Rogue Games Tabbloid -- April 24, 2009 Edition

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24 April, 2009

Today’s Tabbloid PERSONAL NEWS FOR [email protected]

ROGUE FEED

the bulk of the Slann’s armies and it is through their strength that the empire is protected and defended. The final rung of Lizardmen society is filled by the Kroxigors. These tall, very strong Lizardmen are also the dumbest, and perform all the manual labor required to keep the cities running.

[Lost Works] Lustria, Part 7 APR 23, 2009 10:56P.M.

The Lizardmen and the Slann have their own forms of written and verbal communication. The Slann have an eloquent spoken language, though they rarely use it. Most of the Slann depend on their telepathic methods of communication since it conveys not only the message but also the speaker’s emotions. Typically the Slann of the Fifth Spawning, and some of the Fourth, verbally communicate with the Skinks and Saurus. This is done in short, direct and simple word phrases.

The Races of Lizardmen As already mentioned, the Old Slann created the races of Lizardmen to aid the Slann in fulfilling The Great World Plan. A total of three races were created, and as the years advanced there has been very little change in their genetic make-up. The spawning of the Lizardmen happens naturally even in the temple cities that lay in ruin.

Skinks are able to understand and talk in Slann, but use their own language the Norse has dubbed Skinkian. This is a long, slow, croaking language, which also employs physical gestures. Intruders in the jungles often mistake this language as the croaking of frogs. This has often proved fatal when a group of Skink archers emerge from cover. The Skinks written language is glyph-based. These glyphs can be seen decorating the sides of the pyramid temples. Saurus speak Saurian, a crude roaring language.

All spawned Lizardmen have the same markings and coloring, but on occasion one is spawned with a different color or pattern. These Lizardmen are thought to be marked by the Old Ones, and are given a position of importance in the hierarchy of the Lizardmen. There is a 10% chance that a Lizardman is marked; refer to Table Two to see the marks available. Table 2: Marked by the Gods Mark God Favor Vermilion Chotec Vision lighted by the sun

Lizardmen dress simply avoiding wearing armor of all types. Scribes and clerics wear simple robes decorated with intricate geometric patterns. These patterns show the Skinks position and Slann they are associated with. Saurus wear simple loincloths and when fighting rely on their scaly skin for protection. Saurus temple guards are the only group to wear armor. This armor consists of a bone breastplate and a helmet made from the skull of a cold one. Kroxigors wear simple loincloths as do Skink who are not clerics or scribes.

- Receives the skill Night Vision Blood Red Sotek Furious in battle - Receives the skill Frenzied Attack Yellow Tlaxcotl Determined in life - Receives the skill Orientation Purple Tepec Deep Understanding - Receives the skill Palmistry Black Hunanchi Unworldly stealth

Diet among the Lizardmen is similar to Slann: insects, reptiles and mammals. In addition Skinks also roam the jungles gathering numerous roots, fruit, vegetables and plants that grow there. Skinks know the art of brewing and a variety of drinks are brewed and consumed. Lizardman cuisine tends to be spicy, and those explorers who have had the honor of eating with a Skink testify to the food being so spicy that it brought tears to their eyes. Flame peppers are a common ingredient in most meals. This pepper has a mild taste, but the real heat comes from eating the seeds. Many strong men have been known to be brought to tears when biting into one of these peppers.

- Receives the skill Lighting Reflex White Xapati Destined fro greatness - Receives a +10% to Leadership Mottled Tzanki Very agile - Receives a +10% o Dexterity Great Crest Quatl Very strong - Receives the skills Very Strong and Very Resilient Lizardmen society, much like Slann society, is caste-based. At the highest rung are the Skinks. Though smaller and weaker then the others, Skinks are the smartest and perform all tasks requiring intelligence and skill. Skinks fill the ranks of scribes, craftsmen, and gatherers; and the work they do supports not only the Slann but also the empire. The second rung of the society is filled by the Saurus. Though stronger and more skilled in combat, Saurus are less intelligent then the Skinks. The Saurus make up

Not all Lizardmen have unwavering loyalty to the Slann. There are some Skinks that have fled the shackles of temple city life and sought a life away from the Slann. These Skinks come to a realization that the Slann are wrong and their policies are causing destruction to their way of life. These Skinks generally flee to the jungle and live out the rest of their

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Today’s Tabbloid PERSONAL NEWS FOR [email protected]

24 April, 2009

lives in isolation. Yet there are a few Skink colonies among the ruined temple cities. Rather then destroy the current system these Skinks ban together and create a new way of life.

