Saturday, April 28, 2018

Americano Anomalies, with a few updates in line line with the new Macchiato Monsters.

Americano Anomalies, with a few updates in line line with the new Macchiato Monsters.
https://drive.google.com/file/d/1rbAY60iQ_Au84YYR8z2TQr6_m4VhRzIp/view?usp=sharing

Eric Nieudan , one the Dungeon, Inc.

Eric Nieudan , one the Dungeon, Inc. playtest GMs asks me what the damage is for hand to hand combat. I've never been confronted to that. What is it ? I'm sure it's in MM0 somewhere, but I'm traveling with no access...

Wednesday, April 25, 2018

You can now download an almost done version of the final draft!


You can now download an almost done version of the final draft!

Originally shared by Eric Nieudan

My week in one image.

Also, Macchiato Monsters peeps, check the secret page (the one that's linked in MMZ). It has a dirty manuscript for a game that's 99% DONE.

Monday, April 23, 2018

Last full day of the marathon.


Last full day of the marathon. The to-do list is slowly disappearering. Only the items pertaining to the world building supplement/zine remain, but I now accept this will be done later.

I've got to produce a draft of the domain rules first.

Sunday, April 22, 2018

Hello everyone

Hello everyone,

Quick questions regarding getting an updated copy of the PDF? When I originally purchased MM's PDF, I did so through the Lost Pages website. But it seems that the game is now sold through DriveThru. Is there anyway to receive the updated versions of the game through the Lost Pages store still? Or do I need to repurchase the game on DriveThru for the updates?

Thanks!

Saturday, April 21, 2018

Huh. I was surprised to see this.


Huh. I was surprised to see this.
https://www.amazon.com/Long-Macchiatos-Monsters-Alison-Evans-ebook/dp/B00RJB6Q60

Introducing: clerics!


Introducing: clerics!

Riffing off Evlyn M and Tore Nielsen's excellent work, this is intended as another not-equipment table. I'm not sure where it'll go in the book.

Favourite dungeon encounter mechanic?

Favourite dungeon encounter mechanic?

I'm of two minds regarding which procedure goes into the dungeon encounters section.

Do you like rolling the encounter risk die independently as per the rules (1-3 is an encounter), knowing you may need a reaction roll afterwards?

Or would you rather take the time to look at the integrated table (from the more recent dungeon template), and get a result with every roll?

Feel free to comment if you have comments =)

Friday, April 20, 2018

Heirlooms 'equipment' table


Heirlooms 'equipment' table

1. A curse! Your blood carries something bad, like lycanthropy or passive-aggressiveness.
2. A shiny button, handed down from one generation to the next.
3. Half a map to… a treasure maybe? Hard to say until you find the other part.
4. Grandad’s axe (d6). It’s worn and badly balanced, but still serviceable.
5. A case of vintage red wine that was kept for a special occasion. Worth dR8 silver.
6. Mom’s sword (d8). It has a name, a story, and maybe a minor magic power.
7. The deed to a mine, somewhere deep in the borderlands.
8. A minor noble title (knightess, baronnet, bey, patrician...) and little else.
9. You ancestor made this arrow that never misses (d8). It also has never been shot.
10. A sizeable inheritance (gold dR12) from a distant aunt. Comes with a condition.
11. The formula for a powerful, unique spell. Worth a lot to some people.
12. A noble title (rais, viscount, duchess, khan...) and a bodyguard (dR10).
13. A huge, magic coffee maker. Makes a brew you can charge premium for.
14. The key to an archwizard’s tower and a command word to… something.
15. Scourge Slayer (d12), a powerful weapon destined to save the world. Or something.
16. The true name of a demon princess, and an incomplete set of guidelines to use it.
17. A magical, talking orchid that knows the way to a garden of wonders.
18. Divine blood, but no magical powers. You are very special to some cults though.
19. A share in a merchant company. Every year, you receive a stipend of platinum dR6.
20. The throne! At least you have a good spot on the line of succession.

