Thursday, January 16, 2014

Aeranos Update - Reorganizing

I am in the process of reorganizing the chapters and sections of the RPG rules. As usual, as I'm doing this, I'm finding lots of little "fixes." Mainly references and spelling stuff.

stay tuned!

Monday, January 6, 2014

An Aeranos Encounter! and Patreon Page

In far-fetched hopes of gaining a little pocket change for my design efforts, I have created a Patreon Page for my map, adventure and RPG content.

Whether or not you go there, you can still get everything for free at GamersCortex.

The first new bit of content is the Well of Dunbolten Aeranos Encounter! It's my hopes that this will work as a fairly simple, yet interesting starting adventure for anyone who wants to try out ARPG.


Thursday, January 2, 2014

AERANOS UPDATE - Sort of....

Well, this really isn't a rules update, this is more of a trip down RPG memory lane, with maps.
I've uploaded a bunch of maps from earlier adventures in Aeranos, along with some notes on how they were used.
These will hopefully be of some use to other gamers out there.
Like the page says, Enjoy!

Aeranos Maps

Wednesday, December 18, 2013

Aeranos Update - Arcane Links and True Names

Arcane Links
Classic examples of arcane links are hair, blood, spit or fingernails. To be a viable link, the sample must be well preserved and undiluted, though not necessarily fresh. Other arcane links include a spellcaster's talisman, as well as totem bound objects.
With the proper arcane link, spells that normally require line of sight, can instead be cast from miles away. A Creature's true Name can also be used as an arcane link.
With a good arcane link, you can cast sight range spells at a distance of 1 mile per level of your sphere.

True Names
If a creatures true name is used in a spell, that creature is more likely to be affected strongly by the spell. Targets are affected in one of the following ways...
If the target gets a defense test it is halved.
If the target has magic resistance against the spell it is halved.
Effects on beneficial spells are somewhat more limited, but might include a slightly longer duration, at the discretion of the GM.
Most peasantry, unless they have had some experience with magic will openly use at least part of their true name, never realizing its significance. For example, a man named at birth "Nathaniel Dorthanson" may be known by all as "Nate the Smith," bur Nate the Smith will not work as a true name. For arcane importance, even the pronunciation of the true name is significant.
Any magical creature and most adventurers and intelligent monsters will most likely hide their true name as the treasure it is.
Animal intelligence creatures true names are very rarely known by any but the greater animal spirits and the gods. If for some reason the true name of an animal type is known and misused, the elder and namer gods will do whatever they can to punish the spellcaster responsible. Generally this means death for blatant abuses, though sometimes a god will simply wipe the name from a worthy characters mind.
Intelligent animals, creatures and elementals each have their own true name.
In general, area effect spells cannot be augmented by a true name, except in that they are harder to resist for targets whos names are invoked.

Monday, December 16, 2013

Aeranos Update - Bloodless Shambler

Every good game's gotta have 'em. Here's the Aeranos version of the classic.

Bloodless Shambler

One of the simplest of bloodless creations, Shamblers are the recently dead, brought back to a poor semblance of life, with only the most basic of instincts.
They can be controlled by spellcasters and intelligent bloodless creatures, but their simple intelligence means only orders such as "attack" or "defend" are generally followed for any length of time. While shamblers aren't supernaturally strong, they are able to use their muscles beyond normal Namer endurance, and thus are a bit stronger than they were in life, but they are considerably less agile and perceptive. All that said, they can be truly dangerous in large numbers.

Below are the statistics of a basic Neran shambler

Awareness 3*, Athletics 5, Stealth 2
Speed 2, Mind 2*, Body 10
Initiative 2, Move 10, Survival 7*
Toughness 10 (Useless Flesh 3, Bloodless Fortitude 2)

Fists & Bite 4, 5d
Weapon 3, (weapon damage)
Dodge 1

Special Abilities:
Bloodless Modifiers: +2 Stamina, Tireless with no need to breath, Immune to Spirit spells, Life Sense: +4 to Awareness vs. the living.
Automatons of Flesh: +3 Stamina, Brawl of 3, Weapon skill of 2, No negatives for brawl attacks vs. melee.
Relentless: Only a Called Shot to the heart (-8) or complete destruction of the body will destroy a shambler. Even a headless shambler will attack.
In groups, shamblers will attempt to grapple and overwhelm victims.

Converting a Creature Into a Shambler
Primary Stats: +2 Strength, +3 Stamina, -3 Agility (min 1), -2 Perception (min 1), Intelligence and Willpower reduced to 1.
Remove most existing Specialties and Disadvantages, but add Special Abilities listed above.
Either use the combat skills of the Automatons of Flesh specialty, or the creature's -3, whichever is better.

Tuesday, December 10, 2013

Aeranos Update - Crafting Mechanics

A character with the proper Craft skill, and enough time, can create just about anything. The process of building or creating one item is called a Project. A Project is made up of Skill, Time and Difficulty. Some projects are relatively simple affairs, like shoeing a horse, or brewing some beer. Other projects are complicated and time consuming, like penning a musical composition, building an entire castle, or brewing really good beer.
Determining how difficult and time consuming a project is, may require some research, and is ultimately up to the GM. The depth to which you want to go into crafting is likewise up to the GM and the players.