Int

Skinks

WP

The Old Slann used newts when creating them, so they are the most agile of the Lizardmen. Skinks breed in the many ponds that surround the pyramid cities, and thus are the most aquatic of Lizardmen. Of all the Lizardmen, Skinks are the most numerous and reproduce the quickest. They are not known for their strength and are the weakest of all Lizardmen.

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Skinks are not very good in combat, preferring to use missile weapons. However, they are the most vocal and serve as leaders, scribes and craftsmen in Lustria. Like their fellow Lizardmen, Skinks have a tail and their scaly skin provides some protection from damage. In combat Skinks use spears and short bows, and rarely use any form of melee weapon. They have an average height of 4′.

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Skinks

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Alignment: Neutral

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Psychology: Because they are cold blooded Skinks are immune to fear and terror. They are subject to animosity toward Skaven.

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Special Rules: Skinks scales act as armor and offer 0/1 AP to all body areas. Skinks also receive the skill swimming as a bonus.

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Saurus

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Slow moving and slow-witted the Old Slann adapted the Saurus from the prehistoric Lizardmen who lived underground. The Saurus were bred to serve as soldiers, a job they perform very well. Though they are stronger than Skinks, they are not smarter. Like all Lizardmen Saurus have tails and their scaly skin offers very good protection from damage. Saurus spawn in the tunnels beneath the pyramid temples, and unlike the Skinks the Saurus reproduce very slowly. Saurus do not possess the dexterity to use bows or missile weapons. Instead they use clubs, bronze swords, or bronze bladed hand axes. Saurus reach an average height of 6′.

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Saurus 2 M 5 WS 40 BS A S Dex T Ld

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The largest of all Lizardmen; Kroxigors are strong and powerful. Yet Kroxigors are the least intelligent of all Lizardmen, and often need to be goaded into action. Kroxigors love to lift and smash things, and they amuse themselves by finding new ways to smash things. They are the rarest of all Lizardmen and it takes many years for them to spawn. Like the others, Kroxigors have tails and their scaly skin acts as a form of armor.

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Like the Skinks, Kroxigors are spawned in the marshes and ponds on the outskirts of the pyramid cities, and like the Skinks are aquatic and able to swim. Kroxigors are too slow-witted to use any form of missile weapons, and generally use large heavy clubs in combat. Kroxigors can reach an average height of 10′.

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Alignment: Neutral

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Psychology: Because they are cold blooded Saurus are immune to fear and terror. They are subject to animosity toward Skaven.

Ld Int

Special Rules: Saurus thick skin acts like armor and offers 1 AP to all body areas.

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Kroxigors

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24 April, 2009

Fel 3 15 66 10 53 53 12 Psychology: Because they are cold blooded Kroxigors are immune to fear and terror. Due to their low intelligence Kroxigors are subject to stupidity. They are subject to animosity toward Skaven. Special Rules: The Kroxigors scales act as armor and offer 2 AP to all body areas. Kroxigors receive the swimming skill as a bonus. Posted in Games, thoughts Tagged: Games, Lost Works, Lustria, thoughts, Warhammer FRP

ROGUE FEED

Only Erol Otus ,,, APR 23, 2009 04:26P.M. ... could make a mushroom man this creepy. ROGUE FEED

REVIEW: Breaking & Entering APR 23, 2009 03:09P.M.

