ZWEIHÄNDER Grim & Perilous RPG - a Warhammer Fantasy Roleplay retroclone

Daniel D. Fox

Explorer
From the nightmare terrors beyond, to isolation and powerlessness of the self, tension is a hallmark of any grim & perilous game.

Here's a first look at the first few pages of Chapter XI: Fear and Insanity. While it doesn't represent the full chapter or the final product, it should give you the broad strokes of the mechanics while informing the role fear should play in in ZWEIHÄNDER. We'd love to near your opinions on its presentation!

http://dl.dropbox.com/u/34934670/Fear_Preview.pdf
 

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Daniel D. Fox

Explorer
From the nightmare terrors beyond, to isolation and powerlessness of the self, tension is a hallmark of any grim & perilous game.

Here's a first look at the first few pages of Chapter XI: Fear and Insanity. While it doesn't represent the full chapter or the final product, it should give you the broad strokes of the mechanics while informing the role fear should play in in ZWEIHÄNDER. We'd love to near your opinions on its presentation!

http://dl.dropbox.com/u/34934670/Fear_Preview.pdf
 



frankthedm

First Post
How intrinsically tied is the rules system to the "all injuries are lumped together for purposes of healing" notion? For me it feels almost unplayably artificial when a chirurgeon / healer HAS to treat 3 separate injuries from one fight as one lump total, yet can heal the next injury on its own. Tracking injuries separately won't work in a game with D&D HP numbers, but wounds always stay at manageable levels for separate tacking. Yes, it would require the heal skill to heal less per application and make make minor injuries more negligible, but it would also make more significant injuries that much worse. :devil:
 

Daniel D. Fox

Explorer
How intrinsically tied is the rules system to the "all injuries are lumped together for purposes of healing" notion? For me it feels almost unplayably artificial when a chirurgeon / healer HAS to treat 3 separate injuries from one fight as one lump total, yet can heal the next injury on its own. Tracking injuries separately won't work in a game with D&D HP numbers, but wounds always stay at manageable levels for separate tacking. Yes, it would require the heal skill to heal less per application and make make minor injuries more negligible, but it would also make more significant injuries that much worse. :devil:

Excellent question! Here's a short explanation from our Healing Injuries entry that may help clarify some of these questions - http://dl.dropbox.com/u/34934670/HealingandInjuries.pdf
 


Daniel D. Fox

Explorer
For every 100 new LIKES we get on Facebook, we'll release a new Profession's illustration from the book. In celebration of our 300th LIKE tonight, here's a peak at the Barber Surgeon!

PLIERS...SCALPEL...SCISSORS...BONESAW
With an assortment of bizarre and frightening instruments, the Barber Surgeon sees to “curing” the injured. You may flip the results to succeed Awareness and Heal Tests when recognizing illness and treating the injured with your medical Skills.

http://dl.dropbox.com/u/34934670/Class Barber Surgeon.jpg
 

Daniel D. Fox

Explorer
For every 100 new LIKES we get on Facebook, we'll release a new Profession's illustration from the book. In celebration of our 300th LIKE tonight, here's a peak at the Barber Surgeon!

PLIERS...SCALPEL...SCISSORS...BONESAW
With an assortment of bizarre and frightening instruments, the Barber Surgeon sees to “curing” the injured. You may flip the results to succeed Awareness and Heal Tests when recognizing illness and treating the injured with your medical Skills.

http://dl.dropbox.com/u/34934670/Class Barber Surgeon.jpg
 


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