In this bestiary post, we travel through the wilderness to meet a mischievous and unpleasant fairy: the Spriggan.
The Spriggan is a fae spirit of nature, appearing as ancient, ugly old man with a large bulbous head and a disposition for trickery and mischief. It behooves travels to not get on their bad side as a Spriggan can use its connection to nature to cause all sorts of troubles for travellers.
Each Spriggan is connected to the environment in which it lives, and its supernatural and mystical powers are themed around this. A desert Spriggan may cause whirlwinds and sandstorms, while a Spriggan of a forest may cause tree roots to sprout and branches to catch travellers unawares, and Spriggans of rivers and lakes may use their power to shape water into spears and projectiles.
They are masters of their home realm… but only in their home realm. In any other type of environment, they are as feeble and powerless as any mortal.
Perk: Nature’s Essence: Choose a type of environment (e.g., forest, desert, plains, river, etc). While within the chosen environment, the Spriggan may reroll any Mental Skill Check to alter and shape the environment around itself, and may choose either roll’s result. Only one reroll is allowed per Skill Check.
Quirk: Fairy’s Bane: While within Close Range of iron or water blessed by a priest, the Spriggan must reroll the first successful roll of all Mental Skill Checks, choosing the worst result between the two. In addition, any Wounds caused by iron or blessed water is automatically increased in severity by one step.
And there you have it, the Spriggan in all its mischievous and otherworldly glory. In the next Bestiary post, we’ll look at an opponent you may meet in a more social situation.
Up next for our mysterious soon-to-come game is the kingly Templar, royally marching through your timeline looking for foes to smite. He is a lion amongst cubs and for a man wielding an obscenely large warhammer, he can go toe-to-toe with the nimblest of enemies, all the while keeping his allies in good health.
Next up in the previews for our upcoming game of magical mysteries is the Frostlord! He’s a crabby and grumpy old man, stomping his way across the battlefield, freezing everything in his way. And if that doesn’t work, he has a mighty ice-axe to finish off any rambunctious youth that gets within arm’s reach.
Next up in our sneak-peeks for our upcoming not-so-secret game is the Scoundrel! Two-faced and conniving, the Scoundrel is your secret card up your sleeve. As good at backstabbing with his twin daggers as he is sneaking around, no one will see him until it’s too late.
Next up in our sneak-peeks for our upcoming not-so-secret game is the Ravager! Bullish and stubborn, the Ravager has the strength of ten men and the patience of precisely none of them. Once he sets his mind to something, he intends to see it done come hell or high water. Armed with nothing other than his great-axe, the Ravager is a terrible force to behold on the battlefield.
We’ve got a new project in the works, and for now, it’s top secret. But we aren’t complete monsters, so we’ll show you sneak peeks of it until the whole thing is ready to be revealed! And the first preview is the fearsome Warrior! He is the mighty protector and guard with a powerful shield, but don’t take that sharp sword for granted as the Warrior knows quite well how to use it.
In this bestiary post, we’ll look at the arcane masters of the universe: the Mages. Filled with mysterious knowledge that no man should know, these magical scholars can be powerful allies and dangerous enemies. They can bend the universe to their whim, and reshape reality as they see fit.
Perk: Prestigidation: The GM can spend one of his Sigils for the scene so that the Mage can alter and shape reality in one small, but meaningful, way.
Quirk: Fel-Magic: Whenever the Mage fails a Mental Check to cast a spell or use a supernatural power, he becomes corrupted by the dark powers. This includes a Mental Wound as well as a permanent aesthetic change equal in severity to the Mental Wound suffered.
In terms of equipment, the Mage doesn’t wear any armour as he trusts his arcane arts to protect him (and some Mages feel that armour gets in the way of using their magical abilities). For weapons, he carries with him his trusty Staff (a two-handed Medium Melee Weapon, -10 to hit, +20 damage) as well as his Magic Wand (a Medium Ranged Weapon with Medium Damage, +20 damage). The Wand requires no ammunition as it is the Mage’s raw willpower which is flung at the enemy.