Fresh from the drawing board!


Fresh from the drawing board!

Drugs and intoxication

When you consume a drug, get intoxication dR4. You get the benefits and drawbacks of the drug for an hour. The die is stepped up if you use it again within the hour.
At the end of the hour, roll your intoxication dR. If the die is stepped down to nothing, your system clears and you cannot use the drug again in the same day. Some examples below:

- Berserker coffee: terrible breath, advantage on intimidation attempts
- Black death lotus: disadvantage on CHA checks, advantage to cast necromancy spells and command undead
- Crimson coffee: disadvantage on HD rolls to heal overnight, advantage to resist sleep and stay focused
- Freebooters' rum: disadvantage on DEX checks, advantage on morale rolls and to resist fear
- Ice Peryton ale: pressing need to pee at the worst moment, drunk’s armour dR4
- Oracle’s poison: check CON to avoid taking d4 damage, get a detailed vision

Addiction (optional)
When your system clears and you want to use again in the same day, get addiction dR4 and some kind of symptom of your abuse. Roll your addiction whenever you use the drug again: on the maximum result, step the die up and get another symptom or drawback (referee’s choice). If you roll a 12, you die.

Image credits: Capprotti (https://capprotti.deviantart.com/art/Party-Dwarf-254375921)

Thursday, April 19, 2018

Do you want the die drop tables in MMFinal?

Do you want the die drop tables in MMFinal?

Comment if you've used them and have an opinion. Also keep in mind that I love these things and use them regularly, so it'll take a lot of hate to make me leave them out of the book =D

Wednesday, April 18, 2018

Should there be a cap on how often you can take the extra attack option on lvlup?

Should there be a cap on how often you can take the extra attack option on lvlup?

A level ten character having ten attacks a round seems kind of silly

Monday, April 16, 2018

The Finishing Macchiato Monsters Marathon is upon us!


The Finishing Macchiato Monsters Marathon is upon us!

I'm flying to Glasgow in 48 hours and taking some time now to try and organise the week's workload. Among the bigger tasks, sorting through the great feedback you guys gave me the last few months.

If anyone has issues or ideas they haven't shared, now is the time! I may ask a couple questions in separate posts, but feel free to start your own convos too.

Monday, April 9, 2018

Quick Hack Ideas for running a one-shot with Newbies:

Quick Hack Ideas for running a one-shot with Newbies:

Simplified DR: 5+ on 1DR6 - 1DR8 - 1DR12 - 1d20

Combat:

roll equal or under STR or DEX per usual
On Successful attack: roll weapon DR, amount is damage dealt -
Fail Weapon DR: weapon gains a notch, ammo consumed, step down die
Fail on 1d6 Weapon destroyed, ammo exhausted

Weapon Tags:
Slash: extra attack per round (rapiers, axes, "quick" weapons)
Bash: Armor breaks on successful attack (maces, hammers, heavy crossbow)
Gash: if target takes damage, treat as 0 Con (great weapons)

On failed attack: roll Armour DR.
ARMOUR DR: Pass: damage ignored but you are pushed out of position, disarmed, or knocked prone, etc.
Fail: take damage, Armour stepped down a dice
Fail on 1DR6: Armour ruined

Damage reduces CON, at 0 Con, roll 1d6, you have this many turns to get stabilized or you bleed out and die.

Armour-sets your base TEMPO (DR measuring your reaction, speed and stamina - used for initiative, chases, and exhaustion checks)

Quilt - 1DR8 Tempo 1DR20
Chain - 1DR12 Tempo 1DR12
Plate - 1DR20 Tempo 1DR8

Chases: roll using lowest Tempo of group or split up like cowards.
uses the snakes and ladders hack.

