charge can be spent to gain a +20% invulnerability bonus which lasts from the moment of activation thru to the next spante. Charges can be stacked; for example, three charges can be spent for a +60% bonus. The item’s auto bonus and charged effect is a regular invulnerability bonus (not enchanted).

On the eighth day of WEGS-mas, my GM rolled for me…
Leather Breastplate, +4% ARM (armor)

On the ninth day of WEGS-mas, my GM rolled for me…
Potion of Spoints: The Grand Elixir (5 swigs)
Each swig heals (INI Roll, reroll 1s and 2s) spoints.

On the ninth day of WEGS-mas, my GM rolled for me…
Mystic Potion: Fervor (2 swigs)
After consumption, the potion functions as a Level 4 spell cast by a Level 8/88 sage. It remains ready for use for 2d6 innings; after this, upkeep is paid by the user.

On the tenth day of WEGS-mas, my GM rolled for me:  (5) +2 Darts

On the eleventh day of WEGS-mas, my GM rolled for me:  Amulet of Vitality, +16 spoints

On the twelfth day of WEGS-mas, my GM rolled for me:  +2 Great Maul
Great Weapon Rules: 2 square range, 1 diagonal allowed. If attacker rolls their INI or less on the attack roll, +1 Damage Die bonus.

As always, if you join us for any convention game in 2017,
you can claim one of these fabulous items for your character’s use!
GG-Banner-WEGS DICE HEROES

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Gary Con IX: Old Skool Menu (2017)

December 21st, 2016
Conventions, GameWick News, Gary Con, News, The WEGS Fray

Woo Hoo! We’ve got our games submitted and approved for Gary Con IX (March 23 – 26, 2017). Below is a sneak peek at our WEGS Old Skool Fantasy and Shuffling Horror events. Gary Con is a yearly convention held in honor of Gary Gygax, the creator of Dungeons & Dragons. This will be our fourth trek to wondrous Lake Geneva, WI (the place where Gygax lived, the first Gen Con was held, and TSR (the publisher of D&D) was based). Yeah… we’re always super excited about Gary Con!

NO ROLL HERO SHEETThe WEGS Old Skool Fantasy setting is designed for over-the-top dungeon crawl fun. Inspired by the earliest editions of Basic Dungeons & Dragons, character creation is a breeze and the heroic action is epic. All sessions are intros to WEGS, our Wickedly Errant Game System.

Here’s the menu:

The Caves of Utter Chaos (WEGS BOSS)
GM: Larry Wickman
When: Thurs @2pm; Fri @10am; Sat @10am and 2pm
Duration: 4 hours
You’ve heard of the Caves of Chaos, perhaps? Well, these are the caves below those caves that nobody dares to enter. Get ready for insane dungeoncrawling fun with the BOSS (Basic Old Skool System). Full-blown heroes will be created in minutes and then stuck in a dungeon brimming with terrible foes, nasty traps, and treasure galore. Fueled by 2d6 and 2d10, BOSS is a stripped down version of WEGS (the Wickedly Errant Game System). Fun rules! Wild dice rolls! Wicked adventure! All rules taught. No XP needed. Join us for one or more sessions if you like!

Rifting The Jarl (WEGS Old Skool Fantasy)Blog-GaryCon16-G123
GM: Tim W
When: Fri @8pm
Duration: 4 hours
Get ready to slip and slide your way through Gary Gygax’s classic module, Glacial Rift of the Frost Giant Jarl (G2)! Here’s the twist: we are using the WEGS Old Skool Fantasy system. Fantastic heroes will be created in minutes and ready to go on a giant slaying expedition. Don’t worry about the system; just worry about the frost giants and staying alive. Rules taught – all you need is a sense of adventure to get started. Bring your lucky 2d6 and 2d10 (%), the only dice you’ll need for WEGS. Let’s dungeon party like it’s 1978!

The Shuffling Horror Events (1.5 hour)
Roswell 51 – Thurs @10am and @8pm.  Sunday @ Noon.
Pittsburgh 68 – Thurs @10pm
Get ready for the retro cinematic chills and thrills of our Shuffling Horror system! We are running three Shuffling Horror games on Thursday. For those who like 1950s space invasion horror, two session of Roswell 51 are planned (10am and 8pm). For those who like Night of the Living Dead style zombie survival fun, Pittsburgh 68 kicks off at 10pm.

We might try to add a couple more events, like our traditional Sat. Nite Special event and Sunday closer, “How Many Heroes Does It Take To Kill A Dragon“. Problem is the heroes killed our dragon last year… Stay tuned!blog-r51-footer-banner

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Trove Roll: A Pair of…

November 12th, 2016
The WEGS Fray, Trove Roll

FB-Trove-Roll-77Let’s see what the Table I: Trove Pile Generator has in store for us today! It all starts with a quick percentile roll. We roll a –29– which leads us to:

Table V: Weapons
>>Roll d10 roll to determine the class of weapon:
–3– Hurlers (thrown weapons).

>>Roll d6 to determine weapon type:
–5– Throwing Daggers (d3+1).

>>Roll (d3+1) to determine quantity:
–2– Two daggers are found.

>>Consult Table II: Strength Bonus (INI Roll) to determine strength bonus:
–13– +2 bonus.

+2 Throwing Daggers (2)

GG-Banner-WEGS DICE HEROES

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Cast & Blast-Halloween Edition

October 31st, 2016
Cast Blast, The WEGS Fray

Blog-Pic-CastBlast-600A Halloween treat for the fans – new spells! One with a bunch of tentacles. One with a ghostly guardian. One that’s just bloody disgusting (a real gutbuster).