And there you have it, the Mage is all his magical majesty. Next time on the bestiary we will look at an NPC you will be able to find exploring the wilderness.
We’re starting a new blog series today: the Sigil Bestiary! In each blog post, we’ll show you one (or two if we’re feeling fancy) enemies/opponents/monsters that you can encounter and overcome in the Sigil System. All in all there are a 100 entries in the Sigil Bestiary, and once this blog series is done, we’ll compile them all into a mod for the Sigil System and release it as a snazzy-looking pdf.
Each opponent in the Bestiary will come with four Skills, one Perk, one Quirk, a set number of Wounds and then some Equipment. The four Skills condense the twenty regular Sigil System Skills into something easier to manage for the GM, especially when dealing with many NPCs. Each Bestiary Skill can be thought of as a Skill Group, and anytime you’d roll for a Skill within that group, you just roll the Bestiary Skill instead. Here’s how the Bestiary Skills and Sigil System Skills match up:
Opponents in the Bestiary also don’t have Hit Locations unless the GM wants to make combat deadlier and more formidable for the players. Unless stated otherwise, treat each opponent as just having one Hit Location for their entire body.
The brutish Orcs
So with that out of the way, the first opponent to show off to you is the Orc, that quintessential RPG enemy. Orcs are the antithesis of all that is good about humanity. They are brutish, savage creature that love nothing more than death and destruction. The only things they manage to create is misery and fear, and so it is up to eliminate the hordes of Orcs from the face of the world.
Perk: Cannibal: The Orc can eat the flesh of another sentient creature to heal a Wound of equal or lesser severity as the amount of flesh consumed.
Quirk: Rage: In combat, the Orc must use his whole turn to attack the closest enemy or to move towards the closest enemy, unless the GM spends a Sigil each turn.
In terms of equipment, Orcs come with scavenged, ill-fitting, and ill-maintained armour granting them an armour value of only 5. For weapons, Orcs come in three varieties. You can have him wielding only a two-handed Heavy Melee Weapon (-30 to hit, but +15 damage); a one-handed Medium Melee Weapon (-20 to hit, +10 damage) and a shield worth 15 armour; or a Medium Ranged Weapon with Medium damage (+10) and a light Melee Weapon (-10 to hit, +5 damage).
And there you have it, the Orc is all his murderous and evil glory. In the next blog post we’ll show something a little calmer, and not fit merely for a combat encounter.
The Enchiridion Alchimia is finally out! It’s been a year in the making, and now it’s on DriveThruRPG for you to grab.
The Alchimia is the sequel to the great Enchiridion Sigillum, and follows in the footsteps of its older brother. the Sigillum gave you all the tools necessary to craft your very own unique spells, incantations and runic magic. The Alchimia does the very same, but with alchemy. Everything you need to know about alchemy is in this book: how to acquire and prepare your reagents, how to set up your lab, how to mix Alkahest and reagents to create concoctions, absolutely everything.
We’ve even got a section about astrology, so that you can use the planets, stars, phases of the moon, and even the seasons to your advantage to make the very best alchemical concoctions that you can.
There’s a hundred reagents in the book, and they can be combined in a near-infinite number of ways, meaning that you can literally create any alchemical potion, oil or poison that you can imagine. With another hundred recipes in the Alchimia, there is enough there to get you started and to get the creative juices flowing.
And to top it all off, we’ve got special recipes for creating a Chimaera, a Homunculus, and of course the Mangum Opus: the Philosopher’s Stone.
So if you want to be the very best alchemist like no one ever was, CLICK HERE to get your hands on the Enchiridion Alchimia.
This brings with it an extra character creation option in the form of an heirloom that your character carries with him, adding an extra bit of characterful and narrative uniqueness. The new version also comes with new Perks and Quirks for both the Blood Mage and Necromancer, providing new character customisation options with a focus on roleplay.
