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…

Trove Illustrated: The Grotto of Bugs

December 4th, 2014
News, The WEGS Fray, Trove Roll

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Read the full story behind the picture here.

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Trove Roll: Lucky Bones

November 28th, 2014
News, The WEGS Fray, Trove Roll

Dimlix the Dwarf slammed his hammer down hard upon the chest, causing copper coins to shoot out on all sides. He loved a good exploding chest (be it treasure or ogre) and, besides, he hated standing about waiting for the party’s thief, Jinko, to assess if the chest was trapped. It was easiest to just smash it and deal with the consequences.

Dimlix quickly fell to knee and sifted through the scattered copper, ever vigilant for a glint of something shiny or golden. It was, however, an old bone on a bit of rope that caught his eye. The Dwarf typically did not waste time on curiosities; he liked cash in hand and hated bartering trinkets to wizards. However, when he touched this thing, it grew warm in his hammer-hardened hand. “What manner of treasure are you?” he breathed upon it from under his heavy helm.

And then looked over at the Game Master for more info…FB-Trove-Roll-77

Lucky Bones

These are the supercharged bone fragments of a legendary magical or mystical creature. They possess a lingering power that aids those who keep them near. If their keeper is of the same realm, all he/she must do is to call down their power and it is immediately bestowed. If the keeper is not of the same realm, the power costs a spoint to activate.

The bones can be used thrice per day (three charges) and will be one of four types (roll a d6):

1-2: Allows holder to re-roll 1s and 2s on their Damage Die roll.

3-4: Allows holder to force their opponent to re-roll 5s or 6s on their Damage Die roll.

5: Allows holder to re-roll a failed Invulnerability test.

6: Allows holder to force an opponent to re-roll a successful Invulnerability test.

Olde Bones: There is an INI% chance that the bones possess all of the abilities noted above.

Now… Let’s roll this out and find out what kind of bones we have!

First, roll a d6 to determine realm: Magic or Mystic.
–Roll a d6: 1-3 Magic, 4-6 Mystic.  I roll a “4”. These bones are Mystic.–

Second, roll a d6 to determine the type of bones (on the table above).
–I roll a “4”. An opponent re-rolls 5s or 6s on their Damage Die roll.–

Third, check if these are Olde Bones via an INI Roll, (2d10 + 2d6)%.
–I establish a 21 INI% base, but roll 26% on the test. No such luck!–

The Game Master can now tell Dimlix what he has found: a bone from a mystical beast, one that would be fearsome enough to force an attacker to quiver at their sight. But what beast? And what bones? The Kreator thinks hard and has a flash of inspiration:

“You hold in your hands the talus of the mystic androsphinx.

Each time you call upon it, a terrible roar shall make your foe quake!”

Dimlix the Dwarf takes a moment to secure the talus to his belt.

His gaze turns back to the Game Master…

“And how many copper pieces did you say there were?”

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Trove Illustrated: Grandult Finds A Ring

November 15th, 2014
News, The WEGS Fray, Trove Roll

Blog-Pic-WOS-Trove-1

Read the full story behind the picture here.

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Trove Roll: Enchanted Ring

November 8th, 2014
News, The WEGS Fray, Trove Roll

Grandult the Mage looked down at the iron grate in the dungeon floor and bemusedly announced, “In a hole in the ground there lived a Gnobbit…”  His adventuring party gathered round and looked down with him.

“It’s quite the nasty, dirty, wet hole, ain’t it?”, remarked Gurk the Goblin Ranger as he bit into a fresh rat.

“How long have you been thus trapped, oh Gnobbit?”, Grandult asked.

A suffering voice from the shadows of the dungeon trap murmured, “About a week… Will you free me, kind Mage? I have valuable skills that may be of use to your party.”

“Your skills seem to get you stuck in some very tight spaces”, chortled the Mage.

“We shall pass!”

He turned to go.

“Wait!” cried the Gnobbit. There was a moment of silence. A furry hand came up through the grate. In its palm sat a simple golden ring…

“I can offer you this…”

It’s Random Trove Roll Time!

Enchanted Ring of…FB-Trove-Roll-77

This ring holds one Mage or Sage spell. There is INI% that it holds two spells (and these need not be from the same realm).

First, determine the percent chance that the ring holds that extra spell by rolling an INI score: (2d6+2d10).
–I rolled a 19 for my INI score.–

Second, make a D% roll versus this mark.
–I failed this roll; the ring holds a single spell.–

Third, select a random Mage or Sage spell by shuffling the WEGS Old Skool spell deck and drawing the appropriate number of cards.
–I drew this Mage spell:–

Jumpin’ Jazzophat

The wearer has the ability to jump like mad!

The ring holds four charges, which are spent to blast its spell (no Cast is required). The blast requires the wearer to succeed an INGENUITY% or GRACE% test (as per the spell). No charge is spent on failed activations and no spoints are due for a successful blasting. The wearer maintains the spell upkeep (Spante).

An amazing benefit of this ring is that the ring itself bears the enchantment, not the wearer. The spell functions at a  Level 4 blasting level. In this case, the ring grants the wearer four enchanted jumps (see spell description for full info).

Each dawn, if on the finger of its living (or even undead) host, the ring renews one of its charges; it cannot hold more than four. Note that a ring will not divulge which spell it holds unless it is on a host’s finger. It is the Kreator’s call whether removing the ring comes with a spoint drain penalty (similar to Fervor or Magic Drain). Enchanted rings do not like being separated from their host.

Grandult reached for the ring, but the Gnobbit quickly withdrew his hand.

“Free me first and the ring is yours…”

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Trove Roll: Staff of…

January 25th, 2014
News, The WEGS Fray, Trove Roll

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…FB-Trove-Roll-77

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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The Random Trove Roll

January 18th, 2014
News, The WEGS Fray, Trove Roll

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
FB-Trove-Roll-77dedicated 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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