Magic
every casting attempt costs 1d6 WIS, can be offset by spell components (reduce by Wis Cost by DR - spell component is consumed in casting regardless of result)

Exploration:

modified HAZARD Dice table:

1. Encounter: roll for reaction or initiative, depending on encounter.
2. Emanation: hints and signs of encounter
3. Exhaustion: check TEMPO
4. Extinguish: Check Light sources
5. Expiration: all spells end.
6. Empty - y'all good.

Resting:

short rest: 10 minutes and a bit of food and a cool drink (check rations) restores one dice size of Tempo and 1d6 CON.

Long Rest: 4hrs of uninterrupted rest + food and Drink (check rations), restores CON, WIS, and TEMPO.

Healing:

roll under INT to stabilize a comrade at 0 CON:
pass: they are conscious,/wont bleed out.
fail: they die in your arms with pleading eyes

once stabilized: comrade must pass TEMPO check every turn to act
Pass: act with disadvantage
Fail: the pain is overwhelming, spend the turn keeping your guts from spilling out.
Fail on 1DR6: you are dead.

*short rests won't recover CON if you hit 0, only raise TEMPO
- you'll need proper medical care and a good nights rest to starting regaining CON

Hi!

Hi! As I'm working on the translation of Café Noir, my OSR Noir game. I would to give you my suggestions for the terms and wait for your comments.

Nighthawks (Durs à cuirs): name of the PCs. Tough guys is also good but I prefer a neutral gender term.

Muscles (Muscles): The strenght, to give slaps and block the beauty when she wants to leave.
Swiftness (souplesse): the Dexterity, to aim for misbehave and dodge lead bullets
Toughness (resistance): is constitution to take a hit or keep going after a nightwatch
Brains (ciboulot): is intellect. To understand complexe thing, hack a computer or find some clues
Nose (flair): is urban wisdom. To anticipate traps, hear some rumors or spot that goon on the rooftop.
Face (gueule): is charisma to bargain, intimidate or seduce the femme fatale (what a fool!)

Scars (traits): are the past and specific traits of the character. What make him/her so special.

Bad habits (mauvais penchants): is THE thing the character does to chill when the pressure is to high. Bad Habits give you some Punch

Debt - cash or repay (Dettes): is a link with an NPC who owe something (sometimes it's you who owe to an npc). Debt are risk dices and you can loose them if you ask for help too much.

Ties (ancres): are NPCs you care for. They have no narrative interest except they are the only reason you still believe in something. Ties are risk dices and let you to recover.

Dangers (Menaces): are what you need to be careful if you are concerned by your safety. Dangers are risk dices and work like an Apocalypse World Front.

Karma bill (passer à la caisse): is a solution when you fail your roll. You can still accomplish your action but fate's a bitch and you'll have to pay for it.

Gears (matos): things which can help you. It's also a risk dice.

Combat Dice (dé d'arme): as the weapon training in MM.

Probe dice (dé d'enquête) is a dice used for investigation. It comes from Index RPG's effort dice.

Punch (souffle): the energy, similar to hit points but with a wider application.

Detective training (Entrainement limier): increase de the probe dice
Roughness training (brute): increase the combat dice (but not the Punch dice!)
Scoundrel Training (Filou): replace the magic training in MM. Scundrel are sort of social magicians with influence circle.

Trigger (détonateur): the main subject of the story
Disturbing truth (vérité qui dérange): what will change the story from a simple problem to a real shitstorm.
Sheep (agenaux): npcs who will probably die in the story due to wolfs's actions.
Wolfs (loups): NPCs who are the real bad guys of the story.
Bit players (seconds couteaux): minor NPCs without name.

I'm open to any suggestions!

#cafenoir

Tuesday, April 3, 2018

Question about the free-form magic approach in MM, has anyone run a game for complete first-timers?

Question about the free-form magic approach in MM, has anyone run a game for complete first-timers? if so, did the free-from approach to magic work well or did they struggle? I'm running a one-shot game for 4 new players, no rpg experience at all, and i onder if I should just give them a spell book like Wonders and Wickedness or if they will be able to come up with spells without much paralysis.