Lastly, there are four pre-made archetypes in the book (2 each for the Blood Mages and Necromancers) that allow you to instantly jump into a game with a fully made character. Each archetype is fashioned to exemplify an aspect of either the Blood Mage or Necromancer, so you will get a very flavourful character.
Click HERE to grab it from itch.io, or if you prefer DriveThruRPG then click HERE.
Runes of Power just got a neat new update to add in some extra character creation options and 5 new Perks and Quirks that will help you customise your spellcaster even more, and it will add in a new element to using magic: corruption. With the corruption quirks, failing spellcasting checks can now mutate and transform your body in horrific ways.
We also put in 4 character archetypes, so that you can quickly jump into any game with a pre-made character that has all his skills, perks, quirks and equipment sorted.
The Runed Age grand update is finally complete and Runed Age 1.5 is now available from DriveThruRPG by clicking on the banner above.
There’s a lot of new things in the book, a few things removed, and quite a bit changed as well, so if you’ve already purchased it, have a good look through it to see what’s new.
What we’ve done is taken all the lessons we’ve learned from Z-LAND and the Sigil System and included it in Runed Age. The Runed Age was the first game we ever made, so it just seemed fitting to make sure it’s as up to date as possible. So you’ll find the new Perks and Quirks advancement system in there, new Downtime sub-system, more detail on gear and weaponry, a smoothed and cleaned up character creation, and new mechanics for how to use the runic magic system in game.
We’ve also made it into a hardcover book, and we are just waiting for the proof copy to come in from the printer before putting that on sale as well. And if you purchase the Runed Age digital version before that happens, we’ll sell you the hardcover at cost price because we’re just that nice.
This time we’re talking about NPCs and how to give them some flavour.
Friends & Strangers
This post will be all about how to add some randomisation to NPCs in order to keep them unique and surprising to you as the player (while simultaneously being the GM). Remember that you don’t have to randomise each and every NPC you come into contact with; the tables below are only tools to help you if you get stuck with coming up with an NPC’s traits or personality or if you want to add in a bit of uncertainty to the social encounter to keep you on your toes. You are, after all, the storyteller and should use these tools so they best fit the story.
Attitudes & Goals
Not every NPC you meet will be your best friend, willing to divulge every secret they have and opt to join you in any quest you want, and nor should they. Most NPCs, like most people in life, will be entirely neutral and apathetic to your existence, and some others may not particularly like you. The NPC’s Attitude towards you will set the tone for the rest of your interaction with them, and this little table helps to set that Attitude.
And no matter who you meet, they will have some goal they are trying to achieve. It doesn’t have to be life dream or worldly aspiration, but in most cases will just be the thing they are currently wanting or in need of. What they want will affect how they treat you, so a change in their current goal will change everything about your social interaction with them.
Acquire more wealth
Basic needs (hunger, thirst, sleep)
Fame and recognition
Fill a spiritual hole
Protect/care for someone
Respect and appreciation
Rest and relaxation
Right a wrong
Running from something
Send a message
Start/continue a project
Take what others have
The NPCs’ current goals are intentionally vague so that they can fit with most circumstances and so that you can flavour them that best fits the narrative.
Personality & Emotions
If you are in a bind and can’t think of what personality an NPC should have, or have to get a lot of NPCs in short order, we have a couple of d100 tables that can help.
The first table will show you what the NPCs current emotional state is. Are they happy, sad, angry, etc? What emotion they have will dictate how they respond to your character, and may make it easier or harder to work with them.
The second table is for their personality. Are they the whimsical sort, or more of a grim figure; blunt and boisterous, or sophisticated and solemn. This table will add a lot of flavour to the NPCs you encounter and give them that unique surprise that comes from player a regular RPG.
That’s it for this blog post about playing the Sigil System as a singleplayer-RPG. Take all these tools together with the 2 Golden Rules from the last post, and you will have everything you need to play any social encounter you can think of.