The proper knowledge for the job at hand. This is the particular skill needed to complete the project. Most of the time this is a Craft skill, but it could also be a Religion, History, Arcana or Wilderness Survival skill, or even something else at the GM's discretion. Besides the main skill needed, there might be other skills that can provide modifiers to the main project test.

The time it takes to complete a project includes material gathering, preparation and actual crafting time. The final time will be the standard amount it takes an average craftsman to complete the project. If the project is long, or involved, the GM is free to turn it into an extended skill test. In fact, many projects will be extended skill tests.

This is the actual target you are aiming for with your skill tests. The difficulty of a project is determined by most of the same elements that are used for Time. In addition, the difficulty is determined by the final product you are attempting to create. Forging an average sword is easier than attempting to create a Quality blade ready for enchantment.

With big, complicated projects, it may be tempting to split the process into several different extended skill tests, but unless you want the project to be a central theme to a game, you should probably avoid this. While crafting an item is useful, its often not the most exciting thing your character will do. That said, something that will take months, or even years to complete might be one extended test split up over several sessions.

Example Project  /  Skill  /  Time  /  Difficulty  /  Special Rules
Forge Horse Shoes /  Blacksmith  /  3 Hours  /  10  /  -15 minutes per success (min. Half hour)

Forge Average Weapon  /  Blacksmith, Bowyer  /  1 day  /  12  /  1 test halfway to the end of the process. -1 hour per success (min. 6 hours)
Repair Average Weapon  /  Blacksmith, Bowyer  /  3 Hours  /  12  / 1 test. -15 minutes per success (min. Half Hour)
Forge Quality Sword  /  Blacksmith  /  About a week  /  15  /  1 test per day. Extended skill test. Requires 12 Successes.

Monday, December 9, 2013

Aeranos - Disadvantages Updated

Using Disadvantages

There are two ways to bring your disadvantages into play.

1. Invoking a Disadvantage

This method is completely in yours, or the GM's hands. Anytime, before you make a test, you or the GM can suggest invoking one of your disadvantages. When this is done, you enter a Disadvantaged State, or add a Story Complication.

2. Critical Dice Failure "Snake Eyes"

Anytime you get a natural result of two on your dice roll, you and the GM must try to invoke one of your disadvantages, sending you into a Disadvantaged State, or adding a Story Complication.
If you can find no disadvantage that applies, you don't have to invoke a disadvantage, but you get no chance to earn a fate or survival point either.
If your snake eyes don’t already result in a failure, the GM can use the disadvantage modifier on the same test that caused the Disadvantaged State.

Disadvantaged State

Whenever you enter this state, the GM gains a one-time ability to impose a -1d6 Disadvantage modifier to your current test, or a future test in the current scene. This choice can, and often should, be made by the GM after you roll, for maximum negative effect.

Disadvantage Modifier Rules
If you invoke a Fate point on a test, the GM can’t use the negative modifier for the same test.
The GM can’t use a Disadvantage modifier on a Defense test that has already failed.
The GM can’t use the modifier as a bonus to his own tests.

Once the scene ends, or the negative modifier has been applied, your Disadvantaged State ends as well. If the scene ends without the GM getting a chance to use the modifier, you don’t get a fate/survival point.

Story Complication

A Story Complication is more of a roleplaying disadvantage than a mechanical one. Your disadvantage leads to a twist, or an unfortunate turn of events that complicates your character’s life, and possibly everyone else’s. This might be your criminal past rearing it’s ugly head and spoiling your negotiations with the local law keepers, or a Dependant being among the hostages of an evil wizard you’re about to face. Story Complications should generally be agreed upon by both the GM and the players.

Refusing a Disadvantage

There may be times when you roll a snake eyes, or when the GM invokes, that you really don't want to be disadvantaged. You can choose to refuse the disadvantage for the scene without any penalty, beyond the missed opportunity to gain a fate or survival point.

Disadvantage Types

There are three types of scene where disadvantages can be invoked. Many can be invoked in more than one.


Social disadvantages can be invoked when your character is in any kind of discussion or negotiation. Basically any time your character is interacting with NPCs. Most of the time, this is without weapons drawn and without attack and defense tests flying around. While this kind of disadvantage can lead to a Disadvantaged State, effecting social skill tests, it is more often associated with a Story Complication.


Combat disadvantages are the most cut and dry. They almost always take the form of a Disadvantaged State, and can be really annoying, but often just as entertaining and/or interesting. Certain combat disadvantages, like Crippled, should be invoked often by the GM and player, while others may only come up every once in a while.


This type of disadvantage comes up when you are busy in the process of “adventuring.” It might hamper you while you are picking a lock, disarming a trap or deciphering runes on a dungeon wall. Most of the time this takes the form of a Disadvantaged State, though in some circumstances, it might lead to a Story Complication.