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24 April, 2009

new thief abilities, most of which are clearly inspired by the thief-acrobat specialization from Unearthed Arcana. B&E then moves on to provide two new sub-classes of the thief, beginning with the deep scout, which is basically a good-aligned spy used to infiltrate evil nations and organizations. There’s also a new version of the bard, which bears some resemblance to the version presented in another Brave Halfling product but tweaked for use with OSRIC (illusionist and druid spells instead of magic-user ones, for example). Also included is a detailed thieves’ guild, complete with map, thief-oriented gods, new equipment, and magic items. The end result is, I must admit, much less of a toolbox and more of a grab bag. That is, Breaking & Entering has no organizing principle beyond being a collection of rules and ideas pertaining to thieves. There’s minimal discussion of the advantages and disadvantages of each option presented, instead leaving it to each referee to decide for himself. I don’t think that’s a bad thing in itself and it’s certainly an approach in tune with OSRIC’s sensibilities, but it’s not one that every referee will like. In addition, some of B&E‘s content seems a bit lackluster to me, such as the deep scout and the deity write-ups. Given the sale price, I have no cause for complaint, but I do wish the product had felt tighter and less scattershot than it does. A shorter, more focused product might have been more satisfying. There are a number of excellent ideas in B&E but their excellence is obscured somewhat by the presence of what feels like filler text designed to pad out the page count. In some ways, I’m probably the worst person in the world to review a product like Breaking & Entering: A Toolbox for Thieves. Not only am I generally skeptical of the class even in concept, but I also think its presentation in Supplement I opened a game mechanical Pandora’s Box, the consequences of which still plague Dungeons & Dragons over 30 years later. Despite that, I’m actually quite fascinated by the thief class, as well as the attachment so gamers have to it. For all my complaints — and there are many — I’ve come round to accepting the fact that, original though it may not be, there certainly is a place for it in D&D, probably even moreso than the cleric, which feels far more like an interloper class than does the thief.

Presentation: 7 out of 10 Creativity: 6 out of 10 Utility: 4 out of 10 Buy This If: You really like thieves and are looking to give them new options Don’t Buy This If: If you’re not a fan of thieves or are happy with the standard presentation of the class

So, I purchased Breaking & Entering (written by Vincent Frugé and published by Brave Halfling) in the hope it would give me further insight into the appeal of the thief and the ways gamers use the class. Retailing for $6.00 (though currently on sale for half that), what you get is a 28page PDF for OSRIC that gives the referee new material to inspire “his or her own unique interpretation of the thief class.” The product is thus interesting for a couple of reasons, the first of which being that it’s aimed specifically at OSRIC, a departure from Brave Halfling’s usual association with Labyrinth Lord, although B&E could easily be used with any old school fantasy RPG. Second, the product seems aimed more at referees than at players, being a toolbox of ideas from which one can pick and choose rather than a unified expansion of the traditional thief class. I have to say that I very much approve of this approach.

ROGUE FEED

[Colonial Gothic Revised] Let’s talk about art. APR 23, 2009 12:56P.M.

Though I have been quiet, that does not mean I am not busy. Busy on what? Colonial Gothic Revised.

The product begins by offering up a brief revision and expansion of the thief’s climb walls ability, as well as a new sub-system devoted to spying. The spying sub-system is simple and looks easy to use, though I expect it’s probably of most use for NPC thieves. Following this, we get several

All is going well with it as the manuscript is polished and getting ready to go to layout. The art is coming in as well. Art?

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24 April, 2009

Yes. I decided to commission some art for the book, and there will be a mix of period pieces and new pieces in the book. I did this for one main reason, I could not find any appropriate period art for certain things I needed such as for monsters and the mundane threats. The artist who is doing the work for me is Jeff Preston (http://www.team-preston.com). This is the third time Jeff has worked with us, and if I have my way, he will be working with us on everything we do. Why? Check this out:

This image is still rough, but will be found in the Mundane Threat Chapter. This chapter is a collection of NPCs ready for GMs to drop into their games. Though the style is not an exact replica of the woodcuts that will be found in the book, I love the style and the tone Jeff has taken with this. Jeff is also, as I mentioned, doing a lot of illustration on the critters. Here is an example of one of them: So what is this of? A werewolf. Yup. A werewolf. I wanted to do something different with this image and when I did the artist descriptions I wrote: Werewolf: A colonial woman, with a hint of malice. Her shadow is of a wolf. That was all Jeff needed and he knocked out that killer illustration. In all the mix of old and new art adds to the feeling of the game. I am pleased with the look of things, and I am happy as hell with how this game has shaped up.

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