Tentacleeze (Magic/Sea)

Four tentacles sprout from the mage’s sides forming a wall of flailing fury between the mage and their foe. Each tentacle is treated as a Level 2/22 minion that may attack at the spante. The mage also benefits with +20% Invulnerability due to tentacle coverage (5% per). Engaged foes may directly attack the tentacles. Destroyed tentacles don’t grow back. A mage can command each tentacle to either (a) attack and cause damage or (b) grasp (automatic hit on foe in SQR range). Each tentacle grasping a foe earns a cumulative 20% chance to hold that foe in a Lost Action Phase. For example, four grasping tentacles has an 80% change to LAP that foe.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Wizard’s Wiffler (Magic)

The mage is protected by an invisible ghostly guardian called the wiffler. Each inning, the wiffler blocks an area of four connected squares (like a wall). The mage can declare this block upon being attacked, it is then set for the inning. The wall can be re-positioned each new inning. Those attacking will not know where the block begins/ends. No one can physically pass through or occupy the guarded area; those attempting to do so are stopped and struck for (d10 x Level) non-enchanted wounds. Foes are allowed a Stealth Rank Only invulnerability test versus this damage. The mage also gains a +20 INV bonus versus any ranged attack that passes through the wiffle zone. If the mage actively engages a similarly sized foe (moves into their space), the wiffler knocks that foe back 1 square in a random direction (the foe is allowed an SRO invulnerability test to resist the push). The mage may double the guard and summon two wifflers (who can then provide full perimeter coverage (all 8 squares surrounding the mage)). This doubles the knockback ability (two foes can be knocked or a single foe twice the mage’s size). The wall’s height is 4 SQR.
Target: Self
Type: Special Effect+Attack
Range: All touching squares.
Use: Normal
Upkeep: Normal

Twisted Innards (Magic/Nekromagic)

The mage targets one foe within range causing their guts to painfully churn, burn, and roil. The foe suffers a half-stat penalty for all actions, and strengths are based on these diminished numbers. At each spante, there is an Frozen Roll chance that the foe soils itself; if so, the foe suffers (d6 x d6)+SPS wounds. To make matters worse, if any damage total is greater than the victim’s full/normal base Wounds, the victim suffers a (d6 x d6) Near Death Experience. Failing the NDE roll results in one bloody awful explosion of innards upon those nearby.
Target: Other
Type: Attack
Range: 12 SQR.
Use: Normal
Upkeep: Normal

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Cast & Blast-Transmogrify

July 19th, 2016
Cast Blast, The WEGS Fray

Blog-Pic-CastBlast-600We’ve been playtesting the Nekromagiker for a few years now, just haven’t officially unleashed him. Until we do, any old mage can have fun with this one. The alternate use allows the mage to threaten that he’ll “turn you into a zombie if you don’t watch out!”. Sure, it’s only temporarily, but can cause all sorts of mischief.

Transmogrify (Magic/Nekromagic)

The mage takes on a grotesque and rotting pallor, resembling a zombie, ghoul, dungeon skum, or other shambling undead abomination. While so enchanted, the mage benefits from an aura of FEAR (4 ESQR range, Spell Level x 11% effectiveness). The appearance allows the mage unfettered passage among undead creatures whose minion level is less than or equal to spell level; minions of higher levels have an (11% per higher level) chance to detect the deceit. The rotting effect can be extended across multiple targets in the mage’s company (within a 4 ESQR range); each additional target increases the upkeep by one spoint. Alternate use allows the mage to transmogrify a single, humanoid-sized distant target up to 12 SQR away (includes FEAR effect); an unwilling target can halt the change via a Resist Magic test (each successful resistance temporarily stops the progression of the transmogrification; it does not dispel the spell).

Target: Self (+Group) or Other
Type: Special Effect
Range: Group-4 ESQR. Single Target-12 squares.
Use: Normal.
Upkeep: Normal. Group: +1 spoint per extended target.

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Cast & Blast-Trotting Torches

July 2nd, 2016
Cast Blast, The WEGS Fray

Blog-Pic-CastBlast-600Our Cast & Blast series resumes with another twist on the spells we grew up on (you know… the the classic Basic Dungeons & Dragons spells for Magic Users and Clerics). This week we conjure up a MU wonderment!

Trotting Torches (Magic)

The spell conjures a quartet of magic torches, wisps of ethereal light that have been pulled forth from the Etherlands. Oft times, they are simply conjured for chamber illumination (each light illuminates two squares in all directions, a cumulative effect if clustered). However, the torches can be used to hover in the air around a specified target or be clustered to appear as a single bonfire. The mage can control where each moves and how high/low they float (at the Spante). Optionally, the mage can send the lights off in any direction, making them appear to be a group of adventurers marching along; they trot at a rate of up to 8 SQR per inning. Once a torch is beyond a 24 SQR range it cannot be recalled and when beyond 48 SQR it begins to fade (vanishing in four innings). The orbs are never instantly extinguished; each will glow up to four innings after their upkeep ends.

Target: Other
Type: Special Effect
Range: 24 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.

SPELL NOTES

The Use category defines the number of times a spell may be cast per day. Basic spells typically have unlimited/normal use. Powerful spells have restrictions. “(SPS/4) per day” is such a restriction; the number of times this spell can be used is set by the caster’s SPS score divided by four. For example, a mage with 8 SPS may cast such a spell twice per day.

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