JPBradley

DOLLWORKS//DRNC-358//DARK LAMENT

  • He/him

Ennie nominated TTRPG designer and writer of small fictions. Pancreatitis survivor.

posts from @JPBradley tagged #dark lament rpg

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JPBradley
@JPBradley

I know I wrote this for myself months ago, in a playtest document, for myself but- this is straight up gibberish.


JPBradley
@JPBradley

I revised this and... Made it more complicated. This is a very rough first draft with some ability ideas tacked on the end.

Formations
Knaves working together benefit each other, can offer aid and support and share resources. However gathered together they are more vulnerable to being surrounded or caught in the same snares, traps and attacks.
When two or more Knaves are in the same location they may agree, on either of their turns, to be in formation. Knaves may not change this status outside of their turns. You may not be in formation with an unwilling participant.
While in formation Knaves may share consumables and any effect which targets a Group. Knaves in formation may ignore the effect of being Outnumbered.
Additionally when in formation Knaves generate 1 Heat each time another Knave in formation damages an enemy, and are subject to effects in the location which have the Blast or Group quality.
When a Formation is affected by certain effects, such as Blast or Pinning effects, the formation must test against Breaking, see below.
Any Knave not in formation is considered to be working independently, even if they are the same location.

Breaking Formations
Formations can be broken by several effects:
One or more members suffers a Blast, Pinning or Stun effect.
One or more members leaves the formation forcefully.
When one of these conditions occurs the formation must test to hold their nerve and stay in formation. One member of the formation is chosen to try and hold the line. They test Presence and roll 1d20 for each Knave still in formation.
On a success the Formation persists and the Knaves remain in formation.
On a failure the formation breaks and all members are immediately lose

Formations and Tests
Formations make certain tasks easier and some more difficult.
Actions in which having a group for support, such as intimidating an individual, working together to force open a bulkhead or to sift through a Glyphbank for clues, gain an additional dice.
Actions which are complicated by having so many bodies, such as escaping through a narrow corridor, sneaking up on a sleeping guard or consoling a scared child, become difficult.
Outside of initiative, or rolls with immediate effect, you can easily choose whether to be in or out of formation when electing to perform an action, however the GM is advised to consider that when determining the outcome of an action.

Abilities and Formations
Some abilities affect formations specifically and can create moments when Knaves may form or disband Formations out of turn.
Rallying Call (Champion, Warcry, Loud) When performing an attack spend (x) Heat to trigger this Warcry. All allies within earshot may make a free move closer to your location. Those in your location at the end of your move may join your formation.
Shield Wall (Gear, Shield, Defensive) Allies in formation are considered to have cover when defending against ranged attacks.
Advance (Champion, Warcry, Loud) When performing a move spend (x) Heat to trigger this Warcry. (x) allies in formation may make a free move to the same location as you and end the move in formation with you. Allies that do not move form a separate formation in the original location.
Smoke Bomb (Gear, Consumable, Control) Consume this item. All creatures in the current location are Blinded and Obscured. Knaves in formation may break formation and move to an adjacent location as a free action.



Currently two projects are taking up my runtime:

  1. DARK LAMENT an OSR ttrpg about drinking poison to impress your undead mommy who shoots you off to raid a haunted spaceship before you turn to gold, explode into a beautiful garden or become a ghost haunting your unliving body

  2. LILACEYES (placeholder title) a short story about catboy wizard Caiah losing a second of memory to a Enchanter and having to track them down.

I am, thanks to illness and a lack of confident, rusty and not where I want to be as a writer but I've promised myself I am going to stop putting off projects and keeping them hidden forever and start talking about stuff so I finish it.